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
i
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
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.
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 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).
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 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 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.
(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 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
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 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.
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.
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.
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).
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.
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 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.
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