Project::OSiRiON - Git repositories
Project::OSiRiON
News . About . Screenshots . Downloads . Forum . Wiki . Tracker . Git
summaryrefslogtreecommitdiff
blob: dc8f6eee6a2ef27212f25855b35b9a697adaddd1 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209

  ------------------------------------------------------------------

	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 universe in the search
	for better 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

	- Search and Destroy
	- Transport / Delivery
	- Courier missions

Fleets & Wingmen (secondary goal)

	About owning multiple ships and adding strategy elements.