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+ ------------------------------------------------------------------
+
+ 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.