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authorFWoltermann@gmail.com <FWoltermann@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544>2011-12-08 14:53:40 +0000
committerFWoltermann@gmail.com <FWoltermann@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544>2011-12-08 14:53:40 +0000
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+STARSHATTER GAMEPLAY DESIGN
+
+ Challenge Skill
+ ------------- ----------------
+ 1 Basic flight control the stick and throttle
+
+ 2 Destroy a target coordinate flight to track the target
+ use the gunsight to lead
+ select an appropriate weapon
+ fire upon the target
+
+ 3 Avoid being destroyed recognize a threat
+ perform evasive ACM
+
+ 4 Avoid a rear attack recognize the threat warning
+ perform reversal (split-s, loop, etc)
+
+ 5 Avoid a collision recognize the impending collision
+ steer away or slow down to miss
+
+ 6 Maintain ship integrity recognize low shield status
+ disengage and wait for shields to regenerate
+ -or- seek a repair site or powerup
+
+ 7 Locate a target interpret the scanner
+ fly towards the target
+
+ 8 Coordinate with a wingman avoid colliding
+ avoid friendly fire
+ coordinate target selection
+ provide cover fire
+
+
+
+(--misc challenges--)
+
+deal with large numbers of enemy forces
+assess enemy capabilities
+attack and destroy large (cap) ships
+partial loss of control (e.g. loss of stabilizer or loss of yaw control)
+
+(--misc skills--)
+
+manage resources and health status
+prioritize objectives
+lock and fire a smart weapon
+avoid an incoming smart weapon
+assign a target or an objective to a wingman
+navigate with ultradrive
+effectively use tactical view
+seek cover behind a large ship/station
+seek re-supply
+
+-------------------------
+avoid detection / detect an enemy
+
+This needs a little explanation. I hate cloaking systems.
+They are way too common (like everything else isn't?) and
+there is no skill to using them. Instead, we will use a
+system of reduced radiation signature reducing probability
+of detection (remember F-19 Stealth Fighter?)
+
+The ships will have an Emission Control mode switch. When
+in EmCon B mode, shields, weapons, target computer and IFF
+will be disabled. Long range sensors will be disabled, and
+the ship will need to rely on short range (passive) sensors
+alone. There will be a 3 to 5 second delay between commanding
+and completing an EmCon mode change.
+
+While running silent, the ship (and especially the drive
+flares will still be visible, but much harder to track or
+detect. Possibility of detection can be reduced further
+by reducing throttle or using a flare-less "stealth" drive.
+
+Short range (passive) sensors will be able to detect EmCon
+B targets up to a range of 30K, and EmCon A targets up to
+a range of 100K. Long range (active) sensors will be able
+to track all targets up to a range of 300K (maybe as high
+as 1M). [Actually, you probably want to make these prob-
+abilities of detection.]
+
+The flag ship serves as Wide Area Search And Track (WASAT)
+coordinator for the fleet. That is, all ships in the fleet
+will have access to the flag ship's target list. All ships
+will periodically send their own target list back to the
+flag ship for distribution to the fleet.
+
+-------------------------
+prioritize ship sub-targets
+
+When dealing with larger ships, there is the problem of
+"what to shoot first?" Larger ships have multiple subsystems,
+each of which may be targetted separately. (Of course, you
+can always just shoot for the hull and try to blow up the
+whole ship -- however, this will not always be the wisest
+course of action.) What system to target depends on what
+actions you are trying to prevent:
+
+Weapons: destroy these to prevent the cap-ship from attacking
+ another ship or space station. Doesn't prevent
+ escape or fighter operation.
+
+Ultra: destroy this to keep the ship from leaving.
+
+Drive: destroy this to keep the ship from advancing and
+ forming up. The ship can still turn and fire and
+ still launch and recover fighters. Also prevents
+ ultra navigation.
+
+Flt Dck: destroy this to keep the ship from launching or
+ recovering (or resupplying) fighters.
+
+Systems: damage here has a random effect. May take out
+ targetting, or navigation, or fighter ops. Wild
+ Card.
+
+Vital: the whole works. If the ship gets hulled, it dies.
+ This is most relevant for smaller ships. Big ships
+ have *huge* integrity values, and require huge
+ amounts of force to destroy.
+
+Each of these resources has a unique location on the ship.
+They are protected by whatever shield generator is protecting
+that part of the ship.