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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.
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