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diff --git a/Doc/Starshatter Campaign.txt b/Doc/Starshatter Campaign.txt index 18dc72b..2f0bbab 100644 --- a/Doc/Starshatter Campaign.txt +++ b/Doc/Starshatter Campaign.txt @@ -1,998 +1,998 @@ -
-==================== 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, the Terellian Alliance or ATR.
-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
-
- Recon Ship, building, or station
- Jam
- Designate
-
- Launch From Starship or Station
- Dock With
- Dock/Rearm/Launch
-
- Clear Mine Field / Satellite Grid
- Deploy
-
- Go To Location
- Patrol
- Hold At
-
-
-==================== 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.
-
-
-=======================================================
- SHIP NAMES
-
---- TERELLIAN SHIP NAMES ---
-
-F-32 Falcon Squadrons
- Tigers Bearcats Avengers Windriders Wizards Warriors Aces
-
-F-36C Stormhawk Squadrons
- Nighthawks Mustangs Stallions Chargers Hunters Broncos Trailblazers
-
-F/A-38D Talon Squadrons
- Starknights Lancers Warbirds Razorbacks Rangers Sabres Kings
-
-
-Berents Class FF (922 - 951) 924
- 1............2............3............4............5............6............7............
-22 Berents Bosporus Belfast Bering Dalton Surrey Halston
-27 Clarkeston Carlisle Canton Davis Delmar Kent Portsmouth
-32 Darvon Leyte Hemmet Messina Morgan Durham Bristol
-37 Avalon Argiles Essex Nalu Normandy Kingston Oxford
-42 Malory Parker Rainier Kelvin Nellis Saratoga Columbia
-47 Sorrel Suffolk Tanner Trieste Wolfram Broome Orleans
-
-Asher Class DDK (708 - 737) 710
-08 Asher Ryan Gerson Reynolds Nordic Vernor Arthur
-13 Shaw Card Simmons Hawker Hughes Nichols Smith
-18 Vance Gibson Raven Hale Salas Hoffman Parks
-23 Douglas Mahan Brunner Weber Smith Deforest Standish
-28 Robinson Clarke Gerrond Gamma Roberts Bear Drayton
-33 Keller Jackson Radix Lawrence Rand Chance Cavanaugh
-
-Spectre Class DD (350 - 395) 352
-50 Spectre Wraith Shadow Warlock Phantom
-55 Charon Nemesis Necromancer Merlin Nightshade
-60 Morlock Demon Hydra Typhon Enigma
-65 Phantasm Revenant Banshee Chimaera Gorgon
-70 Nightmare Darkmage Ogre Chaos Death's Head
-75 Ghola Efrite Ettin Incubus Secret Fire
-80 Siren Cerberus Mantis Orknies Fell Hunter
-85 Warspite Fire Angel Silence Mysterious Flame of Gorath
-90 Centaur Minotaur Dark Spirit Aegis Void Walker
-
-Courageous Class CG (521 - 545)
- 1............2............3............4............5............6............7............
-21 Courageous Fearless Stalwart Defender Guardian Loyalty Forthright
-26 Steadfast Assurance Protector Heroic Valiant Justice Honesty
-31 Dauntless Vanguard Redstone Victorious Honorable Truth Gallantry
-36 Braveheart Defiant Audacious Valorous Confident Response Resolve
-41 Integrity Capable Fortitude Intrepid Virtuous Daring Bold
-
-Devastator Class CA (400 - 419)
-00 Devastator Annihilator Onslaught Relentless Furious Stormwind Demolisher
-05 --------- Thunder Hurricane Inferno Torrent Typhoon Shrike
-10 ------- Vortex Predator Ravager
-15 Havoc Scourge Huntress Warrior
-
-Orion Class CVF
- Orion Antares Archon Titan Hyperion Atlas Hercules
- Chronos Poseidon Cygnus
-
---- MARAKAN SHIP NAMES ---
-
-F-MK1 Viper Squadrons
- Scorpions Dragons Hornets Sharks Demons Vipers Black Widows
-
-F-MK2 Razor Squadrons
- Raptors Vultures Cougars Vandals Vigilantes Wolfpack Black Diamonds
-
-F-MK3 Cobra Squadrons
- Avengers Vampires Lions Kestrels Ravens Bounty Hunters Panthers
-
-Baikal Class FF
- Baikal Irkutsk Olkha Iskra Lebedinka
- Meget Homutovo Ivanovka Yagat Kyren
- Vasad Nasaly Letkes Dorog Pomoz
- Lovo Kerta Nova Marcali Csorna
- Bajna Vorka Setla Rodina Markov
- Dolina Porac Tarnov Udel Karalon
-
-Tiger Bay Class FF
- 1............2............3............4............5............6............7............
