Project image
)}
$346
pledged of $10,000pledged of $10,000 goal
9
backers
Funding Unsuccessful
The project's funding goal was not reached on Mon, February 11 2019 9:21 PM UTC +00:00
Last updated February 11, 2019

DARK FLOW: ECHOES

Sci-Fi Space MMORPG. Free PvP, alternative skill system

DARK FLOW: ECHOES

Sci-Fi Space MMORPG. Free PvP, alternative skill system

$346
pledged of $10,000pledged of $10,000 goal
9
backers
Funding Unsuccessful
The project's funding goal was not reached on Mon, February 11 2019 9:21 PM UTC +00:00
Last updated February 11, 2019

About

Good day, ladies and gentlemen!

Let me introduce myself, on behalf of Dual Games. We are young, ambitious and we are united by the desire to create our own MMO game. A game in which it will be interesting to play, a game which immerses players in a world that abides to life’s rules. A world that poses many tasks and ways for their implementation. And from this day we begin the movement along this difficult path of production.

Today the MMO-RPG has become a genre devoid of new approaches.

What is the first thing we see, once in you are in any game world? Carefully waiting for us are NPC’s. Dozens, maybe hundreds of wounded warriors bleeding in anticipation of help. Many traders, whose goods are not needed by anyone from the inhabitants of the world. Craftsmen, in a never ending cycle doing the same work. They, like many other NPC’s only pose as a picture or a servant. Without a player, their existence is meaningless. 

A static background, driven only by the will of its creators. The plot rules any world, for the most part its grip is too strong and even the players are deprive of the right of choice. And the original inhabitants of the game worlds do not even have an illusory chance to bring in its outline, whatever it is.

Last in line - the players.

Hundreds, thousands, and maybe even millions of exceptional and unique heroes. Any king, god or demon is ready to embellish these irreplaceable fighters. However, all this is so fascinating that after 10/20/60 minutes of the game, any dialogue between the NPC will cause only irritation with its tightness.

And it is not so important that this time the player will be sent to kill "the only enemy of the universe" or they will send an artifact that also exists only in the "singular" number. All that will be interesting to take and pass the task. 

No, not all MMO-RPGs are like this, but how many games do you remember where the world would have developed itself, outside of the cinematheque clips?

The space themed game we want to create plays on the factors most MMO-RPGs miss. The key factor in our opinion is that non-game characters should be involved in the game process. If players at auction sell their stuff, why can't NPC buy them? If there is a shipping task, why can't the NPCs fly themselves?

Let these characters be less than the dead and static, but if you squeeze the size of the game world, without blowing a bubble just for the sake of numbers, then each location will have its own imitation of activity. Even simple flights between locations already give a semblance of meaningful existence. And this, without even mentioning that the NPC, together with the players, can attack enemies and defend their systems.

We decided to abandon the system of raising game character levels, but the game will have a lot of skills that will increase the variety of possibilities. The player will have access to a choice of both combat and auxiliary skills, including extractive, production, leadership, etc. abilities. The skill leveling system is simple, skills are enhanced with their use. High skill levels are required to use more technological equipment.

Each skill increases the strength of the character, but as a compensatory measure, the greater the skill level, the more difficult it is to get the next one. And this, not to mention the hidden skills, whose existence and method of obtaining the system will keep silent.

The main storyline - the establishment of dominance in a known part of the cosmos. 4 factions, the Humans, Anthors, Biomorphs and Constructors fight for control. All factions are unique and use different strategies, both in peaceful life and in combat conditions.

Each faction has its own line of ships and preferred weapons.

Not everything comes down precisely to military domination, there are those who put diplomacy at the forefront, while others value trade.

Humans will be the first gaming faction that will be available to the player. The solar system and the closest space to us, inhabited as a result of the intensive expansion of livable worlds after the discovery of the hyperdrive.

It is divided into 3 groups, Technocracy, Theocracy and Confederation, united in a single faction only after meeting alien races.

