Antares Open World

Antares Open World (AOW) is a procedural Generation Research of artificial Intelligence on the Perception of human Player Behavior in massive morphic Field multidomain online Simulation Engine.
  • World Generation System
    All AOW objects are changeable by the environment and the player. So you can change these 3D assets at runtime and save them persistently.
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  • ECO Systems
    Plants and animals form their own ecosystems and compete for the available resources. Complex predation schemes ensure a living world.
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  • Cellular Automation System
    Eat or be eaten. With the birth of each individual (character, plant, animal, asset) a generation is assigned to it. Conways Game of Life simulates whole populations.
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  • Consequentialism System
    Judges the moral value of the action on the basis of its consistency. Assessment standards are thus set by actions in the game. The fidelity of character lived in this way enables synergy effects of learning played in authenticity.
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  • Process Analytical Technology System
    Sets new standards in player collaboration and can redefine quality group-dynamically through process and technology based synergy effects.
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  • Automatism Macro System
    Bonification with automatism by earning working time quotas. Macros are frowned upon in many MMOs, but not here. By means of neuronal networks a free will in characters can be coined.
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  • Organism Recognition System
    With each encounter and the exchange of social skills, the behavioural sequences are associated and weighted and stored in a matrix. To each newly added image positioning, individualizing characteristics are added to this character.
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  • Monetary Economic System
    The social experiment between competitive thinking and cooperative thinking. Players should be able to build their own economic cycles on the basis of a socially competent economy in a self-responsible, self-regulating and resource-based manner or make use of the classic monetary system.
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  • Coinage Seigniorage Tradehub System
    Decentralized players initiated trade hubs, the renunciation of global auction houses, commodity futures trading (trader system), a lived trade by actors (classic), complex trading strategies, letter & postal system, contracts, balancing the gold price fixing, TSP and parity are the challenges of this objective.
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  • Chronobiologic Cycle System
    Control all life through chronobiology. This methodology enables humanoid characters to be captivated by cycles. Moon cycles, tides, changes in light, position of the sun, weather conditions, feeding phases, instincts, hunting instincts, fatigue and sleep, all regulated by the sensors of each individual living being in antaria.
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  • Metabolism System
    Body care, influence on body weight, food and drink, sleep & rest (recovery), blood & secretions, allow the simulation of metabolic processes, which can be described about the performance of organisms via their 7+N metabolic attributes.
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  • Perception Morphogenetic Fields
    Controlling the participant reality of the player via the simulation of selective perception. Thus the finding of causality and the processing of stimuli can be managed by generating signatures by controlling the senses with the visible input of the character.
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  • Signatures Core Prospection Control
    Signatures enable the complex networking of all objects. Each object radiates a specific signature. Analogies apply between form, colour, character, smell, taste, location and time of origin, Colours, humoral pathological and astrological classifications and many other aspects can be found in AOW and explained playfully.
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  • Self Organizing Feature Map
    Basis of the sensory experience of a living being in antaria. The sensation of perception is quantified by its chakras. We simulate the theory of Heisenberg and his uncertainty relation.
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  • Active Minded Assets System
    Everything lives in Antaria. Inspired by the evolution of natural creatures, all assets are simulated on the basis of evolutionary algorithms. Thus, an object is born in AOW and can evolutionize its combinatorics to an ultimate combinatorically perfect weapon.
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  • Chimera Seed AI System
    Establishment of artificial intelligence in 5 participant classes according to semi-, proto-, meta-, xeno- and replica agents. The concept wants to simulate a test for survival, reproduction, food and consciousness according to the requirements of approach, sensors, associations, laws, decision maker criteria and result.
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  • Building Block of Life Primordial Ooze
    Complex crafting system with formation of complex biological and chemical elements and components. With each process of your creation (Crafting), through the integration of the building blocks of life (Elements Antariums), these find their way into living becoming assets.
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  • Ressource Energy Circuit Recycling
    Entropy as a measure of the ability of energy to work. Similar to a thermodynamic system, each associated system is spatially limited in concept and considered as a physical system with its own energy balance.
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  • Activities Allocation Value System
    Establishment of a value system of time and effort that can be controlled for activities and allocated. Interaction with the game world, i.e. all actions of the player to track and define a weighted value and performance catalogue, without using monetary influencing variables as a numerical force.
