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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.
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