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diff --git a/Doc/AI.txt b/Doc/AI.txt new file mode 100644 index 0000000..2396a33 --- /dev/null +++ b/Doc/AI.txt @@ -0,0 +1,1248 @@ +==================== STARSHATTER ==================== + ACTION + +Starshatter is a 3D action-simulation game in a space +combat setting. The player will control a space +ship of one type or another, and attempt to defeat +various enemy forces composed of small, medium +and large space ships, space stations, and ground- +based resources. + +The game is designed as a series of combat missions +in which the goal is to destroy an enemy resource, +secure an enemy position, or defend a friendly resource +from an enemy attack. Unlike most space combat sims, +Starshatter missions are fought within the context of +a large dynamic military operation. + +In the attack type of mission, victory is achieved +by destroying the resource(s) and escaping to safety. +In the secure and defend types of missions, victory is +achieved by preventing the destruction of the resource +while simultaneously destroying the enemy or forcing +the enemy to retire. In any mission, achieving a +partial victory is a possibility. + +Individual mission designs will be characterized by: +1) the locale, including various space bodies such as + stars, planets, planetoids, asteroid fields, space + stations, nebulae, terrain, cities, and so forth +2) the composition and placement of enemy forces +3) the composition and placement of friendly or neutral + forces, if any +4) the objectives / resources / victory conditions + for each force element + + +RELEVANT TECHNOLOGY: + +Space ships and ground units are each endowed with a +group of resources that they use in battle. These +resources fall into eight different categories: + +Ship System List: + + 1. Vital (Hull/Stabilizer/Core/Life Support) + 2. Econ (power management) + 3. Conventional Drive + 4. Hyperdrive (optional) + 5. Shields + 6. Weapons + 7. Flight Ops (optional) + 8.* Systems (computer) + a.Communications + b.Sensors + c.GNC + d.Tactical (target tracking) + +Large space ships are capable of supralight travel by +means of "hyperdrive," which is similar to the same +concepts used in Star Wars and Babylon 5. + +Smaller ships (fighters, attack) are not capable of long +distance travel using hyperdrive, and must be carried +to and from missions by a larger ship (a destroyer or cruiser). + +All combat will occur at sublight velocities using +conventional plasma projection or fusion drive. However, +damage to the hyperdrive may effect the outcome of a +mission (e.g. by delaying a safe escape). + +Ships and ground targets may employ various types of +weapons, both matter and radiant energy based. From +the AI's point of view, all weapons are of one of three +different types: guided, unguided, or regional. Guided +weapons include their own AI to direct their flight path +to a target. Unguided weapons simply follow the straight +line course set for them at launch time. Regional weapons +inflict damage on any resources that happen to occupy the +same volume of space as the weapon during its deployment. +Any single ship or ground target may employ several fire +control AI systems to manage multiple beam weapons and +missile launchers. + +Ships and ground targets may employ defensive screens +or shields. These shields are invisible barriers that +prevent the transmission of both matter and radiant +energy weapons. Shields (actually, shield generators) +are degraded by the process of deflecting weapons and +will eventually burn out, leaving the ship open to +attack. Larger ships will employ multiple shield +generators to screen various parts of the ship. In +addition, larger ships can mount more robust shield +technology, requiring heavier weapons to penetrate. + +Laser/Particle Beam cannon types: +* Alpha +* Gamma +* Delta +* Omega + +Explosive Missile weapon types: +* Pyrotechnic +* Thermonuclear +* Antimatter +* Varion (Torpedo) + +In addition to basic laser and explosive missile types +of weapons, Starshatter features several advanced weapon +types: + +* Cruise Missiles (very long range guided munition) +* Bomb-pumped Laser Warheads +* CIWS Laser Turrets + +* Plasma Cannon (very high power energy weapon) +* Fusion Burst (ultra high power energy weapon) +* Graviton Pulse (goes through all shields) + +Whenever any ship system takes damage, the capabilities +of the ship in that area are temporarily or permanently +downgraded. Most systems are capable of limited self- +repair. Safe bases will be provided for full repair +both during and between missions. + +Although there will be no powerups just lying around, +there will be both friendly and enemy supply ships on +each mission. Small ships can resupply themselves at +any time by docking with a friendly supply depot or +ship. + +While ships are grouped into the broad categories of +"large," "medium," and "small", there are several +distinct classes within those categories. Ships