-
-01 Tiger Bay
-08 Southern Isles
-15 Hellas Point
-22 Iron Canyon
-29 Mount Teras
-36 Black River
-43 Guard Hills
-50 Gulf of Kirt
-57 Star Island
-64 Rodis Station
-
-02 Tarsus Pride
-09 Eternal City
-16 Kala Docks
-23 Outer Rim
-30 Kolchev
-37 Rock Ridge
-44 Aenia
-51 Boma Beach
-58 Falcrest
-65 Angel Shore
-
-03 Valley of Flame
-10 Leopard Ridge
-17 Kalis Basin
-24 Cape Nor
-31 Blue Forest
-38 Landfall
-45 Lake Orsan
-52 Wind River
-59 Tolan Locks
-66 Mount Zoare
-
-04 Silas Cave
-11 River Ceres
-18 Elkhorn Pass
-25 Port Hanson
-32 Oak Hall
-39 North Point
-46 Loris Dunes - not used
-53 Beacon Bay - not used
-60 Sand Canyon - not used
-67 Iron Mountain - not used
-
-05 Khaital
-12 Ash Hills
-19 Albus Gulf
-26 Siren Island
-33 Neptune Station
-40 Trocanther
-47 Night City
-54 Joran Docks
-61 Hunter Coast
-68 Nephrys
-
-06 Storm Island
-13 Orinoco
-20 Jewel Beach
-27 Knife Ridge
-34 Secret Shore
-41 Crown of Fire
-48 Hilger Coast
-55 Sword Cliffs
-62 Capetown
-69 Smoke Forest
-
-07 Blackrock
-14 Sutton Lake
-21 Fourth Sector
-28 Kans Ferry
-35 Tol Harbor
-42 Gunston
-49 Fort Hollis
-56 Shield Mountains
-63 Sea of Glass
-70 Tannis Port
-
-80 Ramek
-83 Senna
-86 Radelix
-91 Arcturus
-94 Pelius
-96 Matrix
-98 Clavius
-
-
-Broadsword Class DD (3C21 - 3C51)
- 1............2............3............4............5............6............7............
-21 Broadsword Starknight Battleaxe Claymore Scimitar Saber Morningstar
-28 Truncheon Poleaxe Clovis Gladius Trident Lance Crossbow
-35 Warsign Warhammer Longbow Ironhelm Boneclaw Shield Longsword
-42 Quickbolt Kindjal Siege Mattock Runesword Blacknife Pike
-49 Scepter Icefang Rapier
-56 Firebolt Shortsword Joust Attack
-
-Volnaris Class DD (4D01 - 4D40)
-
-01 Alin Volnaris
-05 Pav Enke
-09 Pol Basilus
-13 Hal Rifa
-17 Kalas Gannet
-
-21 Senn Alon
-25 Jan Boma
-29 Tremel Isa
-33 Joran Kas
-37 Ambassador Ston
-
-02 Tol Branta
-06 Gol Duvain
-10 Jiri Sutton
-14 Famis Tett
-18 Hett Galinas
-22 Nova Sem
-
-26 Gray Lars - 4th fleet?
