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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.