I have an idea that I might implement at some point, and I want to run it by you fine folks first. Essentially, it is a character-driven NES (I'm not sure how popular this style of game is, really) with a science fiction theme, taking place on a new planet only just discovered by whatever powers may be. For whatever reason, the exploration ship has a problem and crashes (or, alternatively, the crew jettisons to the surface in order to survive). Knowing almost nothing about the planet, the players direct their characters to survive in an alien setting with what equipment they managed to salvage or bring with them. The objective, of course, is to find a way home or to attract a rescue mission. Secondary objectives involve their original mission of surveying the planet for potential colonial value, and also discerning what happened to the ship. Tertiary objectives will arise as the game progresses and new situations occur from time to time that the players must find ways to overcome.
Ideally, there will be opportunities to find or create new equipment to replace items that have been "used up" in some fashion or otherwise lost. I would also like to present some kind of stat/skill system (hopefully a simple one, to keep players from being distracted from the story) that will enable characters to obtain new and/or improved abilities for future use in the NES, some of which might prove to be invaluable, while others might only be convenient, or functional, or perhaps even worthless.
The core of the game will be centered around human characters, though if there is a strong enough desire or interest to allow non-human characters, it will be permitted (and I'll also be asking people to offer up suggestions for mission-compatible aliens). Most of the game will involve exploration, survival, and team work. Between updates, players are free to discuss as much as they want in-character (OOC banter would be discouraged; decisions should be made from an IC perspective), ending up with a set of publicly-displayed orders (unless private orders are required, in which case, they will also be accepted) before the next update. Orders will be followed as closely as possible, though situations will arise that might call for on-the-fly judgment. In situations that require it, I would ask the player(s) in question for instructions on the changed/changing situation, though if not provided promptly, my best guess will be used.
Combat, productivity and events will be determined with dice rolls (using a standard online-accessible dice rolling program) to prevent bias on my part, and hopefully will maximize fun and interest in the growing story.
Well, then. What does anyone think about this? Should I not waste my time, or might this be something you guys would be interested in?
EDIT: Alternatively, if a character-based NES is not wanted, the idea could be adapted to become a more traditional, organization-based NES centered around colonial development on a new planet. The players, in this case, would have control over a small group of colonists under the guidance of a political, economic or social group that is attempting to maximize output from the new colony. A good job would merit boons of equipment and workers, while a bad job will result in fewer boons from the patron group and perhaps even defections, emigrants, or other bad stuff.