-30 Penn Sidus
-34 Savan Joss
-38 Kans Sefa
-03 Jael Pelorus
-07 Kel Masten
-
-11 Mos Antares
-15 Vin Silas
-19 Lieutentant Bolis
-23 Telen Setana
-27 Galen Teras
-31 Ro Hollis
-
-35 Tor Palver
-39 Rath Karalan
-04 Nels Berens
-08 Masil Korius
-12 Toran Elos
-16 Thule Arven
-
-20 Jes Kirta
-24 Loma Alta
-28 Merin Asgar
-32 Dian Soma
-36 Commander Sumas
-40 Bail Ennis
-
-45 Rik Eranes
-49 Senator Hasla
-
-51 Variak
-53 Talus
-55 Mindalante
-57 Manarkan
-59 Velan
-
-Imperial Class CA (5C44 - 5C73)
-44 Imperial Coronation Clavius Ascendance Marak I
-51 Marak II Imperator Overlord Throne Glory
-58 Principality Bennet Powerful Viceroy Regal Primacy
-65 Excellence Cleon I Marak IV Eminence Royale
-
-
-Vendetta Class CA (5D15 - 5D39)
-15 Vendetta Malice Wrath Rage Fury Menace Intruder
-22 Risk Hazard Peril Threat Exigency Attack Avalanche
-29 Assailant Raider Agressor Invader Retaliator Pursuit Darkness
-36 Silencer Punisher Vengeance xxxxxx Terror Dread Savage
-43 Hood Omega
-
-
-Dragon Class CVF (7A1 - 7A7)
- Dragon Serpent Gryphon Manticore Baldread Cyclops Argus Blackwing
-
-OTHERS
- Wasp Hornet Scorpion Deaths Head
- Wolf Cobra Viper Raptor Python
-
- Jackal Zodiac Scarab Sphinx Osiris
- Onyx Isis
-
- Bellerophon Hephaestus
-
- Tiger Panther Cougar Sea Lion Leopard Wildcat Jaguar
- Bengal Claw Lynx Ursa Orca Jackal White Lion
-
-
-Terellian Fleet Makeup
-----------------------
-
-1 carrier battle group
- 1 CVF + 60 Fighters + 8 LCAs
- 1 CG
- 2 DDK
-
-2 cruiser battle groups
- 1 CA
- 2 CG
- 1 DDK
-
-2 destroyer squadrons
- 2 DD
- 2 FF
-
-1 destroyer/escort squadron
- 2 DDK
- 2 FF
-
-
-
-Marakan Fleet Makeup
---------------------
-
-1 carrier battle group
- 1 CVF + 60 Fighters + 8 LCAs
- 2 DDK (Volnaris)
- 2 FF (Tiger Bay)
-
-2 cruiser battle groups
- 2 CA (Vendetta)
- 1 DDK (Volnaris)
- 1 FF (Tiger Bay)
-
-2 destroyer squadrons
- 2 DD (Broadsword)
- 2 FF (Tiger Bay)
-
-1 destroyer/escort squadron
- 2 DDK (Volnaris)
- 2 FF (Tiger Bay)
-
-
-==================== STARSHATTER ====================
- COMMERCIAL NAMES
-Ahime-Maru
-Boko-Maru
-Hikawa-Maru
-Hokko-Maru
-Junyo-Maru
-Kaijin-Maru
-Kankoh-Maru
-Komagata-Maru
-Koro-Maru
-Tankai-Maru
-Tenyo-Maru
-Yumigo-Maru
-
-Roika Adventure
-Roika Endurance
-Roika Mariner
-Roika Vantage
-Roika Wayfarer
-
-Roika Challenger
-Roika Explorer
-Roika Seeker
-Roika Viking
-Roika Wanderer
-
-Roika Discovery
-Roika Harvester
-Roika Sojourner
-Roika Voyager
-Roika Windward
-
-Chemstar One (through Twelve)
-
-
-==================== STARSHATTER ====================
- GALAXY : NAMES
-
- Adavan Alban Aram Aslan Athenar Avalon
- Borreal Borova Bryn
- Casalle Chi
- Dawn
- Eiller Elkhart
- Fenn
- Gaul Garden Garrison
- Haiche Hiro
- Ilon Isham
- Janek Jarnell
- Kala Khalife Kolchev Korius
- Lanos Loris
- Marak Muir
- Navara Nephrys Nergal
- Oleanne Omin Ostara
- Paragon Path Pirrin Pollus
- Relay Renser Ri Radix
