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.