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  • Communication Contract System
    Establishment of a contract system with nationwide postmasteries. Delivery according to type of information transfer, e.g. by carrier pigeon, messenger, bottle post or by means of complex post chains with animals. In this way the animals are actually sent on their journey and can be intercepted by the enemy, e.g. when changing horses.
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  • Superstructure Realm (Housing)
    One of the core elements of the game is to get ownership of land mass (landed property). Be it in a legal way (purchase, lease, rent, discovery) or in any other gloomy way from the motive force of evil, assassinating way. Structural infrastructure measures, real estate (resource mapping), blueprints, construction projects, processes & phases, structural upgrades, calculable risks & imponderables, catchment areas, structural infrastructure measures, cycles, building sites & administration (cadastre).
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  • Geo Engineering Meteorology System
    Weather as a means of influential gamemechanics. Intervention of essential and manipulative methods in the control cycles of the antarianic Eco System. Thus, weather is far more than just a stylistic means of immersion. A prerequisite for the implementation of such globally oriented "weather manipulations" is the technological challenge not only to simulate the weather, but also to specifically integrate the local play areas (see "Procedural World Generation (PWG)"). Local "weather anomalies", "weather fronts", "territorial devastations", "floods", "volcanic eruptions" or scenes similar to the ice age.
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  • Routing Autopilot Waypoint System
    The antarian transport system, for example, is definitely one of the most comprehensive influencing factors of time-varying and non-linear systems. So my main focus in the concept lies on the playful design of speeds & locomotion in relation to the antarian transport system. In our route system of route planning and locomotion, 3 movement mechanisms (MM) are classified into 8 movement activities (MA) and 6 movement speeds (MS).
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  • Biogenesis System
    If the meaningful analogy of the attempted extrapolation from the elements of life, beyond the creation of organic molecules, to the organisms living in antaria including their assets, continues to follow the concept autodidactically, then only one thesis, a master thesis on the globalizing aspect of creation, can allow one.
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  • Trading Construction Sandbox
    Establishment of a decentralized trading platform with lodge economy, which goes beyond the classical and material understandings of action houses in local MMOs clearly and more complex. The goal is to create markets for everything and everyone. Everything in antaria should become tradable. The working time, activities, the invested time & effort, merchandise, contracts, resources, even the characters, and their souls.
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  • Origin Book of Replication
    In the absence of the player, tasks can be assigned to the character. The result is a world full of secrets that never sleeps.
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  • Physique Psyche Medical Interaction
    Antares Open World was designed for a multipersistent polyamory, to play here according to the concept of dedications. So it is an essential part of the game mechanics to temporarily take characters out of the pool of possibilities as part of punishments, like nautical, travel & rest, prison, sleep, illness, etc..
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  • Crime System
    Concept for the antarian jurisdiction, the penal system, as well as the handling of crime. habeas corpus, codifications by an in-game human rights consortium, martial law-like relationships, crimes, execution & torture, dungeons, dungeons and imprisonment, conviction and transport of prisoners, faith under God's judgment, and court hearings, to name but a few.
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  • Scouting Physics Environment
    I remember when I used to walk through dark dungeons. The first PC Magazine conquered the market, I tried every day to get plans and drawings of this long forgotten old classic like "Eye of the Beholder". A pointed pencil and a lot of paper were a big part of the atmosphere, to have to draw maps of the labyrinths myself. The concept will try to implement a mix of map management, land surveying, navigation, vegetation science, tracking, aspects of astronomy, nautical science, cartography, as well as combinatorics and logic of Scout knowledge in a playful way.
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  • Early Warning System
    This core competence aims to deal with the strategic and tactical positioning of air surveillance units (ACE). Antares Open World will want to play its cards in the air as well as on water and underwater. The surveillance of the airspace (air policing), i.e. the territory of a player, is a sensitive area to be protected.
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  • Butterfly Effect System
    Decisions can affect the whole world in such a way that the player has to live with its consequences.
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  • Soul Sense System
    Live authentically according to your RPG rules set up personally in the game to store attributes of your character in your soul and thus beat death a bargain.
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  • Panspermia Hightec Scale Paradoxon
    Technological progress inversely brings an exponential expertise to the ideas of the antarian worldview. Competence is defined by inverse and paradoxical technological progress. We must understand our past in order to understand and change our future.
