Fenixp: Heh, cool thing about 'text-based' is that I have much more possibilities than having a graphical engine. So yes, this COULD work, but would require... A lot of work. Well, I do have a 'beginning' of the story thought-out already, but I may change it, this idea is kinda cool...
Actually, if you can give character and story ideas, you can contact me on MSN (Fenixppp@live.com) or GoG IRC, or write some stuff for yourself - one of my goals for this game is easy access to data-files, so modding and adding new stuff is as easy as possible - that means 'everyone can cotribute'. Of course, I have lots of work ahead of me and with university starting, well... It's more of a dream than reality. But, you know, dreams may come true eventually :D
I don't have much, but I've always thought a few ideas would be pretty cool if put into a text adventure mold. For example, a good/evil mold that isn't you being either some demon who eats babies for breakfast or some saint who brought light and happiness to a million children. Some shades-of-gray choices that don't have immediate consequences that you can see (The Witcher is a fine example of this) would be interesting, like finding a man in a prison who says he's innocent. What would make it even more fascinating is if your choice had consequences that were randomized. Say you let the man out one game, he joins your party and helps you on your quest. However, when you do the same action the second time around, he uses the opportunity to jump you, takes a bunch of your inventory, and runs off cackling. Death would not be a good thing to randomize in a situation as this, because it just wouldn't be fair to the player.
Another advantage with making an entirely text-based game in this day and age is how big you could make the ship. Making a ship as big as ones on Star Trek and Star Wars is possible. The size probably wouldn't even be a big issue when it comes to making a portable version, since a large text adventure like Zork takes up very little space on most modern phones. You wouldn't even have to worry about making the game work on other platforms; as long as people enjoy it, they're more than willing to mold it so that it will play on their iPhones.
Probably the biggest problem with some of my ideas is that they may require too much work. For example, that scenario I just explained must be hell to actually code. But with the absence of graphics, some ideas may be more possible for a small team to do than it usually would. Also, since many of the users here have more than one language they know, translation seems like it could be easy to pull off. I never really thought about this until now, but it seems like a perfect time to bring back low-budget text adventures.