in +each class will have typical size parameters as +follows: + + CLASS LENGTH (m) CREW + ----------- ----------- ------- + Fighter 10-20 1 Small + Attack 25-50 2-3 + Destroyer 200+ Medium + Cruiser 400+ + Battleship 800+ Large + Carrier 1000+ + + Station unlimited + +As the class names indicate, small ships are analogous +to modern combat aircraft, while medium and large ships +are analogous to modern naval surface warships. Medium +and large ships are sometimes referred to as "Starships" +because they are capable of interstellar travel. + +Medium ships may be outfitted with towing rigs. Large +ships may be outfitted with flight decks. Both of these +can be used to capture a ship. Flight decks can also +be used to repair and re-supply smaller ships. + +Ships may be organized into battle groups that are led +by a "flagship." The flagship is responsible for the +general direction of the other ships in the battle group. +This includes such things as setting the overall state +of readiness, prioritizing targets, and deciding to +pursue or retire. + +==================== STARSHATTER ==================== + TACTICS + +Aside: + +I really want to avoid the typical "furball" (as seen +in XvT, WCn, etc.) as much as possible. One thing I've +always liked about DOOM style games is the measured pace +of the action. During the course of a single level, the +player faces a variety of enemies and situations in small +packets, controlled by the level architecture. I would +like to mimic this in Starshatter somehow, but the "open- +ness" of the space setting makes it difficult. + +Some ideas: + +Missions will be sliced up into sections by distance and +obstacles. So there might be a group of sentry ships to +defeat as you enter the playfield, followed by a short +flight to the next enemy force package. The enemy will +be somewhat slow to react to the player's presence. Per- +haps enemy ships will need to stick close by other resources +on guard duty or some such. + +A challenge: + +Unlike DOOM, the player and enemy ships have the same +capabilities. This means that with reasonable AI, the +player will get killed about as often as the enemies. +As a result, if the player is vastly out-numbered as +usual he won't last very long with even odds. Result: +we may need to fudge the damage on the player's ship +somewhat to give him an edge. Either that, or the +player will only be allowed to battle one or two enemy +ships at a time. Or, the enemy AI should preferentially +attack red-shirt pilots instead of the player. + +USING HYPERDRIVE: + +How about, most ships are equipped with hyperdrive. +This allows the player to travel to places that are too +far away to be seen with tactical scanners. In effect, +jumping through hyperspace places "doors" between scenes +of action. + +Let's postulate that hyperdrive allows supra-light travel +at some ridiculous velocity. While in hyperspace the ship +is essentially impervious to everything except gravitons. +If the ship passes too close to a gravity well or gravitic +weapon, the hyperdrive will "stall". The ship will return +to normal space, and the hyperdrive will be offline for +several seconds. + +Further postulate that shields and weapons are powered +down during hyperspace transit. So you can run, or you +can fight, but not both at the same time. + +While in hyperspace, the player can pilot the ship in +the usual manner (or perhaps just using the keyboard), +but the ship is no longer as agile (perhaps 1/5th as +agile as in sublight flight, perhaps this is variable +depending on ship design). The point is that the player +can point and go, without some hokey "warp out" animation +sequence. + +Of course, it's a big universe out there. There is no +point in *making* the player wander around in the middle +of nowhere for an hour because he overshot the battle. So +we will also provide a nav map with preset way points. +The player can plot a course to anywhere in the mission +profile by clicking on the way points and pressing "GO". +While under "auto-pilot" like this, the player can still +operate all of the ship systems, review the database, etc. +Nav courses can also be pre-plotted as part of the mission +profile. Nav points should be reasonably close together, +so as to provide a "breather" but not "boredom". + +At any time, the player can steer the ship and break out +of autopilot, without the navigation system forgetting +the plan. This provides a nice possibility of "secret areas" +like checking for the secret base on the far side of the +3rd moon. + +While in hyperspace, the view of the universe is altered. +Sublight ships are invisible, as is space dust. Planets +and other gravity wells are important, so these are still +visible in some way. Probably want to replace the "star +and nebula" sky shell with something more distinctive, a'la +Bab5 hyperspace, might be nice to have it be animated. + +Even though you never see your own ship go into hyperspace, +it would be great to have a suitable