SWR2 design document

 

 

This needs some serious fleshing out, but provides the basic framework. If you edit this document please use strikeout text to denote deletions and use a different color text to denote additions

 

 

 

 

 

This document is more for the overall interface (rebellions strategic mode) and does not get into tactical considerations other than to mention their basic effect on the strategic game

 

 

 



 

 

 

 

Summary

 

Goalsgoals

 

Core engine

Implemented in C++ and openGL CL for cross platform

The core engine will be a fully data driven object oriented system that has full integration of a scripting language such as lua. The compiled code will be responsible for handling all generic instances of objects and for loading resources into dynamic arrays. It will also provide hooks for events and calculations, but all actual game play mechanics should be scripted using the setters and getters. The scripting language will be responsible for all game play mechanics and AI, also it should allow for complete modification of every resource attribute through setters and getters. It would also be responsible for providing file paths to resources and style sheets for the interface. The scripts should be fully editable using a simple text editor, or through external tools such as excel so that the game is easily balanceable and modable for other purposes

 

Interface

There are two distinct interfaces

 

1.      the menu driven ‘galaxy’ map that acts as a main interface this could be made on an overlay layer of the map which will also be the same renderer for below

 

2.      2. a real-time 3d game engine that will handle conflict resolution, with the space-battles part of it similar to Homeworldhomeworld, also the ground and space battles would use the same engine if possible and the ground engine battles would be similar to a Medieval: Total Warmedieval: total war game series.

 

Galactic Mapgalactic map

 the galactic map is a 2.5D top down representation of the galaxy, it has a pan and a zoom function. Overlays are available for faction control, sector boundaries, hyperspace routes, planet names, fleets and fleet names and resources. The map will have a forced perspective that will give the galaxy depth. Each planet or object will have a popup description box that will detail its primary statistics and clicking on it will bring up a management window for that object.

Each system would have a representation inside its management window describing specific details and orbits and all management of resources and deployments would be done in this interface. Areas that are under player control have full information and are fully modifiable. Planets that the player has characters, ships or reconnaissancereconiscance at will have somewhat reliablerelibble information and a few options. Planets that are commonly known will be shown as grayedgreyed out and only publicly available statisticspublically avialble statics will be available.avialble. Unknown places will not be selectable until explored. Likewise, there will be a small range of sectors/solar systems viewable close by, and anything out of the viewing range will simply appear as random stars on the galaxy map until your faction gains knowledge of the area either through some kind of maps or by having control of area close enough to see it through a “telescope.” In such a way whole sectors (specifically the Unknown Regions) will not be seen in the beginning of the game.

 

 

 

 

Eras

 

Eras would simply limit the maximum technology and the chronology of the universe. Players that start further into the timeline will see events that happened in the continuity of the story line where as earlier starts would have more freedom. But even those starting earlier in the game will see certain things happening anyways unless they are prevented (i.e. Palpatine will be cloned unless Byss is controlled by the Rebels, or Thrawn will find the Katana Fleet if someone else doesn’t first, or 30 years A.B.E. the Yuuzhan Vong will invade the galaxy).

 

hyper space routes

hyperspace routes are the only available means for system to system transportation. Each route is a vector list of connections to systems or to other routes. It also has a direction and a travel time. When two routes connect they create a node, this node can be used as a waypoint for various purposes. Interdictions can be defined on a route, but the actual placement will be in deep space. Finding new routes or blind jumping is handled as exploration. Routes are used for trade and travel between systems and can be interdicted.

 

Exploration

Exploration is handled in two ways, inadvertent exploration (randomly determined, also using blind jumps) and targeted exploration. Inadvertent exploration provides information about unknown systems and hyperspace routes. This is caused by a lost freighter or private exploration etc. and happens at random intervals. Blind jumps are caused when a player flees rapidly and the ships arrive at an unknown location. Targeting exploration is when the player selects an area of space to send probes or research ships. The ships go along there way and possibly discover new routs. There is a chance that blind jumps or targeted exploration will result in the destruction of the ships. In addition a way to acquire maps from other factions or neutral characters will be made available.

 

Sectors

Sectors are just organizational groups of systems. They usually represent political and physical boundaries. There will be a sector management screen that will allow more detailed descriptions of the sectors statistics.

 

Planets and systems

(Solar) systemsSystems are just a collection of local stars, planets and other stellar objects. Each planet will have statistics on its imports and exports, wealth, its population and faction standing. Planets can house facilities, fleets, armies and characters. Each system is connected to a trade route by one or more hyperspace route. Intersystem transit times are calculated into the travel time of ships.

 

 

 

 

 

 

 

 

Resources

Resources are as follows:

Credits

Credits are used to purchase items. Effectively any resource can be purchased with credits at the current exchange rate for that location. Credits are also used to pay soldiers, bribe characters, invest in facilities and for general costs. Credits are acquired through planetary taxes, donation, investment and intimidation. Taxes are taken off of a planets weekly trade profits, donations are random events or under the table deals. Investment is the return on supporting manufacturing and trading organizations. And intimidation is demanding money over threat of force.

 

Food

Food is needed to feed military forces as well as planetary populations. Food can be bought or requisitioned. Lack of money and trade causes food shortages and blockades do also. Planets generate a set amount of food locally and the rest must be traded for.

 

People

People are needed to crew the military vehicle. Troops can be recruited or conscripted. Recruits are based upon a fractional amount of a world’sworlds population and its faction standing. Conscription is a fractional amount regardless of faction standing. People need food to survive.

