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authorStijn Buys <ingar@osirion.org>2008-08-10 14:54:22 +0000
committerStijn Buys <ingar@osirion.org>2008-08-10 14:54:22 +0000
commitae96accdd3c38d3f96b0725020e7a390c53b86d5 (patch)
tree27d5a5a3477b4763632bcc233e98b3a7e4b32714 /doc/GAMEPLAY
parent96b05102ddce0e24c6ee791ef5a42161d0eb64f9 (diff)
gameplay and storyline documentation updates
Diffstat (limited to 'doc/GAMEPLAY')
-rw-r--r--doc/GAMEPLAY55
1 files changed, 46 insertions, 9 deletions
diff --git a/doc/GAMEPLAY b/doc/GAMEPLAY
index 18642a6..5379654 100644
--- a/doc/GAMEPLAY
+++ b/doc/GAMEPLAY
@@ -22,6 +22,10 @@ General guidelines
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 a mythological personae
+ are also a great source of good names.
+
Universe
A basic description of the universe, how it is organised and who lives there.
@@ -29,7 +33,11 @@ Universe
The universe is a collection of stand-alone star systems. Each star system
is a small world on it's on. The only direct interaction between systems
is a player traveling between them. The background story should provide
- (some of the) star systems and their relation.
+ (some of the) star systems and their relations. The universe is a static.
+ Players can not intentionally destroyed planets, stations or other objects.
+
+ Destructable objects are probably part of a mission, will respawn later or
+ have some other special meaning.
The Player
@@ -37,7 +45,7 @@ The Player
- Friends
- Enemies
- Background
- - How the player itnteracts with the universe.
+ - 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
@@ -50,6 +58,8 @@ The Player
Players can be hostile or friendly to each other.
+ Flying missions, mercenary, military or mercantile in nature.
+
Ships
The player starts the game with single small spacecraft and starts the
@@ -68,11 +78,12 @@ Traveling
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 impulse drive. This drive will
+ 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 disturb perception. Impulse drive speed
- is the same for most ship types. Due to the enormous power requirements a ship
- will not be a able to fire weapons while the impulse drive is enabled.
+ 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
@@ -87,8 +98,30 @@ Traveling
Hyperspace travel is almost instantanious, hyperspace jump would be a more
accurate term to describe it.
-
-Fleets [Phase 2]
+ 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 hyoerdrive 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 a jump holes across galactic scales. It would probably take a generator the size of a
+ large moon to achieve it.
+
+Fleets
As the player earns money, he will hopefully eventually be able
to buy large ships.
@@ -126,7 +159,7 @@ Weapons
Fighting
- How does fighting work
+ How does fighting work.
Economy
@@ -141,3 +174,7 @@ Cargo
- (Spare) parts
- Fuel
- Economy
+
+Missions
+
+ I'd do anything for money, except working.