special effect for when +another ship does so. Perhaps something like the spiral +smoke trail from "Eraser". Whatever it is, it has to convey +a sense of speed (without silly elongation effects or fake +motion blur). + +SENSORS AND SCOUTING: + +Ships will have access to both passive (short range) and +active (long range) sensors. Passive sensors rely on the +detection of radiation emissions from target ship systems +such as shields, weapons, drive, reactors, active sensors, +and communications (this is analogous to IR or passive sonar). +Active sensors transmit an energy beam into space and detect +the "echo" of the energy bouncing off a target ship (in a +manner analogous to radar or active sonar). + +The fundamental strategy of scouting is to detect the enemy +targets while simultaneously thwarting the enemy's attempt +to detect the player. The basic tool for implementing this +strategy is Emission Control. The player must balance the +energy output of his own ship against the ability of the +enemy to detect and target him. + +The ships will have an Emission Control system, with a range +of EmCon options. As the EmCon level is increased, more +ship systems are enabled and allowed to radiate. The ship's +computer will attempt to minimize the EmCon level to the +greatest degree in accordance with safety. If unfriendly +ships are detected at close range, the computer will increase +the EmCon level to allow the use of shields and weapon systems. +The player can also override the automatic EmCon setting in +situations where stealth is paramount. + +Each ship will be modeled by a passive and active sensor +cross-section. The passive cross-section (PCS) is a dynamic +number that represents the current radiation level of the +entire ship. The PCS is the current sum of the radiation +levels produced by all active ship systems. The active +cross-section (ACS) is a fixed number for each ship type +which represents the amount of energy reflected by the ship's +hull (aspect angle ignored). + +Each sensor system will be modeled by type and efficiency. +During each frame of simulation, the sensor system will +sample all targets in the game. For each target, two levels +of detection will be computed as: + + Detect_pas = PCS / range * Eff_pas + Detect_act = ACS / range^2 * Eff_act(Power_act) + +If the level of detection for a target is 0.5 or less, the +avionics will not register the target as a contact, and will +not display it in the HUD or tactical viewscreens. If the +level of detection is 1.0 or greater, the avionics will +register the target as a contact, display it in all view- +screens, and allow weapons targeting of the contact. + +If the level of detection is between 0.51 and 0.99, the +avionics will be able to detect position and classification +only (not velocity or capability). Weapon targeting will +not be possible. + +The target's affiliation will only be displayed if its IFF +transponder is enabled. (in all cases?) + +----------------------------------------------------------- +EmCon 1: Silent + Generator - idle + Shields - disabled, discharged + Weapons - disabled, discharged + Sensors - passive only + Comms - receive only, IFF disabled + +EmCon 2: Stealthy + Generator - 50% limit + Shields - disabled, discharged + Weapons - enabled, discharged (missiles only?) + Sensors - active low power + Comms - receive, transmit encrypted, IFF disabled + +EmCon 3: Normal (launch condition) + Generator - 100% limit + Shields - enabled, charged + Weapons - enabled, charged + Sensors - active full power + Comms - receive, transmit, IFF enabled +----------------------------------------------------------- +Table 1: EmCon Settings + + +Short range (passive) sensors will be able to detect EmCon +2 targets up to a range of 100K, and EmCon 4 targets up to +a range of 500K. Long range (active) sensors will be able +to track all targets up to a range of 1M (maybe as high +as 2M). + +The flag ship serves as Wide Area Search Protocol (WASP) +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. + +==================== STARSHATTER ==================== + STORY + +An ancient Evil has awoken in the galaxy... + +The story will be told against a backdrop of two warring +powers, one peaceful/isolationist, one warlike/imperial. +The warlike power seeks to control less sophisticated +races and civilizations and to lead them in an attack on +the peaceful power. The player is a member of one of +these "less sophisticated" races (i.e. a human) who gets +caught up in the subtle yet violent conflict between the +two titans. + +Since the conflict between the powers involves the con- +trol of lesser species, you can never really know who is +on your side. Or even which side is really yours. As a +soldier, you will be forced to choose between obeying +orders from your superiors, and doing what you believe +is right. + +The game begins with the player assigned to the Tekton- +Organon Combat Training Facility in the Janus System. +The player can