The Technocratic Dictatorship of the Solar System does not shun any opportunity to strengthen the human body and bring it closer to its functional limit. Working with the genetic code, nanomachines and the implantation of both organic and mechanical modifiers, this is what awaits a new person. All this is a necessary measure for society living in isolation. At the same time, Technocracy has the most advanced technology of protective fields at this point in time. Their ships are small and maneuverable, while possessing high firepower, but the damage taken by ships after the loss of energy shields is always catastrophic.

Theocracy places above all materialistic dogma about the superiority of antimatter over everything. Actively sells energy and antimatter-based technology, the basic. The ships and weapons of the Theocracy by the standards of Mankind are slightly inferior to the others, but their true power is in support and leadership.

The Confederation of Free Planets are separated of the metropolis periphery of human space. Living in systems much rich of resources, they were able to build one of the largest ships in the game world. Survival of Confederation ships is based on better armor of ships and a variety of auxiliary modules, however, the speed of their movement outside hyperspace leaves much to be desired.

Anthors Empire—is an alien state, approximately equal to Humanity in the technical aspect. The dominant role in the empire is the race of Anthor. Also in the Empire consists of two autonomies with different paths of development, Quor and Saamrin. Some representatives of the empire have psi-abilities that make them good navigators, dangerous opponents and spies. Thanks to the psi-abilities of pilots, the ships of the empire are able to move in hyperspace, not needing beacons and go exactly to the exit. 

Due to the large size of the borders and the disunity of the territory of the empire - does not allow Anthor to carry out widespread expansion. For many generations, Anthors have been taking leading positions in the society of the Empire, giving it a vector of development. It was from this race that the best politicians and military specialists came out. The main space fleet consists of heavy armored ships, whose energy shields serve only to protect against small asteroids. Low maneuverability and speed is compensated by a high firing range.

Quor, autonomy is part of the Empire, whose representatives decided to take the path of improving psi-abilities and discovering new technologies based on them. The main advantage of the Quor fleet for the Empire is represented in the form of auxiliary units engaged in the maintenance and repair of the remaining ships of the fleet. They can use modules based on psi-pulses, in particular masking and protective fields.

Saamrin, as well as Quor, was allocated to the autonomous sector of space on the territory of the empire, due to arrogance due to stronger psychic abilities than the ordinary citizen of the empire. Saamrin supplies in exchange for the resources of the best representatives of their caste to work on the ships of the empire as pilots, navigators and communications men. Ships of this caste have to fight at extremely low distances, due to high maneuverability to the detriment of protective characteristics.

Biomorphs 

Biomorphs are the union of two races that followed the path of biomechanical evolution. They do not create, but grow ships, implements, modules, equipping them with mechanical implants. Psi-abilities are poorly developed, which are enough to move in hyperspace and telepathic communication. Ships of the fraction are capable of regeneration and may evolve into another class. Biomorphic ships can regenerate and evolve into another class. Pilots connect directly to the nervous system of the ship, which allows you to share all the sensations and control them - as if your body. Pilots connect directly to the nervous system of the ship, which allows you to share all the sensations and control them - like self body.

Manar is the largest race of Biomorphoph, controlled by the similar of the collective mind seeking new ways of development and following every member of their race. Ships are slow, and weapons are designed to fight at close and medium distances. Strong skin equally protects against all types of damage, and excellent regeneration replaces energy shields.

Manaan are inferior in number to the Manarians. The chosen path of evolution led to the possibility of creating and controlling smaller creatures acting as their work force. Manaan ships have larger dimensions, good armor, but worse regeneration and speed. Armament is extremely weak, but all ships are capable of carrying smaller ships, in functionality similar like a drones. Such a fleet is extremely dangerous for the enemy, and it can also provide fire support to the main fleet of Manar.

Constructors of Life, a faction represented by creatures of only one race, but divided into 2 castes. The main goal in the life of the faction is expansion and production of new knowledge.