- Senna Silessia Solus Suven
- Tal Amin Tarsus Theramin Thrale Trocanther
- Ur
- Vail Vesta Volante
- Warren Whorl
- Xanthe
- Zephyr Zoare
-
-
-
-==================== STARSHATTER ====================
- SECTOR : NAMES
-
-TERELLIAN ALLIANCE
- Jarnell
- Adonai
- Jarnell
- Caladan
- Dawn
-
- Borova
- Talistar
- Maraner
- Borova
- Danova
- Zhalisal
- Tulkas
-
- Athenar
- Athenar
- Pallas
-
- Paragon
- Dorrath
- Paragon
- Bryn
- Atlan
-
- Thralis
- Pollux
- Thrale
- Hera
- Zeus
- Sparta
-
- Janus
- Dante
- Janek Station
- Janek
- Alystra
- Navara
-
-INDEPENDENT SYSTEMS
- Solus
- Meridian
- Solus
- Telmera
- Omane
- Jalah
- Trellis
-
- Silessia
- Silessia
- Prosenar
- Vesta
- Nero
-
- Haiche
- Haiche
- Cygnus
- Tal Amin
- Kala
-
-MARAKAN SYSTEMS
- Renser
- Garana
- Rhomindal
- Renser
- Marisol
- Lornas
- Khaital
-
- Loris
- Duna
- Kaius
- Loris
- Casalle
-
- Ostara
- Aram
-
- Kolchev
- Ilya
- Kolchev
- Anatoly
- Volova
-
- Korius
- Moneta
- Korius
- Adantar
- Solnas
-
- Tarsus
- Tarsus
- Theramin
-
- Nephrys
- Nergal
-
- Radix
- Senna
- Radix
- Cavenda
-
- Isham
- Garden
- Senesca
- Rom
- Relay
-
- Garrison
- Garrison
-
- Trocanther
- Volante
- Narcissus
- Path
-
- Marakan
- Marak
- Xanthe
-
-
-==================== 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
- Terrelian Alliance
- Marakan Hegemony
-
- Ele'aan
-
- Zolon Empire
-
-
-==================== STARSHATTER ====================
- CAMPAIGN SEQUENCE
-
---- COLD WAR, LOW TENSION ---
-
-1) Training Center - Live Fire:
- JANEK SHIPYARD / HEPHAESTUS STATION
- Engage in "live fire" exercise with friendly
- units on the border of Hegemony territory.
-
---- COLD WAR, HIGH TENSION ---
-
-2) Highland:
- SOLUS(N) RENSER(H)
- 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.
-
-Quest Notes:
-* Restore free shipping by tracking down pirate base
- in asteroid field.
-* Terrorists have declared they will destroy prominent
- landmarks or assets in the system, stop them.
-* Find the terrorist base.
-* Protect local officials on a tour of afflicted areas.
-* Demonstrate Hegemony involvement by tracking down
- Renser military ships supporting the terrorists.
-* Establish a no-fly zone around a vulnerable space
- station.
-* Deliver humanitarian assistance to a station or city
- that has been attacked by the terrorists.
-* Some kind of covert op in the Renser system - spy
- insertion and/or recovery or hostage extraction.
-* Evacuate wounded civilians from an attacked station
- or city.
-
-3) Freedom Fighters:
- HAICHE(H)
- 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) Shining Fortress:
- JARNELL BOROVA ATHENAR
- 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:
- OSTARA ARAM KOLCHEV KORIUS TARSUS LORIS NEPHRYS NERGAL
- 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:
- MARAKAN ISHAM GARRISON TROCANTHER
- Climactic operation against the enemy home system.
