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author | Stijn Buys <ingar@osirion.org> | 2010-11-16 12:25:53 +0000 |
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committer | Stijn Buys <ingar@osirion.org> | 2010-11-16 12:25:53 +0000 |
commit | 81f386646cf7c9a6ff0aada28d8c9e750df73ed4 (patch) | |
tree | c625e9d9d71626876175949d20c61140f6891885 /developer/GAMEPLAY | |
parent | c6e4649788efbabda91ed7e612c54250890e0ff6 (diff) |
moved related documents into developer/
Diffstat (limited to 'developer/GAMEPLAY')
-rw-r--r-- | developer/GAMEPLAY | 210 |
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diff --git a/developer/GAMEPLAY b/developer/GAMEPLAY new file mode 100644 index 0000000..f1f3cfd --- /dev/null +++ b/developer/GAMEPLAY @@ -0,0 +1,210 @@ + + ------------------------------------------------------------------ + + The Osirion Project - GAMEPLAY + + ------------------------------------------------------------------ + + This document describes what the gameplay of Project::OSiRiON should + eventually become. This document is a work in progress and is subject + to change. Many features haven't been implemented yet. + +Overview + + Project::OSiRiON is a multiplayer space game with persistent player + statistics. By trading goods, obtained through lawful purchase or + otherwise, a player can earn the necessary credits to buy bigger + guns and faster ships, and explore the univers in search for better + trade deals. + + A single player mode with a compelling story is a secondary objective + but the storyline serves as background for the multiplayer universe. + + The player can not change the game world itself: he can not purchase + planets or starbases, nor destroy existing ones. + +Guidelines + + Project::OSiRiON is a 'serious' game. Names of objects, people and + places should be considered generic for the universe and should not + be rightout silly or offensive. Names should feel 'natural' in their + context. + + Models for ships, space stations and other objects should be designed + with the same philosphy in mind. It is acceptable to make references + to exisiting objects (real or fiction), as long as they are subtle + or inconspicuous. + + Names of planets, systems and areas are usually references to exisiting + places on earth. Astronomical objects or mythological personae are + also great sources of good names. + +Universe + + A basic description of the universe, how it is organised and who lives there. + + The universe is a collection of stand-alone star systems. Each star system + is a small world on its own. The only direct interaction between systems + is a player traveling between them. The background story should provide + (most of the) star systems and their relations. + + The Project::OSiRiON universe is an open universe. This means players are + free to travel around and visit the places they want, but this does not + mean the player will be welcomed anywhere he goes. + + Destructable objects are probably part of a mission, will respawn later or + have some other special meaning. + + Non-player characters (NPCs) populate the universe to act as trading + partners or target practice. + +The Player + + Who is the player in the universe. + - Friends + - Enemies + - Background + - How the player interacts with the universe. + + The player enters the universe as a typical out-of-luck person + who decided to start a new life. With a small ship he tries to become + the Richest Man in the Known Universe. The player earns money by shipping + cargo that can be bought at discount prices at one place and sold + at a premium on a second location. *mining *fighting *wrecks/looting. + + The goal is to become filthy rich and show it. Besides, with a particle + cannon and a target lock, nobody cares where your money comes from. + + True roleplaying is outside the scope of the game itself. The universe + (might/will) provide factions, friendly and hostile NPCS an strategic area's + but the game engine itself will not force true roleplaying. For example, + players will not be limited to certain ships and weapons depending on + their allegiances. + + Players can be hostile or friendly towards each other regardless + of their allegiances. + + Flying missions, mercenary, military or mercantile in nature. + +Ships + + The player starts the game with single small spacecraft and starts the + game docked at a planet or space station. When he has earned sufficient + money he can spend it on ship upgrades like weapons, armor, shields + and various other components. + + *gameplay idea + various 'useless' fancy upgrades that increase player status + +Traveling + + How the traveling happens in the universe, how the player will travel. + + Every ship is equipped with thrusters. The maximum thruster speed depends + on the ship type, small merchant vessels will have lower maximim trhuster + speed then a scout ship. + + Ships can also be equiped with a sublight kinetic impulse drive. This drive will + enable the ship to accelerate to a high speed without crossing the threshold + at which relativistic effects would affect structural cohesion. Kinetic impulse + drive speed is the same for most types of ships. Due to the enormous power + requirements a ship will not be a able to fire weapons while the impulse drive + is enabled. + + Neither of these engines will allow the player the leave the star system. + Interstellar travel is only possible using a hyperdrive. A hyperdrive is an + expensive piece of equipment with a massive power requirement. Only very + large ships will be capable of carrying a hyperspace jump drive. + + Interstellar travel for the common men is possible through the use + of commercial or government owned hyperspace gates. These gates create + on-demand hyperspace connections between star systems and provide a safe + and easy way to travel. + + Hyperspace travel is almost instantanious, hyperspace jump would be a more + accurate term to describe it. + + Current hyperspace technology works by making use of weak points in hyperspace, + known as hyperspace intersection faults. It takes only takes a reasonable amount + of energy to fold local space into such an intersection fault, to create a conduit + between both sides of the hyperspace intersection. All a ship has to do is enter + the event horizon of the hyperspace conduit (or 'jump hole', as it is commonly called) + to travel almost instantaniously to to other side, usualy several lightyears away. + + Jump gates are built in the vicinity of stable intersection faults and thus have a fixed + destination. + + Ships equiped with a hyperdrive work on the same principle. They seek out a sensitive + spot in the hyperspace field and fold local space to punch a hole through the other side. + This has several major consequences: a pilot has to determine has destination by finding + a good departure point in local space. Also, only a small number of connections between + systems will be possible. + + Hyperspace intersection faults are large (planetary orbit scale) and while they are attracted + to gravity wells like a star, they do not like to share their space. + + Note that is theoreticly possible to fold normal space deep enough into hyperspace to + create jumps holes on intergalactic scales. It would probably take a generator the size of a + large moon to achieve it. + +Capital Ships + + As the player earns money, he will eventually be able to buy very large capital ships. + Apart from beeing large and powerful, capship can be docked by other players and + used like any other dockable planet or station. + + A ship docked at the capship is able to use it as a carrier, and launch + when the carrier has reached its destination, or circumstances require it. + + A capship can be setup as a trading vessel, allowing smaller ships to dock + and buy and sell items at prices set by the owner. The capship would become + a moveable trading outpost. + +Planet and Stations + + Star systems are inhabited with planets and stations. + ... + Dockable planets or stations are bases + ... + Some bases provide storage facilities where players + can put items like weapons or spare parts in storage. + +Objects in space + +Weapons + + What kind of weapons are there. how do they work. + - Lasgun technology + - Pulse rifle technology + +Fighting + + How does fighting work? Aim weapon at enemy. Pull trigger. + + Fleeing from battle. + +Economy + + Money makes the Universe tick. + - Buying + - Selling + - Trading + +Cargo + - Transporting / Beaming + - Mining + - (Spare) parts + - Fuel + - Economy + +Missions + + I'd do anything for money, except working. + + - Search and Destroy + - Transport / Delivery + - Courier missions + +Fleets & Wingmen (scondary goal) + + About owning multiple ships and adding strategy elements. |