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Diffstat (limited to 'GAMEPLAY')
-rw-r--r-- | GAMEPLAY | 68 |
1 files changed, 62 insertions, 6 deletions
@@ -2,21 +2,23 @@ The Osirion Project - GAMEPLAY This document describes what the gameplay of Project::OSiRiON should - eventually become. + eventually become. This document is a work in progress and is subject + to change. General guidelines Project::OSiRiON is a multiplayer space game with persistent player statistics. A single player mode with a compelling story is a - secondairy objective but the storyline serves as background for + secondary objective but the storyline serves as background for the multiplayer universe. 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' or 'alien'. + 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 allright to make references + 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. @@ -41,14 +43,68 @@ The Player who decided to start a new life. With a small ship he tries to become the Richest Man in the know Universe. The player earns money by shipping cargo that can be bought at discount prices at one place and sold - at a premium at a second location. *mining *fighting *wrecks/looting + 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. + + Players can be hostile or friendly to each other. + +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 equiped 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 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. + + + + +Fleets [Phase 2] + + As the player earns money, he will hopefully eventually be able + to buy large ships. + + The flagship + The player's fleet is limited to one convoy. The convoy's task is to + protect the flagship. The player can be in control of any ship in his + fleet. + + ... + More like a convoy. + + ... about fleet combat + + Once the flagship is destroyed, the convoy is lost. + The player respawns at base with the flagships and any ships + docked on it while it was destroyed. Other cargo is lost. + + Planet and Stations - Star systems are inhabited with planets 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 |