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+
+==================== 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.
+
+