choose a career path as a fighter pilot +or as a starship commander. In either case, they are +assigned a first vessel, and sent through a course of +ten or so training missions with both simulated and live +fire against combat instructors and drone targets. + +During the last training mission (a sort of final exam) +the CTF is destroyed in a hit-and-run attack by the enemy. +The player is immediately assigned to a combat billet and +sent into the fray. (Note that once the player has +completed the training missions, future games will not +require the player to repeat them.) + +The remainder of the game takes the player through a +series of combat missions against more and more difficult +alien opponents. Midway through the game, the player +learns that the true enemy is the EVIL that has instigated +the conflict in the first place. + +In the end, the "good" power offers a weapon of last +resort to the player. This weapon will cause the explosive +annihilation of several dozen stars in enemy space. It +will immediately result in several billion civilian deaths, +with tens of billions of casualties resulting from radiation +poisoning over the next several centuries. Other, more +dire, and more global consequences will also result... + +==================== STARSHATTER ==================== + STRATEGY + +Although Starshatter is fundamentally an action title, +there is also a significant back-story and strategic +element to the gameplay. + +The game occurs in a far-distant future of the Milky +Way galaxy. Our corner of the galaxy, an area some +ten or twenty thousand light years in diameter is popu- +lated by thousands of human-intelligent species on tens +of thousands of worlds. Many races live in approximate +isolation, but most are organized into complex poly- +specific civilizations spanning many star systems. +Humans are not central in galactic affairs (as in Star +Trek or Star Wars) but are merely another species. And +some of the other species and civilizations are *much* +older and *much* more advanced than ours. + + +POLITICAL FACTIONS: + +- Starshatter (warlike/imperial power) + +* Sterat Empire (controlled by the Starshatter) + +* Brenel Core (military/intelligence corporation) + +* Zolon Empire (hive-like hereditary empire) + +* Marakan Hegemony (Failing human imperial civilization) + +* Terellian Alliance (peaceful commerce group) + Alliance of Terellian Republics (ATR) + ++ Ele'aan Fusion (peaceful/isolationist power) + +The player is a human starfighter pilot in the military +of one such civilization, Tekton-Organon, which is in +turn part of the Terellian Alliance. The computer plays +the part of the player's superior officers in assigning +missions and offering criticism and praise for performance. +In addition, the computer plays the role of all enemy +pilots and politicians. + +The game follows the action in an interstellar conflict +between the Terellian Alliance and those civilizations in +the control of the Starshatter. The player is assigned +missions and ships commensurate with his ability by the +computer. + +==================== STARSHATTER ==================== + MISSIONS + +Each of the three episodes follows the action in a military +campaign against a single enemy civilization. Individual +missions will be constructed on the fly by the dynamic +campaign manager (or by the player if acting as operational +commander). + +Each episode takes place in a fixed volume of space con- +taining about a dozen star systems. The global campaign +map will treat the star systems as points in a 2D map. +The action will take place within individual star systems, +which use a finer grained map. The enemy will control +most of the star systems, although a few will be neutral, +allied, or controlled by the player's faction. These may +need to be defended if the enemy is able to incur. + +Rather than being "mission based", Starshatter is an +"operational simulation". Each campaign episode is +broken down into a series of military operations, each +of which occur in a given star system. Different opera- +tions will have different rules of engagement and victory +conditions. Some will require the player to secure a +neutral or allied star system from hostile threats. +Others will involve incursion into hostile territory. +Still others will have more limited objectives, such +as securing a friendly position in a neutral system, +without violating neutral airspace or damaging neutral +assets. + +Major resources such as space stations, ship yards, +SAM and sensor sites will be part of the fixed universe +design. Likewise, the initial number, type, and location +of warships is fixed at design time. It is hoped that +the combination of large numbers of ships and small +random factors (battle outcome, planetary position, +time of attack) will result in increased variety of +enounter for the player. + +During the game, the campaign manager must keep track +of the location and make-up of each ship and battle group. +As each