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A) Opt Out of Map Interface for setting up bounces. I'd be really happy if I could opt to dispense with the map Graphical interface for setting up bounce paths. Proposed Alternative: Used in conjunction with Chaos Lib, or completely manually, Check boxes on the IP list to "rank" ip's by the order you want to route by default. 1 = Internic, 2 - 4 = Aux Gateways, etc. Anything that's not ranked either Doesn't get connected to (if you don't activate Chaos Lib), or is randomized. Could reserve "0" for the Target IP. Other suggestion is to have Ranks based on Categories of Servers: e.g. Bounce through the longest Trace-Times Last before going to target (ie servers you've got Admin on, Banks, etc.)
Visually I'm looking for another checkbox on one side or the other of each IP.
This sort of sounds like a reduced version of what I'm proposing with a side-list of bounces, instead integrated in the current IP list. I'd prefer having my bounce list separated from the main list(s) of IPs and instead as a numbered and ordered list on its own. However, you did give me the following idea:
The world map could be made into a separate "addon" (upgrade, extension, program, whatever you want), maybe integrated directly into SYS_MapShowTrace. I'd also like to see actual "real-world positions" (but the ingame positions, that is, not *our* real "real-world" xD) play a bigger part in the gameplay. However, I have no idea what anyone could come up with to do that - after all, distance is not really an issue in terms of transfer time or tracking time, since we assume that if they have
megaquads of data transfer, they've at least got the equivalent of optic fiber worldwide in terms of delays and response times, and having stuff travel around at the speed of light makes any distance of less than a few hundred thousand kilometers completely negligible. The Earth's equatorial circumference is only slightly over 40 000 kilometers, meaning that any light-based signal would have a hard time taking more than 80ms to reach its destination anywhere on Earth using a direct line (barring very shoddy cable-laying and poor relaying equipment, of course). To make a long story short, having less-than-instant connection times anywhere in the world and distance having any major impact on data transfer is somewhat unrealistic in Uplink/Onlink's sci-fi setting.
However, I would see other types of "real-world" stuff get into play, such as regional political schisms that would affect tracing times and security levels due to mistrust, or availability of certain pieces of technology, software or hardware varying by location in one form or another. I'm mostly just thinking of immersion features, to make the player feel even more like he's in there, hacking computers, risking getting caught, rather than just being some completely anonymous dude on a space station somewhere who is permanently remotely connected to a gateway, the link from the gateway to him completely impossible to trace and whatnot, and the world having no influence on him.
Of course, I'm not saying you have to implement eating food or sleeping or other things like that which would divert the attention from the real gameplay >.>
Just minor stuff similar to the current Uplink News System that help immersing yourself in the game. Since I'm guessing implementing such features would probably require some UI work, you just might want to consider the possibility of adding them later while designing the new UI, instead of locking yourself out of those possibilities.