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  • Stage of Life System
    In Antares Open World definieren wir generalisiert 8 spielbare Altersklassen für Charaktere. Jede Altersklasse besticht durch ihre speziellen Fähigkeiten und Auffassungsgaben.
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  • Social Fabrice Communication
    Simulated social behaviour will induce reactions or actions of other characters in animals to individuals of the same species and will reveal appropriately trained behavioural patterns.
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  • Multi Accounting Sharing System
    Account sharing or the separation of character (body) and consciousness (mind) for a dedicated purpose (multi accounting). Anti PayToWin mechanisms, as well as the control of the payment system via in-game mechanisms via the land registry & lease licenses.
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  • Information Interchange System
    With each encounter and the exchange of social skills, the behavioural sequences are associated and weighted and stored in a matrix. To each newly added image positioning, individualizing characteristics are added to this character.
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  • Spirituality Energy Chakren System
    To map universal qualities of humanoid life through subjective positive and negative expressions such as survival, instincts, will, power, relationship, love, inspiration, intuition, awareness through the Spiritualism Control Framework.
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  • Travel Resting Spot System
    Every world needs a means of locomotion. Teleportation does not exist. Long distances hold dangers, so it is not surprising to visit a resting place with the adventure group before dusk. It is an essential part of the concept, just like in old DSA times.
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  • Archivement Accrediting
    Wie auch in der realen Welt, sind Antiquitäten kein Ramsch, sondern Raritäten. Je länger ein Objekt in Gebrauch des Spielers, umso wertvoller wird es. Das System etabliert die Nachhaltigkeit von Errungenschaften und weißt den Assets biologische Metadaten zu.
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  • Genom Imprinting Build System
    Possibility to use his item build via genetic pools by storing genotypes (allele combinations) and phenotypes (genotype and environmental trait combinations), meaningfully in combinatorics.
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  • Ideology Interaction System
    The interpretation of the world related to its natural sciences, philosophies and religions, politics and economy, nature and culture, customs and morals, traditions, experiences and feelings, as well as the theoretically formulated views, the ideologies of Antaria.
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  • Vocationally Oriented Dedicated Realm
    The choice and decision for one or more professions should be in the foreground. The player will be judged according to his actions. If the player comes into close and passionate contact with the timber industry, he will soon become a respected forester.
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  • Submarine Environment
    From the creatures slumbering deep in the ocean to the fascinating shimmering coral reefs, the breathtaking azure sea is home to lupus. It is said to turn blood red and change colour, the whole body of the sea is piled up when it strikes relentlessly and awakening.
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  • Player Story Construction Kit
    Influence of game makers via an intuitive story building kit, so complex stories based on own novel templates with much inspiration, can be implemented in the world to be discovered. Inspired by books with variable storylines. Seamless integration into metagaming.
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  • Asset Management Archievments
    With new ideas, the concept wants to professionalize the established dogmas through modern item management, effective compact storage strategies, the securing of access, the availability of the thing, the building production processes, the economic preservation of the goods in the life cycle, with its overall view of objects, maintenance, contracts and locations.
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  • Escorts System Merchandaries Market
    In times of rising crime, extortion and ransom demands, the private security industry is booming. Therefore, the protectorate regularly offers tenders on the mercenary market. Depending on the necessity of the situation, players will hire and hire escorts, money & goods transport and personal protection, object protection, as well as companions and people to travel.
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  • Study Observation Layer
    Observation is a key activity in the sense of a workflow to be created, see Activities & Quotas (Interaction). It forms the uppermost behaviour sequence for eye contact see Social Structure & Communication.
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  • Journaling Gameplay System
    Antares Open World wants to use this core competence to introduce a journaling gameplay system on the one hand, and a dynamic player-controlled and meta-supported gameplay diary on the other.
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  • Character Creation Sandbox
    Character generation is the hallmark of an MMO. Generation of genetic material (typification), mental maturity, physical and physical characteristics, career aspirations, learning curves and equipment, theological views, beliefs, culture and political attitudes, character analysis (psychogram) & behavioural dynamics, and the definition of substantial basic values must be defined.
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  • Creatures Minions System
    An interactive database of the fauna of Antariums. The aim is to find and classify species in the research urge and to give a name to the discoverer. In addition, research into the physique and anatomy of the species releases bonuses, e.g. for hunting.
