A very heavily modified NutScript 1.1-beta schema.

CO2:SM runs off of a schema produced by myself, with assistance from rusty, ErisScripts, and TovarischPootis, in terms of development of the new features that we wish to show you.

NutScript, I believe, is the best existing framework that we’re going to get, so far. Though other frameworks have produced nice features, such as the menu UI from Helix (which we have essentially, re-produced for NutScript, now.)

However, CO2:SM is packed full of new UI changes, a new means of data-visualizations for your character, new features, new chatbox functionality – which will change the way that you interact with others, for the better, and a new means of visualizing exactly what’s going on with your character.

This is our new “EquipSlot” panel – which handles the way that the equipment and gear that your character is using is actively visualized – to avoid the messy, outdated means of equipping-in-inventory that other schemas use, still.

CO2:SM is meant to give you a very very in-depth look at the kinds of material wealth that your character can amass. When it comes to body-modifications with cybernetic implants, you do actively have a similar, visual, grid-slot style system, which we will eventually release imagery of, once I polish it off.

This is meant to be used for all of our further projects, and some affiliate projects – these display alongside your inventory panel, though on the immediate character menu, where you’re able to view yourself and your PAC through rotations, sidebar-style information, and a quick-inventory access panel, to make everything take as few clicks as possible.

Furthermore, flag-based systems allow for the process of having a surgical procedure done do install new WetWare, ChipWare, or Hardware, actually take place completely in-character, without the need for any admin involvement.

We feature a new stats/skills system, that does not force you to constantly roll, and play numberwang in order to make important decisions, within our schema.

While stats exist, they are simple, and a new set of stats that reference the way that you move and perceive. Your character is not a series of numbers, so we have designed a system around the concept of what we call Comparative Juxtapositions.

Comparative Juxtaposition as a system allows you to still completely RP normally, not requiring this constant rolling system that sometimes completely screw you over, and is generally used to make comparative decisions between two or more characters, mainly due to the idea that there is going to be a lot of stat-modifying items involved in the process of this.

This is a very well-balanced system, in the idea that you are still RPing, but you do still have tangible goals that you wish to work for.

The skills system features 23 unique skills that are designed to function on an almost EVE-Online type of system. Each skills goes up to 1,000 points, and in order to increase them, your purchase learning materials that are either progressive and take a while to increase your stat, or you purchase items that give you an instant increase.

Skills are used as the occasional “decision-augmenter” when it comes to storylines and events. We will never entrust your character development solely to numbers. However, sometimes, if you wish to take alternative paths, unlock interesting detours in your story, as well as earn certain rewards, or change the course that an event take, we may do a simple skill check.

For our simple skill-checking system, it works like so:

Say, for example, you come across a locked item container. The container has a text description on it, alerting you that you need 500 Offensive Hacking, and 250 Decryption, in order to access it. If you are the character to attempt to open it, and you have 500 or more Offensive Hacking, then you won’t be required to attempt to roll twice to defeat it.

If you have 250 or more Decryption, and 500 or more Offensive Hacking, then you can simply roleplay opening the crate, and you’re good to go.

However, for every required skill that you are beneath the needed level for, you will be required to make two roll attempts to defeat, for each skill that is listed. If you fail both, the item is permanently inaccessible, and there may be simple repercussions.

However, if you fail one, but defeat one, you are able to try again. Or, someone else can try.

These are the ways by which we keep things simple, and also streamline the process of RP – we do focus completely on character development, so you can trust that we’ll never use rolling, numbers, and chance to make serious decisions about the future of your character, your story, or your overall development.

There is a new system for the way you communicate person to person, over phones on the SprawlNET, and the way you use an app to purchase, manage, and sell property and real estate. Rent payments are now automatic, and will take place even if you are offline – there is an available LOA mode that you can request, so that you don’t take a leave of absence, only to find yourself broke, homeless, and without your items stored in your home.

The StashIn/StashOut global storage system has been fixed, and can now be upgraded in capacity, for a price.

Homes now have their own storage system, which retains persistent grid dimensions.

You are now able to purchase equipment to allow you to jack into the SprawlNET, which is now a completely, utterly physical space within the map, which can be upgraded in terms of physical space, and upgraded with storages, and also upgraded to allow travel between your NetSpace, and a friend’s NetSpace.

We’ve worked very hard on this Schema, because we know that this will be the uniform model for every single thing that we do, in the future.

If you wish to become a contributor – feel free to let us know. There’s money involved, even.