- Discovery that the Hegemony worlds have been overrun
- by the Zolon Empire.
-
---- ALIEN STRIFE ---
-
-7) Fatal Spear
- Alliance forces attack the Zolon border worlds
-
-8) Iron Mountain
- THRALIS PARAGON
- Zolon counter-attack, defense of the remaining
- core Alliance worlds
-
-9) No Refuge
- Purge of Zolon Royal Breeding Colonies
-
-
-==================== STARSHATTER ====================
- COMBAT SEQUENCE
-
-Each campaign will include a set of combat sequences
-for each combatant. The combat sequences will guide
-mission generation and statistical simulation, as well
-as providing supporting background fiction in the form
-of news items, intel reports, directives from Command,
-and game-rendered movie scripts/clips.
-
-
+ +==================== 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, the Terellian Alliance or ATR. +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 + + Recon Ship, building, or station + Jam + Designate + + Launch From Starship or Station + Dock With + Dock/Rearm/Launch + + Clear Mine Field / Satellite Grid + Deploy + + Go To Location + Patrol + Hold At + + +==================== 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. + + +======================================================= + SHIP NAMES + +--- TERELLIAN SHIP NAMES --- + +F-32 Falcon Squadrons + Tigers Bearcats Avengers Windriders Wizards Warriors Aces + +F-36C Stormhawk Squadrons + Nighthawks Mustangs Stallions Chargers Hunters Broncos Trailblazers + +F/A-38D Talon Squadrons + Starknights Lancers Warbirds Razorbacks Rangers Sabres Kings + + +Berents Class FF (922 - 951) 924 + 1............2............3............4............5............6............7............ +22 Berents Bosporus Belfast Bering Dalton Surrey Halston +27 Clarkeston Carlisle Canton Davis Delmar Kent Portsmouth +32 Darvon Leyte Hemmet Messina Morgan Durham Bristol +37 Avalon Argiles Essex Nalu Normandy Kingston Oxford +42 Malory Parker Rainier Kelvin Nellis Saratoga Columbia +47 Sorrel Suffolk Tanner Trieste Wolfram Broome Orleans + +Asher Class DDK (708 - 737) 710 +08 Asher Ryan Gerson Reynolds Nordic Vernor Arthur +13 Shaw Card Simmons Hawker Hughes Nichols Smith +18 Vance Gibson Raven Hale Salas Hoffman Parks +23 Douglas Mahan Brunner Weber Smith Deforest Standish +28 Robinson Clarke Gerrond Gamma Roberts Bear Drayton +33 Keller Jackson Radix Lawrence Rand Chance Cavanaugh + +Spectre Class DD (350 - 395) 352 +50 Spectre Wraith Shadow Warlock Phantom +55 Charon Nemesis Necromancer Merlin Nightshade +60 Morlock Demon Hydra Typhon Enigma +65 Phantasm Revenant Banshee Chimaera Gorgon +70 Nightmare Darkmage Ogre Chaos Death's Head +75 Ghola Efrite Ettin Incubus Secret Fire +80 Siren Cerberus Mantis Orknies Fell Hunter +85 Warspite Fire Angel Silence Mysterious Flame of Gorath +90 Centaur Minotaur Dark Spirit Aegis Void Walker + +Courageous Class CG (521 - 545) + 1............2............3............4............5............6............7............ +21 Courageous Fearless Stalwart Defender Guardian Loyalty Forthright +26 Steadfast Assurance Protector Heroic Valiant Justice Honesty +31 Dauntless Vanguard Redstone Victorious Honorable Truth Gallantry +36 Braveheart Defiant Audacious Valorous Confident Response Resolve +41 Integrity Capable Fortitude Intrepid Virtuous Daring Bold + +Devastator Class CA (400 - 419) +00 Devastator Annihilator Onslaught Relentless Furious Stormwind Demolisher +05 --------- Thunder Hurricane Inferno Torrent Typhoon Shrike +10 ------- Vortex Predator Ravager +15 Havoc Scourge Huntress Warrior + +Orion Class CVF + Orion Antares Archon Titan Hyperion Atlas Hercules + Chronos Poseidon Cygnus + +--- MARAKAN SHIP NAMES --- + +F-MK1 Viper Squadrons + Scorpions Dragons Hornets Sharks Demons Vipers Black Widows + +F-MK2 Razor Squadrons + Raptors Vultures Cougars Vandals Vigilantes Wolfpack Black Diamonds + +F-MK3 Cobra Squadrons + Avengers Vampires Lions Kestrels Ravens Bounty Hunters Panthers + +Baikal Class FF + Baikal Irkutsk Olkha Iskra Lebedinka + Meget Homutovo Ivanovka Yagat Kyren + Vasad Nasaly Letkes Dorog Pomoz + Lovo Kerta Nova Marcali Csorna + Bajna Vorka Setla Rodina Markov + Dolina Porac Tarnov Udel Karalon + +Tiger Bay Class FF + 1............2............3............4............5............6............7............ + +01 Tiger Bay +08 Southern Isles +15 Hellas Point +22 Iron Canyon +29 Mount Teras +36 Black River +43 Guard Hills +50 Gulf of Kirt +57 Star Island +64 Rodis Station + +02 Tarsus Pride +09 Eternal City +16 Kala Docks +23 Outer Rim +30 Kolchev +37 Rock Ridge +44 Aenia +51 Boma Beach +58 Falcrest +65 Angel Shore + +03 Valley of Flame +10 Leopard Ridge +17 Kalis Basin +24 Cape Nor +31 Blue Forest +38 Landfall +45 Lake Orsan +52 Wind River +59 Tolan Locks +66 Mount Zoare + +04 Silas Cave +11 River Ceres +18 Elkhorn Pass +25 Port Hanson +32 Oak Hall +39 North Point +46 Loris Dunes - not used +53 Beacon Bay - not used +60 Sand Canyon - not used +67 Iron Mountain - not used + +05 Khaital +12 Ash Hills +19 Albus Gulf +26 Siren Island +33 Neptune Station +40 Trocanther +47 Night City +54 Joran Docks +61 Hunter Coast +68 Nephrys + +06 Storm Island +13 Orinoco +20 Jewel Beach +27 Knife Ridge +34 Secret Shore +41 Crown of Fire +48 Hilger Coast +55 Sword Cliffs +62 Capetown +69 Smoke Forest + +07 Blackrock +14 Sutton Lake +21 Fourth Sector +28 Kans Ferry +35 Tol Harbor +42 Gunston +49 Fort Hollis +56 Shield Mountains +63 Sea of Glass +70 Tannis Port + +80 Ramek +83 Senna +86 Radelix +91 Arcturus +94 Pelius +96 Matrix +98 Clavius + + +Broadsword Class DD (3C21 - 3C51) + 1............2............3............4............5............6............7............ +21 Broadsword Starknight Battleaxe Claymore Scimitar Saber Morningstar +28 Truncheon Poleaxe Clovis Gladius Trident Lance Crossbow +35 Warsign Warhammer Longbow Ironhelm Boneclaw Shield Longsword +42 Quickbolt Kindjal Siege Mattock Runesword Blacknife Pike +49 Scepter Icefang Rapier +56 Firebolt Shortsword Joust Attack + +Volnaris Class DD (4D01 - 4D40) + +01 Alin Volnaris +05 Pav Enke +09 Pol Basilus +13 Hal Rifa +17 Kalas Gannet + +21 Senn Alon +25 Jan Boma +29 Tremel Isa +33 Joran Kas +37 Ambassador Ston + +02 Tol Branta +06 Gol Duvain +10 Jiri Sutton +14 Famis Tett +18 Hett Galinas +22 Nova Sem + +26 Gray Lars - 4th fleet? +30 Penn Sidus +34 Savan Joss +38 Kans Sefa +03 Jael Pelorus +07 Kel Masten + +11 Mos