ship is destroyed in battle, it must be removed +(permanently) from play. New ships and battle groups +can be constructed on each side, at a rate dependent +on how many critical resources the side controls. In +addition, reserves may be advanced from rearward areas +to support an operation. + +For each mission, the computer will assemble a mission +profile by selecting one or more objectives, selecting +a location for the battle, and assigning friendly and +enemy forces. The computer can choose randomly from +among the nearby resources to attack (or defend) and +the nearby ships on both sides to fight. + +Missions will be generated in accordance with the current +strategic objectives for the operation. The dynamic +campaign manager will keep a prioritized list of +strategic objectives, mostly related to major fixed +resources. + +Before the battle, the player will be given a gene- +rated mission briefing describing the mission objec- +tives, locale, and the makeup of his own group. + +Once the player completes the mission (or loses it), +the computer will tally up the losses on both sides +and remove those ships from the campaign roster. A +generated mission debriefing will detail kills and +losses, pilot ratings, etc. + +In order to keep the player doing something interesting, +he will have to be assigned to an attack force, either +a battle group or fighter wing. Early missions will be +shorter and simpler, with a single objective in a +single system. Later missions will get more involved, +with multiple objectives and sometimes requiring free +drive travel to other systems. In addition, the com- +plexity of missions will be modulated by the user's +chosen difficulty level. + +Sometimes, the objectives will be enemy forces: e.g. +destroy a fighter wing or cripple a battle group. +Other times, they will be fixed resources like space +stations or fortified moons. Still other times, they +will be distributed or moving targets: e.g. shut down +interplanetary shipping throughout the system. + +At any time, the player's group may get assigned to +a defensive mission (scramble). This can mean defending +a fixed resource from an incoming enemy attack. Or it +could mean escorting an important freight convey through +unsecured space. + +Mission objectives can be constructed from verb-noun +imperatives: + + Verb List Object List + ---------------- ----------------- + Intercept Ship + Shadow Group of Ships + Escort + Defend + + Strike Space Station + Capture + Blockade + Defend + + Launch From Starship or Station + Dock With + Dock/Rearm/Launch + + Clear Mine Field / Satellite Grid + + Go To Location + Patrol + Hold At + + +We may also need to define some high-level tactics for +achieving these objectives which can be used by the +enemy AI. + +Here are some ideas: + + Massed or Dispersed + Attack at Long Range or Up Close + Stealthy or Overt Approach (psychological impact, force disposition) + + Clear space or Nebula (won't always have a choice) + * Find other ways to screw up sensors + - pulsars + - jammers + + Guerre de Course? + Use Decoys? + Keep Reserves? + What kind of Antiscouting/Deception? + What kind of weapons? + +==================== STARSHATTER ==================== + COMMAND + +A unique feature of STARSHATTER is the ability to choose +between a career as a fighter jock or a starship commander. +The fighter side of the game will play similar to a space +combat sim or an air combat sim. The starship side will be +quite different: + +Starships are big, expensive, powerful platforms, but they +are not terribly maneuverable. In general, one does not +"knife fight" with a star destroyer. Starships will make +use of a variety of long range (even beyond visual range) +weapons including cruise missiles, varion torpedoes, and +attack ships. These can be used to weaken or destroy an +enemy vessel while putting the ship at minimal risk. Once +the enemy has been sufficiently weakened, the player can +safely close range and finish the job with supremely power- +ful but short range energy weapons. + +The commander can select and direct long range weapons +to attack enemy sub-targets to achieve a specific goal, +whether it is to disable, disarm, or outright destroy an +opponent. It will probably be great fun to disable an +enemy, close range, and ask them to "surrender...or DIE!" + +In these long range attacks, timing and distance will be +everything. The player must be close enough to detect the +enemy and coordinate a strike, but not too close to be +detected first. Then the player must close range quickly +enough to finish off the enemy before an effective counter +attack can be mounted. The opportunity for deception and +possum-playing on both sides will add to the tension. + +However if the player is unlucky enough to find himself +on the receiving end of a BVR attack, he still has several +interesting options. If the long range attack has revealed +the location of the enemy (a likelihood), the player can +request