While the original concept was an MMO, the final product may not be. The way I have it written players can have full conversations with the NPCs for example. An MMO was just a plot device when I originally designed the adventure DT spawned from.
//Hours later...
DT confirmed for not an MMO. Unless you want it to be. It works both ways with very little tweaking. If your GM wants to run a game where shit's going on in a virtual setting, go for it. I've ALWAYS wanted to play a .hack RPG (which is what inspired the original setting.) If your GM wants the world to be real, have at it. It's just as fun both ways, and it's just a matter of preference at this point.
To-Do List...v2
Write out the skills more fully.
Create skill styles
Write up status effects.
Make example tables for those that need it.
Design more traits.
Design more items.
Change my wording to a uniform standard around the site.
Mop up rules to remove brain vomit and comment out non-essential text.
Write up rules for Mecha combat.
Create rules for cover. 1/2 done
...and burst fire/full auto.
Oh, and space flight/combat.
Design Anathema.
Write up rules for Reputation.
Create a PDF character sheet.
Write up fluff.
Write up Hit Tables.
Oh yeah, I need to design cyberware.
And Xenobiology.
Stop trying to be SR4. NEVER!
Find art for the site.
Completely rework Ether.
Completely rework Character Creation. 1/2 done
Create hacking rules.
Completely rework Mecha.
Design weapon modification rules.
Rebalance races.
Post designs thus far to /tg/ Reddit both of them.
Toxins
Symptoms
Diseases
NPC Aliens
Fae (Xpac 1)
Pirates
Dolls in space
Old Ones (Xpac 2)
Magic (Xpac 2)
News
5/7/13: One problem that's been eating at my brain is crewed ships. Fighters are easy to make entertaining for players and GM, but how would you make combat between battleships fun for everyone? Sure you could say "boarding party" or "fighter squadron" but those aren't really answers to the problem so much as avoiding it altogether. I want to make everything from the crew keeping the ship together in engineering, to the gunnery crew, to the navigator, to communications, to the drone control, to the fighter squad and every other imaginable post on a ship fun in any situation. I know that isn't realistic because even on a naval ship there are times when some of the crew is just waiting to be needed. Regardless, every role should have interesting mechanics. This could be accomplished by simplifying the roles on a ship into "types" similar to how D&D 4th simplified the party roles to Defender, Leader, Striker and Controller. This is not a good solution. While my initial design was to focus on exciting cinematic play, dumbing down something with as much possibility as the crew of a ship, in my opinion, detracts from fun and brings suspension of disbelief dangerously close to breaking. A game's mechanics should not do this. If anyone's gonna break suspension of disbelief it's gonna be a bad GM, not my game mechanics.
12/7/12: My god the past few months have been eventful. The project dropped off the face of the Earth because I suddenly busy. Sorry to all zero people who care about this project (besides me. I care.) I'm still busy, but I figured I should start working out some kinks before I fly off to Tokyo. I blame Gundam 0079 which I finally started watching. I'm glad now that I collected all that Inspirational Material back in August.
7/31/12: If anyone actually saw this site, they'd see that I've been working without updating the news. Because updates are no longer news-worthy. A lot of progress has been made, and the to-do list gets longer with every update I make. The Morale Myrm is a big help, though. And it's mostly my fault for wanting a system that can do so much without being GURPS.
7/28/12: It's afternoon instead of early AM. I've probably done more today than I did three years ago for the system. I wish I could find the .xls of the mecha weapon systems I made, because that would be so useful. The writing style of the rules is completely different. I'm making them more light, poking fun at pop-culture and focusing on the cinematic aspect of the game, while keeping things fairly real.
7/28/12: I've decided that the game needs to focus on either cinematic or realistic, and it seems to me that a soft sci-fi space opera mimicing a video game might be better to lean to cinematic. Therefore I'll be going back over everything and making sure that it lends itself more to fun entertaining mechanics then gritty realism. I like both styles of games, but don't think I can mix them too well. I have another setting focused more on a hard sci-fi aspect anyhow. You might see the rules poking fun at things more (like the iajutsu rules I made today), and I'm sorry if you don't like that, but it's the direction I'd like to take the game. Keep in mind that it doesn't mean games can't be scary or serious. The setting was originally a BESM second edition horror game. This just means you can't complain about the rules being unrealistic. o7
7/27/12: After looking over what was done three years ago, I made some poor decisions. Therefore, I'm gonna rework a few things and then try to make some progress with hacking. [Edit] Also deleted all those bullshit 'news' posts.