Antares +15 Vin Silas +19 Lieutentant Bolis +23 Telen Setana +27 Galen Teras +31 Ro Hollis + +35 Tor Palver +39 Rath Karalan +04 Nels Berens +08 Masil Korius +12 Toran Elos +16 Thule Arven + +20 Jes Kirta +24 Loma Alta +28 Merin Asgar +32 Dian Soma +36 Commander Sumas +40 Bail Ennis + +45 Rik Eranes +49 Senator Hasla + +51 Variak +53 Talus +55 Mindalante +57 Manarkan +59 Velan + +Imperial Class CA (5C44 - 5C73) +44 Imperial Coronation Clavius Ascendance Marak I +51 Marak II Imperator Overlord Throne Glory +58 Principality Bennet Powerful Viceroy Regal Primacy +65 Excellence Cleon I Marak IV Eminence Royale + + +Vendetta Class CA (5D15 - 5D39) +15 Vendetta Malice Wrath Rage Fury Menace Intruder +22 Risk Hazard Peril Threat Exigency Attack Avalanche +29 Assailant Raider Agressor Invader Retaliator Pursuit Darkness +36 Silencer Punisher Vengeance xxxxxx Terror Dread Savage +43 Hood Omega + + +Dragon Class CVF (7A1 - 7A7) + Dragon Serpent Gryphon Manticore Baldread Cyclops Argus Blackwing + +OTHERS + Wasp Hornet Scorpion Deaths Head + Wolf Cobra Viper Raptor Python + + Jackal Zodiac Scarab Sphinx Osiris + Onyx Isis + + Bellerophon Hephaestus + + Tiger Panther Cougar Sea Lion Leopard Wildcat Jaguar + Bengal Claw Lynx Ursa Orca Jackal White Lion + + +Terellian Fleet Makeup +---------------------- + +1 carrier battle group + 1 CVF + 60 Fighters + 8 LCAs + 1 CG + 2 DDK + +2 cruiser battle groups + 1 CA + 2 CG + 1 DDK + +2 destroyer squadrons + 2 DD + 2 FF + +1 destroyer/escort squadron + 2 DDK + 2 FF + + + +Marakan Fleet Makeup +-------------------- + +1 carrier battle group + 1 CVF + 60 Fighters + 8 LCAs + 2 DDK (Volnaris) + 2 FF (Tiger Bay) + +2 cruiser battle groups + 2 CA (Vendetta) + 1 DDK (Volnaris) + 1 FF (Tiger Bay) + +2 destroyer squadrons + 2 DD (Broadsword) + 2 FF (Tiger Bay) + +1 destroyer/escort squadron + 2 DDK (Volnaris) + 2 FF (Tiger Bay) + + +==================== STARSHATTER ==================== + COMMERCIAL NAMES +Ahime-Maru +Boko-Maru +Hikawa-Maru +Hokko-Maru +Junyo-Maru +Kaijin-Maru +Kankoh-Maru +Komagata-Maru +Koro-Maru +Tankai-Maru +Tenyo-Maru +Yumigo-Maru + +Roika Adventure +Roika Endurance +Roika Mariner +Roika Vantage +Roika Wayfarer + +Roika Challenger +Roika Explorer +Roika Seeker +Roika Viking +Roika Wanderer + +Roika Discovery +Roika Harvester +Roika Sojourner +Roika Voyager +Roika Windward + +Chemstar One (through Twelve) + + +==================== STARSHATTER ==================== + GALAXY : NAMES + + Adavan Alban Aram Aslan Athenar Avalon + Borreal Borova Bryn + Casalle Chi + Dawn + Eiller Elkhart + Fenn + Gaul Garden Garrison + Haiche Hiro + Ilon Isham + Janek Jarnell + Kala Khalife Kolchev Korius + Lanos Loris + Marak Muir + Navara Nephrys Nergal + Oleanne Omin Ostara + Paragon Path Pirrin Pollus + Relay Renser Ri Radix + Senna Silessia Solus Suven + Tal Amin Tarsus Theramin Thrale Trocanther + Ur + Vail Vesta Volante + Warren Whorl + Xanthe + Zephyr Zoare + + + +==================== STARSHATTER ==================== + SECTOR : NAMES + +TERELLIAN ALLIANCE + Jarnell + Adonai + Jarnell + Caladan + Dawn + + Borova + Talistar + Maraner + Borova + Danova + Zhalisal + Tulkas + + Athenar + Athenar + Pallas + + Paragon + Dorrath + Paragon + Bryn + Atlan + + Thralis + Pollux + Thrale + Hera + Zeus + Sparta + + Janus + Dante + Janek Station + Janek + Alystra + Navara + +INDEPENDENT SYSTEMS + Solus + Meridian + Solus + Telmera + Omane + Jalah + Trellis + + Silessia + Silessia + Prosenar + Vesta + Nero + + Haiche + Haiche + Cygnus + Tal Amin + Kala + +MARAKAN SYSTEMS + Renser + Garana + Rhomindal + Renser + Marisol + Lornas + Khaital + + Loris + Duna + Kaius + Loris + Casalle + + Ostara + Aram + + Kolchev + Ilya + Kolchev + Anatoly + Volova + + Korius + Moneta + Korius + Adantar + Solnas + + Tarsus + Tarsus + Theramin + + Nephrys + Nergal + + Radix + Senna + Radix + Cavenda + + Isham + Garden + Senesca + Rom + Relay + + Garrison + Garrison + + Trocanther + Volante + Narcissus + Path + + Marakan + Marak + Xanthe + + +==================== 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 + Terrelian Alliance + Marakan Hegemony + + Ele'aan + + Zolon Empire + + +==================== STARSHATTER ==================== + CAMPAIGN SEQUENCE + +--- COLD WAR, LOW TENSION --- + +1) Training Center - Live Fire: + JANEK SHIPYARD / HEPHAESTUS STATION + Engage in "live fire" exercise with friendly + units on the border of Hegemony territory. + +--- COLD WAR, HIGH TENSION --- + +2) Highland: + SOLUS(N) RENSER(H) + 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. + +Quest Notes: +* Restore free shipping by tracking down pirate base + in asteroid field. +* Terrorists have declared they will destroy prominent + landmarks or assets in the system, stop them. +* Find the terrorist base. +* Protect local officials on a tour of afflicted areas. +* Demonstrate Hegemony involvement by tracking down + Renser military ships supporting the terrorists. +* Establish a no-fly zone around a vulnerable space + station. +* Deliver humanitarian assistance to a station or city + that has been attacked by the terrorists. +* Some kind of covert op in the Renser system - spy + insertion and/or recovery or hostage extraction. +* Evacuate wounded civilians from an attacked station + or city. + +3) Freedom Fighters: + HAICHE(H) + 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) Shining Fortress: + JARNELL BOROVA ATHENAR + 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: + OSTARA ARAM KOLCHEV KORIUS TARSUS LORIS NEPHRYS NERGAL + 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: + MARAKAN ISHAM GARRISON TROCANTHER + Climactic operation against the enemy home system. + Discovery that the Hegemony worlds have been overrun + by the Zolon Empire. + +--- ALIEN STRIFE --- + +7) Fatal Spear + Alliance forces attack the Zolon border worlds + +8) Iron Mountain + THRALIS PARAGON + Zolon counter-attack, defense of the remaining + core Alliance worlds + +9) No Refuge + Purge of Zolon Royal Breeding Colonies + + +==================== STARSHATTER ==================== + COMBAT SEQUENCE + +Each campaign will include a set of combat sequences +for each combatant. The combat sequences will guide +mission generation and statistical simulation, as well +as providing supporting background fiction in the form +of news items, intel reports, directives from Command, +and game-rendered movie scripts/clips. + + |