Higher caste - Parasites. Creatures guiding the development of Constructors by self will. Suppressing the body carrier, forcing it to work for the good of the Parasite, use the accumulated knowledge of the "owner". Usually they play the role of scientists, military leaders and diplomats. Few in number. The lowest caste is the Symbionts. Conductors of the will of the Parasites. Their weapons, their eyes, their instrument. Able to capture any technique and organic matter, distorting and subjugating. It is thanks to the Symbionts that this fraction is capable of flying on ships of all other races, but with distorted characteristics.

The history of the world before the start of the game would take too much space here, write to us if you are interested in reading it.

Planetary interaction.

Each inhabited world produces, and consumes resources. Recycle metals into objects, organic matter for food, etc. There are warehouses on the planets, for the resources that are produced and for those that are consumed. The closer the warehouse for products, the cheaper the product costs. And the closer the consumption warehouse to devastation, the better the price is ready to offer for the delivered goods. If the production warehouse is full or the consumption warehouse is empty, production stops. If this situation lasts long enough, the planet will find it difficult to re-enter the old level of production.
 Players and NPCs can buy resources on some planets and sell on others. Or bring the necessary technology to the planet, which will increase the speed of production or expand the range.

Only part of the quests will be formed by us for harder placement in the world. These will be educational tasks, storylines and usual for MMO-RPG tasks of the "kill-bring" style (we hope that they will not be popular and will get rid of them slowly …) The remaining quests will create by players or generate NPC, depending on the situation.

Why drive expensive cargo from one system to another at the risk of losing it on the way, running into pirates or a hostile faction, when you can place a mission. Or hire yourself an escort who will escort and take the potential enemy fire on yourself. Need to buy resources, but fly far? So you need to create a task for these resources and - if the price suits, they will be brought. Have a desire to punish a brazen enemy, rival, or to enter the service and become a policeman, a military man? Corresponding missions for destruction can help you with this problem.

Factions always seek to expansion. Border worlds, which are controversial systems, as well as systems belonging to the enemy, which can be captured. The more systems a faction controls, the more bonus its representatives will receive. The smaller the territory left by one of the parties, the easier it is for them to defend the rest, and vice versa.  

Everything, as in real life. Everyone will have to decide for themselves how ready he is to trample moral principles for the sake of his own well-being. But do not be surprised if on you may begin to hunt, when yours morality is too cheap.

In the course of researching remote corners of space, a variety of resources and blueprints for building ships and modules will often be encountered along the path of the player. A blueprint is only a recipe, a guide to which it is not necessary to follow. The game world encourages experimentation, and the curious must receive a decent reward.

Players and NPCs can build self stations, factories, factories and conduct research, discovering new technologies or improving existing ones.

It's simple: you want to kill someone - kill! If you can, of course. But on the territory of the faction, a reward will be awarded for your head, and there is no doubt that after the announcement of the hunt there will be a lot of people willing to earn extra money. In the case of violent violators, units of a factional army may be involved.

Do you want a free PvP without obligations - then go to the border space. After all, everything that happens in the frontier remains in the frontier…

What we have now?

First of all - the desire to create. Without it, everything else does not make sense. Several dozen concept arts and several fully prepared ships and guns to them. A simple server that runs on a local machine that can authorize, synchronize players and their actions within the location they hold.

So, the "very brief" review of our future creation has come to an end.

Sincerely, Team Dual Games.

If you have a desire to look at the concept art and screenshots that are at the moment, you can see them below.

Miridia
Miridia
Technocracy fighter
Technocracy fighter
Space shipyard
Space shipyard
Defence outpost
Defence outpost
Сonfederation frigate
Сonfederation frigate
Manars corvette
Manars corvette

Risks and challenges

We will thank you for any amount of donations. All funds received in full will be spent on this project. The main items of expenditure at the moment are the purchase of “computer hardware” and licensed software. Also, if we encounter a problem that we cannot solve on our own, we will spend part of the money on “freelancers”.

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- (60 days)