 

Refined materials

 

Refined materials are made by refineries from the following

 

Ore

Mined from asteroids or planets ore represents generic building materials. It is needed for construction, repairs and trade, and must be mined.

Gas

Gas is collected from gas giants or nebulas and is used as starship fuel and blaster gas.  It is needed for proper operation of vehicles and for trade.

 

 

Trade

Trade takes place transparently over trade routes between planets. Effectively effectively each planet will have a supply and demand system that sets its requirements for resources, growth rate and production. Each planet will generate an amount of resources that it can sell and will require a certain amount of resources to support its population. Each planet will also effectively produce money that is considered ‘services’ this way a planet will not become useless by its own regard. Trade routes are used and the average time required for transit is factored into the system. Blockades will restrict trade.

 

 

Large resource movement

Although normal trade will not show up on the shipping routes, transfers of equipment,  and large supply convoys, or remote building construction (essentially actions that are explicitly done by the player) will show up and can be intercepted.

 

 

 

 

 

 

 

Construction

Facilities are constructed either on site or in modular fashion and then transported to the site. Facilities include planetary defense, planetary shields, shipyards, training centers, factories, refineries or mines or starports. Planetary defense is used in the combat simulator, planetary shields must be brought down before bombardment or invasion can occur (though there might be weak spots in which a small assault force can sneak in). Shipyards can either be on the ground (fighters and light corvettes) or in space as massive interconnected stations that can also be used for repairs. Training facilities are used to train recruits or to improve commanders. Factories are used to build ground based war machines. Refineries turn raw gas and ore into refined materials. Mines are either gas or ore mines, and the required materials must be known to be on the planet (through exploration). Starports are commercial hubs that allow for increased trade.

 

Ships

Naval units are constructed at shipyards or in factories. Individual ships can be purchased on the open market or stolen. Navies are just organizational units that can be assigned commanders depending on the size of the force. Subgroups can be formed for specific operations, however the subgroups will still operate with the rest of the fleet unless given other orders.

Navies need credits, refined materials, gas, food and people to operate. They can be used to battle other fleets, defend, escort, interdict blockade, patrol or intimidate or to board other vessels or patrol shipping lanes. Lack of credits lowers morale and increases failure rates. Refined materials are needed for repairs. Crew is needed for piloting the ships and (in case of absence of ground troops on the ship)also for boarding parties. Lack of food will cause attrition in the crews. Gas is needed to power reactors, engines and lasers. Crew can escape using escape pods. After battles prisoners and salvage can be collected (or destroyed). Any captured vessels are able to be researched reverse-engineered (such that the faction is able to build it) or put to use (or both, but not at the same time).

 

Armies

Army units are constructed at factories or recruited and trained. and individual units can be purchased on the market in varying quantities. Armies are just organizational groups for easy deployment. They can be assigned commanders depending on the size of the force. Sub groups can be formed for specific operations.

Army units need credits, refined materials, gas, food and people to operate. They can be used to invadeInvade, repel invasions, put down revolts or intimidate. Lack of credits lowers morale and increases failure rates. Refined materials are needed for repairs. Crew is needed for piloting the vehicles and also for ground troops. Lack of food will cause attrition in the people of the army. Gas is needed to power reactors, repulsors and lasers. Armies require transport between systems and landing craft. These landing craft can be shot down or intercepted. After battles prisoners and salvage can be collected. Any captured vehicles are able to be researched or put to use.

Reverse-engineering for the vehicles and technology is similar in capabilities to that of the ships’ reverse engineering.

Characters

Two types of characters, Persistent and non-persistent. Persistent characters have large reputation bonuses and are able to influence events or do special things like spying or sabotage. They also help recruit and gather supplies and raise credits. Non-persistent characters are auto- generated out of recruitment and have randomized abilities. They can be placed in command roles to improve fighting forces reaction time and morale. Each character has an ‘expandable ability’ amount. This is how much they can be trained before they are maxed out. Alternatively, they will have a ‘potential’ amount which will be how fast their skills will grow.

Characters characters can be promoted (full rank hierarchies, Army/Navy will be included) to use part of their expandable ability to improve their stats. Characters can be placed on planets, ships or in armies and provide stat bonuses to each. In addition, non-persistent characters might be able to be transformed into persistent characters.

 

 

Designs

Designs for weaponry and gear must be either purchased on the free market, stolen,  or researched, or reverse-engineered (event-driven designs exist as well). Once you have a design for a machine you can build it as long as you have the resources produce it. Some designs will be upgradeable or tweakable.

 

Designs will consist of two parts: the core blueprint, and the implementation blueprint. The core blueprint will have all the information about the technology necessary to build the ship, the hulls necessary for the ship, maximum/minimum capabilities, etc. The implementation blueprint will actually have all the ship/vehicle statistics and real capabilities (number of guns, fighter bays, troop limits, crew limits, etc.). To build a ship both a core blueprint and the implementation blueprint will be necessary. Ships of the same core blueprints will also be able to undergo upgrades as new technologies will make better weaponry or equipment available.

 

A design is considered researched when both a core blueprint (step 1) and an implementation blueprint (step 2) of a prototype is researched by the character. Individually, the core or implementation blueprints may be stolen (a character slicing into the KDY and stealing the ISDII blueprints) or bought. Even if the faction does not have the implementation blueprint, one may be created with enough time given and a core blueprint. Additionally, captured ships may be reverse-engineered into core blueprints and implementation blueprints, but during this time the ship will not be usable and may even become dysfunctional.

 

 

Contributors

JediJedi Igor

EvilleJedi