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  • Races Species System
    Database of all breeds and species in Antares Open World.
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  • Social Culture System
    Database on Antarian sociologies and cultures.
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  • Religion Faith System
    Treatises on Religion and Faith in the Antarian World.
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  • Origin Language Localization
    Essay about descent, language & localization in Antares Open World.
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  • Dimension Scale Metrics
    Everything about dimensions, scales and metrics.
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  • Mechanics Technologies
    Knowledge database about the gamemechanics and applied technologies of the antarian universe.
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  • Settings
    Structure of the settings in the sense of game design.
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  • Look Feel
    Which perception should be established?
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  • Trident Occlussion System
    Manipulate the flow of information through sleep, meditation and faith. Live in harmony with your attitudes, morals and ethics and you will promote the pathways of the mind to recognize completely new perceptions in the game.
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  • Character Management System
    Emboss the attributes of your character on body, mind and soul. Use your character's dispositions, traits, and state classes to distribute them. Learn from your spectrum of knowledge.
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  • Complex Controlling
    Players grow at the event horizon of their tasks and thus determine the degree of selective perception via complexity levels of the interface.
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  • Knowledge Base System
    Sets a realistic feeling of real-time learning through a cue based skill system. Learning curves, periods, talent optimization allow a vessel in the vessel system with post-learning phases.
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  • Metagaming API System
    Enables the creation of API interfaces for the implementation of metagaming mechanisms and methods in the social environment of the clan/group. The special feature lies in the way it is established, not simply to provide a passive interface, but to be able to influence the game world bidirectionally through this integration.
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  • Browser APP Smartphone Integration
    No matter where I am, I log into the smartphone APP or the browser application as a game master, worldkeeper or watchmaker. With my actions I change the game in the antarian world. I am a game master. Smartphone owners can thus gain access to the strategic levels of various systems and make it difficult for the heroes.
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  • Dynamic Growth Adaptive Interfaces
    Concept for controlling the interface. All switches, levers and buttons are filtered according to the degree of perceived complexity at the detectable event horizon of the player's empowerment. In other words, modifications for the player simply do not exist or are not yet available due to the skills he has learned.
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  • Solar System
    Astronomy the key to time & seasons. Since the beginning of time, but especially before the first Copernican revolution, comets have been regarded as evil omens in many cultures and followed with great mistrust. Even in today's modern world, superstition and paranoia are the reasons for many bizarre beliefs and theories.
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  • Infrastructure Logistic Hub System
    Every successful nation needs a successful infrastructure. It forms the basis, the substructure of their project. The focus is therefore on E(x)ploit, the strategic exploitation of the resources slumbering in the game areas. Completely according to the aphorism E(x)plore, E(x)pand, E(x)ploit, and E(x)terminate.
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  • Geo Information System
    Collection and storage of geo referenced data. In a continuous flow, transformation by means of metadata surveys on coordinate systems of the creating model is calculated persistently and according to a quality standard and fed to the GIS.
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  • Human Intelligence Realm (Espionage)
    These mechanisms serve the dynamically situated dissolution of game areas. Underlying safety assessments enable the player to evaluate danger assessments in the area, plan routes, espionage and false flag operations.
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  • Rights Management
    Based on the Mandatory Access Control (MAC) concept, we will implement a system-determining access control strategy based on specified rules for the control and management of access rights in Asset Management (see Asset Management & Achievement ab) with this core competence.
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  • Political Orders Diplomacy
    History about the political order & diplomacy.
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  • Empire Management
    How is the Antarian Empire structured?
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  • Science Research Development
    Explanation of Antarian science.
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  • Monitoring Statistic System
    Evaluation of all actions and actions.
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  • PVP System
    Modern Anti Griefer mechanisms, homeland love, factors of physical physique, age groups according to function and condition, occupational groups, PvP modes such as kill on sight, flight reflexes, character traits such as euphoria and fear, spawn killing, infiltration, castle victories, clan wars, signatures of perception, are just some of the influencing factors.
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  • Nautical Science Naval Action System
    he desire to manifest and rule the oceans is as old as history itself. For those who could claim this sovereignty for themselves were said to have unspeakable power.
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  • DCBRC Combat System
    There are times when politics has to be given a strong, decisive impetus. Sooner or later you want to be prepared when the escalation policy requires you to go into battle.
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