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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.
General guidelines
Project::OSiRiON is a multiplayer space game with persistent player
statistics. A single player mode with a compelling story is a
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' 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.
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 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.
The Player
Who is the player in the universe.
- Friends
- Enemies
- Background
- How the player itnteracts 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 know 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.
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.
...
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.
Fighting
How does fighting work
Economy
Money makes the Universe tick.
- Buying
- Selling
- Trading
Cargo
- Transporting / Beaming
- Mining
- (Spare) parts
- Fuel
- Economy
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