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Project Visitor is, at its heart, a hybrid MMO game with both FPS and RTS characteristics. It comes from the days when we use to call them PSW's (Persistent State Worlds). Nowadays most MMO games are really just PSC (Persistent State Characters) where essentially its just your character that changes and is saved. In Project Visitor you build the world around you, you attack others and the lands they have built and the whole world is saved to the database. Also the world continues to grow and battles happen, lands are lost, gained, etc even while your offline. To maintain your land you have to be involved, join a protective group called a MDN, own, mine, defend, survive!
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The player is able to influence the affects of their armor, weapons, rovers, and buildings with modifications. Players can also apply modifications to themselves for speed boosts, enhanced head-up display, etc.
Everything is built in the player's camp in special buildings using the camp's resources. Typically the player's main camp stores the most valuable items while they are not built, though some player's find it easier (and cheaper) to have camps just for construction (not unlike a decentralized manufacturer).
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On the most basic level, each player acquires his assets from his land. Each camp will use the five mines to acquire a resource called "transium" which can be sold at various exchange rates for "visitor dollars". This money can be exchanged with the server itself for a "booster pack" which includes random items from your corporation. Another option is to engage in trade with other players.
Macroeconomy is very realistic: supply and demand of items available between players is balanced by world inflation and consumable items. Tradable assets run the gamut of "rover parts" to super-rare turrets, or even land. Trades occur between friends, teammates, or in public areas.
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World-wide politics are often very formal. Everyone wants to keep things professional just in case your enemies become allies (or vice-versa). This is a feature most players can avoid. Usually only the leaders of MDNs pick targets or start and end wars.
Intra-corporation politics are typically pretty mild considering everyone is on the same side. MDNs of the same corporation will often form alliances with one another to help defend against attacks, or wage war (though, that is highly frowned upon).
Intra-MDN politics are the most personal. The MDN consists of as many as 20 members, (roughly) sorted by rank. Only the top three places actually have intra-MDN powers (like accepting or kicking members) while the last few places are often a warning sign for replacement. Unfortunately, it's on the MDN level that many players may receive the most pressure. Team members do their best to support the team and contribute to the collective success. When things get rough, these points become more critical and sometimes leaders are forced to make decisions that lead to conflict between members of your own corporation.
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