assistance from better positioned allies (if any). +Alternately, he can choose to hunker down into a defensive +posture or launch a counter-attack. If the situation seems +truly grim, he can also choose to reconfigure power systems +and run. + +To compensate for the lack of maneuverability, the player +will need to be given control over a richer variety of +defensive assets. In addition to basic fighter cover and +CIWS lasers, starships will be able to carry and deploy +sensor probes and weapons pods. Sensor probes are usually +passive sensor arrays mounted on a stable platform analogous +to a modern sonobouy. They are deployed by the starship and +send target contact information back to it. Weapons pods +are more like unmanned, unshielded, undriven fighters. +They have the ability to orient themselves in space, and may +even be capable of limited movement through translation +thrusters. But basically they sit where they are left and +fire lasers and missiles at any unfriendly targets that +wander into range. + +~~~~~~~~~~~~~~~~~~~~~~~~~~ +Steps needed to get there: +~~~~~~~~~~~~~~~~~~~~~~~~~~ +- Passive and Active Sensors +- Tactical Situtation MFD +- System Targeting +- System Damage Combat Results +- Long Range Weapon Types +- Sensor Probes and Weapons Pods +- AA Turrets on Starships +- Fighter AI Commands +- Starship AI +- Squadron AI Commands +- Big Explosions and Shock Waves + +==================== STARSHATTER ==================== + AI + +AI STATE +----------------------------------------------------- +Threats +Targets +Allies +Destinations +Objectives +Self health +Team strength +Morale +Tenacity/Recklessness +Mood/Stability +Difficulty + + +High Level Behavior +----------------------------------------------------- +Choose to continue or retire the engagement +Guard a position or resource +Search for a target +Plan an assault on a group of targets +Assign an objective to a teammate +Call for help + +Mid Level Behavior +----------------------------------------------------- +Assess a threat, or group of threats +Select a target from a group of targets +Select a subcomponent of a larger target +Select a weapon to use when attacking +Attack a Target using an offensive combat maneuver +Assess own capabilities or "health" +Assess team capabilities or strength +Set levels of agression and desperation +Set desired level of stealthiness +Choose to pursue or break-off an attack +Seek cover +Seek repair or supplies +Follow a flight plan +Launch or recall a ship + +Low Level Behavior +----------------------------------------------------- +Navigation: + Idle + Evade a Threat + Seek an Objective + Avoid an Obstacle + Match Target Velocity + Form with Target (ally) + Dock with Target (ally) + Hold Position + Orbit(patrol) Position + +FireControl: + Fire upon a target + Set EMCON level + +Primitive Behavior +----------------------------------------------------- +Turn or Establish Heading +Accelerate or Slow Down +Fire a Weapon +Target a Weapon +Select Sensor Mode +Set EMCON Level +Activate Countermeasures + +==================== STARSHATTER ==================== + INTERFACE + +SCREEN CONCEPTS: + +----------------------------------------------------- +Main Menu +----------------------------------------------------- + + New Game + Continue Game + Quick Mission + Training + + Player Info (callsign, difficulty level, stats) + Game Options (controls, audio-video settings) + + Help! + Exit + +----------------------------------------------------- +Help Menu +----------------------------------------------------- + + Online Manual + Keymap + About... + Credits + +----------------------------------------------------- +Operational Command +----------------------------------------------------- + + Operation Name, Date, Status + ---- + Orders (overview of operation) + Theater (system map showing resources) + Strat Plan (edit objective list) + Intel Rpt (news feed) + Status (current score, us vs. them) + + - missions - + Active ## (current mission list) + Pending ## (missions in prep) + Scramble ## (inbound threat list) + + Commit (engage current mission) + Cancel (back to main menu) + + Also need controls to navigate the maps, and + control visual clutter. + + [May want to offer simpler versions of this + screen for "Starship Command" and "Fighter + Command", allowing the player to focus on + combat simulation rather than strategy.] + +----------------------------------------------------- +Mission Planning +----------------------------------------------------- + + Briefing Data (scrolling text and images) + Mission Title + Objective List + Force Package + package callsign + wingmen and loadout + Annotated Flight Plan + launch time + nav points and events + time on target + Intel Report + expected counterforce + degree of confidence + + Package (select wingmen) + Loadout (select weapons) + Nav Map (edit nav points) + Targets (assign objectives to flights) + + Commit (engage current mission) + Cancel (back to previous screen) + + [NOTE: same screen can double as Alert Intercept + by changing the title and removing the edit buttons] + + +==================== STARSHATTER ==================== + TRAINING + +Training Missions (both services) + +1. Basic Flight and Navigation +2. Guns +3. Missiles +4. Combat Maneuver +5. Sensors / Stealth +6. Wingman Interface +7. Long Range Scan +8. Tactical Navigation and Waypoint Setting +9. Advanced Tactics + a. Starship Assault (fighter weapon school) + b. Cruise missiles & Flight Ops (fleet tactical school) +10. Situation Awareness (Final Exam) + + +======================================================= + MISCELLANIA + +Sensor ships and stations will be important resources in +winning the information war. Both the player and the AI +will need to exploit and protect them appropriately. + +Briefings/Debriefings and other Intelligence Reports +must adequately communicate the overall game situation +to the player in order to allow the player to make +meaningful decisions. This is crucial to establishing +immersion and making the player care about the outcome +of the game. + +Briefings and Info Bursts will be more visceral if they +include simulated "news footage" of the events being +related. + + +======================================================= + DYNAMIC CAMPAIGN NOTES + +1. Fighter jocks will be allowed to choose from a + menu of generated missions that have been assigned + to the player's squadron. + +2. Cruiser skippers will be given only one generated + mission at a time (like KA or SFC), but it will be + somewhat broader in scope. + +3. Carrier admirals will do what exactly? + +4. Both cruiser and carrier missions will often start + in the field or on patrol. Fighter missions will + always start and end at a base (carrier|station| + dirtside starbase). + +5. Cruiser and carrier missions will not normally + include the starsender translation to the area of + conflict. The player will only go through the + sender in real time as part of a mission (not as + prelude or ending to a mission). + +6. Admirals will need to be able to generate orders + for their forces during the battle. This implies + some kind of Op Command workstation. + +7. The mission planner algorithm must construct + generated missions that are "fun", not just logical + to the campaign. I have a vague notion of using + time/distance heuristics to place enemy units as + "challenges" on the battle field. e.g. For xxx + type of mission, place an enemy destroyer yyy + minutes away from the (player|objective|sender). + +8. The generated missions do not have to hang together + as well as previously planned. That is, we don't + need to maintain the feeling that the player is just + a unit in an RTS game. Instead, the campaign manager + is just a device for generating interesting single + player missions as would be found in any game with + a static campaign. + + On the other hand, the player should not see any + obvious contradictions between the big board and + what occurred during their missions. That means, + any kills they witnessed must still be visible + between missions in the intel report/event log. + + +======================================================= + SAMPLE OPERATIONAL SCENARIOS + +--- COLD WAR, LOW TENSION --- + +1) Training Center (see above) + +1a) Live Fire: + Engage in "live fire" exercise with a friendly + power. + +--- COLD WAR, HIGH TENSION --- + +2) Restore Order: + The enemy is supporting a terrorist puppet govt + in an allied star system. Aid the locals in putting + down the disturbance. + +3) Deliverance: + The enemy is sponsoring terrorists and pirates + harassing a small outpost system. Ensure free + access to the space lanes and aid the delivery + of needed supply convoys. + +4) Freedom Fighters: + The enemy is supporting a despotic govt that is + occupying a weaker friendly or neutral system. + Aid the locals in driving out the occupying force. + +5) Strategic Withdrawal: + Ownership of a former protected star system is + passing back to the enemy. Oversee the withdrawal + of friendly forces. Try to avoid active conflict. + +--- FORMAL DECLARATION OF WAR --- + +6) First Blood: + A research and educational center is on the front + lines and in harms way. Set up a strong defensive + posture, and oversee the evacuation of non-military + personnel. + +7) Sneak Attack! + The enemy has already struck a friendly system, + but they have not yet had time to fortify their + position. Coordinate with local forces and evict + the hostiles. + +8) Fortress of Light: + Protect an Eleaan frontier system from enemy + attack. + +9) Turning Point: + The enemy is seeking a decisive victory by wiping + out the home fleet. Turn the tables on them by + attacking first. + +10) Firestorm: + Press the advantage by invading a series of + enemy manufacturing and military systems. + +11) Nightfall: + Climactic operation against the enemy home system. + + +======================================================= + MISSION TEMPLATE TYPES + +FIGHTER + TACTICAL FIGHTER WING + + ATTACK SQUADRON + +DESTROYER/CRUISER + SQUADRON + Anti-shipping + Shipping Escort, anti-fighter + Shipping Escort, anti-cruiser + Shipping Escort, general + Picket + Squadron Hunter + + BATTLE GROUP/TASK FORCE + Force-on-Force Engagement + Starbase Bombardment, pre-assault + Starbase Bombardment, anti-fighter + +CARRIER + + +======================================================= + +Ship Names: + +F-32G Falcon Squadrons + Flying Tigers, Bearcats, Aces High, Cool Hands, Wizards + +F-36C Stormhawk Squadrons + Nighthawks, Mustangs, Stallions, Chargers, Blazers + +F/A-38D Talon Squadrons + Starknights, Lancers, Wild Bunch, Razorbacks, Buzzards + + +Berents Class FF + Berents, Bosporus, Barth, Bering, Balen, + Clarkeston, Carlisle, Canton, Delmar, Dardenelles, + Darmstadt, Leyte, Messina, Mountebank, Morgan, + Malory, Parker, Rainier, Sorrel, Seychelles, + Tanly, Trieste, Yarmuz, Zephyr, Zodiac + + +Spectre Class DD + Spectre, Wraith, Shadow, Warlock, Phantom, + Mistral, Nemesis, Necromancer, Merlin, Nightshade, + Moloch, Demon, Phobos, Deimos, Enigma, + Phantasm, Revenant, Banshee, Barrows, Gorgon + +Courageous Class DG + Courageous, Fearless, Stalwart, Defender, Guardian, + Steadfast, Assurance, Protector, Heroic, Valiant, + Dauntless, Vanguard, Redstone, Victory, Honor, + Braveheart, Defiant, Audacious, Valorous, Confident + +Devastator Class CA + Devastator, Annihilator, Onslaught, Relentless, Argent, + Stormwind, Thunder, Hurricane, Inferno, Torrent, + Typhoon, Vortex, Predator, Ravager, Demolisher, + Havoc, Scourge, Huntress, Warrior, Shrike + +Orion Class CV + Orion, Antares, Archon, Titan, Hyperion + + + +OTHERS + Wasp, Hornet, Scorpion, Deaths Head, + Wolf, Cobra, Viper, Raptor, Python + + Jackal, Zodiac, Scarab, Sphinx, Osiris, + Onyx, Isis + +------------------- +1 Fleet = 95 starships + 300 fighters + +5 carrier groups + 1 CV + 60 Fighters + 2 CA + 1 DG + 1 DD + 2 FF + +5 battle groups + 2 CA + 1 DG + 1 DD + 2 FF + +5 destroyer squadrons + 2 DG + 2 DD + 2 FF + +==================== STARSHATTER ==================== + GALAXY : NAMES + + Adavan + Aram + Borreal + Bress + Casalle + Chi + Dawn + Elkhart + Fenn + Gaul + Garrison + Haiche + Hemmik + Ilon + Janek (Janus-3) + Jarnell + Kala + Khalife + Kolchev + Korius + Lanos + Loris + Marak + Manse + Muir + Navara + Nephrys + Nergal + Oleanne + Omin + Patagon + Path + Pollus + Relay + Renser + Ri + Rodis + Senna + Suven + Tal Amin + Tarsus + Theramin + Thralis + Ur + Volante + Warren - world crack canyon/rain-forest settlement (must always face the sun) + Whorl + Xanthe + Zephyr + Zone + +==================== STARSHATTER ==================== + GALAXY : PLANET TYPES + + --= Landform Types =-- + Arid Desert (Arrakis) + Frigid Desert (Mars) + Frozen Exotic (Titan) + Temperate Planar + Temperate Mountainous + Tropical Forest + Tropical Oceanic + Icy Oceanic (Scandinavia) + Rocky Planar + Rocky Mountainous + Volcanic (Venus, Io) + Barren (Pluto) + + --= Atmospheric Types =-- + Thin + Clear, Breathable + Dusty + Foggy/Cloudy + Dense Poisonous + Layered + + --= Population Types =-- + Agrarian + Industrial + Mining + Research/Technology + Military + Political + Terraforming + +==================== STARSHATTER ==================== + GALAXY : RACES + + Human + + Ele'aan + Eltaar - "Those Who Speak for Ele'aas" + + Marakan + Commar + + Kasatti + + Zolon Empire + + + +==================== STARSHATTER ==================== + CAMPAIGN SEQUENCE + +--- COLD WAR, LOW TENSION --- + +1) Training Center - Live Fire: + Engage in "live fire" exercise with friendly + units on the border of Hegemony territory. + +--- COLD WAR, HIGH TENSION --- + +2) Restore Order: + An outlying Hegemony system is using terrorist + tactics to gain control of a neighboring neutral star + system to create "breathing room" between themselves + and the Alliance. Drive out the terrorists and get the + neutrals to sign a treaty with the Alliance. + +3) Freedom Fighters: + Hegemony taxation policy has driven an outlying + system to resort to despotism to collect needed + revenue. A group of local freedom fighters is + attempting to overthrow the Hegemony backed govt. + Aid the locals in driving out Hegemony forces. + +--- OPEN WARFARE --- + +In response to campaign 3, the Hegemony formally +declares war on the Alliance. + +4) Fortress of Light: + The Hegemony has struck three Alliance systems, + but they have not yet had time to fortify their + position. Drive out the enemy forces, and + protect Alliance citizens and assets in the area. + +5) Firestorm: + Alliance Force:Command is planning a major offensive + against the core Hegemony systems. This operation + is to strike major war production and ship yards + to weaken the Hegemony resistance before the + main offensive. + +6) Nightfall: + Climactic operation against the enemy home system. + Discovery that the Hegemony worlds have been overrun + by the Zolon Empire. + +--- ALIEN STRIFE --- + +7) Spear of Triton + +8) + + + + |