Ecliptic
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The Ecliptic Project

Setting: The actual solar system, about two centuries into the future.

Environment: Solar system "orrery" as accurate as possible using the 10,000 largest bodies, adapting NASA data in the public domain. Random or interpreted asteroid surfaces. Potentially random trans Neptunian objects, or include the 500 largest substituting for smaller asteroids in the database.

Backstory elements: Several major political entities, numerous significant corporations, including an Earth government, a Lunar Colonial Authority, a Mars Colonial Authority, a Belt government, and one or more Outer system governments including one governing the Jovian moons and one governing Saturn and beyond. One or more limited wars, police actions, or altercations planned to be in progress at any time. Large-scope ongoing projects sponsored by nonplayer or even player Orgs which players can participate in and move toward completion.

Physics violations: Basic instantaneous communication by nonphotonic "ansible". A limited "paraspace gate" network to drastically reduce travel times between hubs of activity. Minimal network to include gates located: Cislunar space serving Earth-Luna, Mars orbit, three in the main asteroid belt at 120 deg orbital separation, one in Jovian orbit among the Galiliean moons, one in Titan orbit. Potential additional gates at Uranus, Neptune, Mercury, with gate creation and opening being a normal game activity making new regions easily accessible. Paraspace explained in technobabble as a spacelike domain with nonlinear relation to Einsteinian space. Einsteinian gravity wells "expand" paraspace, absence of gravitic effects "condense" it. Ships enter paraspace through a gate, and travel across paraspace to another gate, where they exit having crossed potentially considerable distances in realspace. Geometric relationships are maintained, so motion of gates in realspace affects relative position in paraspace. Interstellar paraspace gates are possible, limited in that gates may only be opened from realspace to paraspace. Therefore, interstellar missions pushing a small gate facility to nearby stars have already been launched. Others are being constructed and will be a potential focus of player activity. Arrival and activation of gates at Barnard's Star and Alpha Centauri planned to occur subsequent to game release as player population pressure crowds Sol System, creating a "new frontier" effect as needed.

Features:

Ulterior Motive

By attempting to build a playable game using (A) as accurate a solar system model as possible, (B) choosing to build a near-future background, and (C) using realistic physics whenever possible (using realistic, feasible weapons and motive power, rather than "gee-whiz" fantasy stuff), it was my hope to characterize the game within the entertainment spectrum not too terribly far away from "teaching tool". Compare Sierra's "Caesar" and "Pharoah" strategy simulations, which combine historically accurate elements into playable games, and which might inspire interest (as well as provide some cultural instruction within their encyclopedic help systems). My motivation was not only to make a great game, but to potentially inspire a generation of game-players to be space enthusisasts, and for the younger ones, perhaps to be scientists and engineers.

Part of my thinking was to collaborate with nonprofit organizations such as [The Planetary Society] or [The mars Society] for semi-free mutual publicity. Information on their organizations would be linked from the game sites, while the game's technical and scientific accuracy might garner mention on their sites or other publications. If nothing else, public donation of some small fraction of game revenues might generate some meager publicity, on the order of "$1 from your monthly subscription to the game goes to support space science and real space programs".