From e33e19d0587146859d48a134ec9fd94e7b7ba5cd Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Thu, 8 Dec 2011 14:53:40 +0000 Subject: Initial upload --- Doc/GAMEPLAY.TXT | 124 +++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 124 insertions(+) create mode 100644 Doc/GAMEPLAY.TXT (limited to 'Doc/GAMEPLAY.TXT') diff --git a/Doc/GAMEPLAY.TXT b/Doc/GAMEPLAY.TXT new file mode 100644 index 0000000..a3f123d --- /dev/null +++ b/Doc/GAMEPLAY.TXT @@ -0,0 +1,124 @@ +STARSHATTER GAMEPLAY DESIGN + + Challenge Skill + ------------- ---------------- + 1 Basic flight control the stick and throttle + + 2 Destroy a target coordinate flight to track the target + use the gunsight to lead + select an appropriate weapon + fire upon the target + + 3 Avoid being destroyed recognize a threat + perform evasive ACM + + 4 Avoid a rear attack recognize the threat warning + perform reversal (split-s, loop, etc) + + 5 Avoid a collision recognize the impending collision + steer away or slow down to miss + + 6 Maintain ship integrity recognize low shield status + disengage and wait for shields to regenerate + -or- seek a repair site or powerup + + 7 Locate a target interpret the scanner + fly towards the target + + 8 Coordinate with a wingman avoid colliding + avoid friendly fire + coordinate target selection + provide cover fire + + + +(--misc challenges--) + +deal with large numbers of enemy forces +assess enemy capabilities +attack and destroy large (cap) ships +partial loss of control (e.g. loss of stabilizer or loss of yaw control) + +(--misc skills--) + +manage resources and health status +prioritize objectives +lock and fire a smart weapon +avoid an incoming smart weapon +assign a target or an objective to a wingman +navigate with ultradrive +effectively use tactical view +seek cover behind a large ship/station +seek re-supply + +------------------------- +avoid detection / detect an enemy + +This needs a little explanation. I hate cloaking systems. +They are way too common (like everything else isn't?) and +there is no skill to using them. Instead, we will use a +system of reduced radiation signature reducing probability +of detection (remember F-19 Stealth Fighter?) + +The ships will have an Emission Control mode switch. When +in EmCon B mode, shields, weapons, target computer and IFF +will be disabled. Long range sensors will be disabled, and +the ship will need to rely on short range (passive) sensors +alone. There will be a 3 to 5 second delay between commanding +and completing an EmCon mode change. + +While running silent, the ship (and especially the drive +flares will still be visible, but much harder to track or +detect. Possibility of detection can be reduced further +by reducing throttle or using a flare-less "stealth" drive. + +Short range (passive) sensors will be able to detect EmCon +B targets up to a range of 30K, and EmCon A targets up to +a range of 100K. Long range (active) sensors will be able +to track all targets up to a range of 300K (maybe as high +as 1M). [Actually, you probably want to make these prob- +abilities of detection.] + +The flag ship serves as Wide Area Search And Track (WASAT) +coordinator for the fleet. That is, all ships in the fleet +will have access to the flag ship's target list. All ships +will periodically send their own target list back to the +flag ship for distribution to the fleet. + +------------------------- +prioritize ship sub-targets + +When dealing with larger ships, there is the problem of +"what to shoot first?" Larger ships have multiple subsystems, +each of which may be targetted separately. (Of course, you +can always just shoot for the hull and try to blow up the +whole ship -- however, this will not always be the wisest +course of action.) What system to target depends on what +actions you are trying to prevent: + +Weapons: destroy these to prevent the cap-ship from attacking + another ship or space station. Doesn't prevent + escape or fighter operation. + +Ultra: destroy this to keep the ship from leaving. + +Drive: destroy this to keep the ship from advancing and + forming up. The ship can still turn and fire and + still launch and recover fighters. Also prevents + ultra navigation. + +Flt Dck: destroy this to keep the ship from launching or + recovering (or resupplying) fighters. + +Systems: damage here has a random effect. May take out + targetting, or navigation, or fighter ops. Wild + Card. + +Vital: the whole works. If the ship gets hulled, it dies. + This is most relevant for smaller ships. Big ships + have *huge* integrity values, and require huge + amounts of force to destroy. + +Each of these resources has a unique location on the ship. +They are protected by whatever shield generator is protecting +that part of the ship. -- cgit v1.1