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plan.md

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Scenarios

Tutorial

  • ???

Sandbox

  • [1| ] Loading/saving games
  • [1| ] Allow creating new celestial objects
  • [1| ] Allow editing celestial objects
  • [1| ] Allow spawning in enemy ships
  • [1| ] Allow editing enemy ships
  • eventually limited to tech you've unlocked in the campaign

Campaign

  • settlers in a new system, allowing some starting technology
  • start on low-gravity planet so the low tech makes more sense
  • subluminal interstellar travel
  • alien riddles/puzzles
  • natural disasters + space weather
  • planets have unique resources, causes chokepoints etc

Multiplayer

  • PvP

Non-sandbox scenarios

Resource management

  • building stuff takes time
  • planetary industry
  • interplanetary logistics
  • space mining
  • abstracted resources (metal, alloy, oil, etc) but not too fine detailed to prevent logistics hell
  • resource synthesis (later game)
  • processing chains for common components so they can be made on most planets
  • atmospheric harvesting (including of stars)
  • vessels can be recycled for resources
  • planet resource deposits
  • mining/drilling
  • build ships/do manufacturing in space EVENTUALLY
  • initial high cost of space manufacturing

Tech tree

  • research takes time
  • research unlocked at points in the campaign
  • unlocked research can be used in sandbox
  • propulsion tech tree
  • each ship has its own upgrade section (including 'large' upgrades)
  • discovery system unlocks some tech nodes?
  • players start with their own system?

Information

Fog of war

  • line of site
  • sensor strength
  • radar/heat signatures
  • transponders (not knowing what faction a ship belongs to could be cool)
  • firing weapons allows shooter to be tracked more easily

Communication

  • tightbeams
  • radio
  • scanning from orbit
  • communication relays

Diplomacy

  • other civilizations
  • factions
  • diplomacy
  • dock to enemy ships/stations and board them to capture

Celestial Objects

Planets

  • planet transport links (rail, sea, air)
  • build around the outside of a planet
  • space elevators
  • WHAT TEXTURE TO PUT INSIDE PLANETS?
  • Drag in atmosphere (oh god)
  • atmosphere shaders (oh god)
  • surface to orbit defensive installations (how does this change from planet to planet?)

Asteroids

  • asteroids can have orbits changed
  • asteroid belt
  • planet with non-orbitable rings?
  • track only some asteroids at a time to prevent performance issues? (like KSP)

LVs

  • reusable LVs
  • LV upgrades
  • LV spaceplanes/shuttles
  • LVs per planet, eg supermassive earth LVs would be extremely advanced/expensive
  • manual LV control
  • past very early game LVs can launch automatically

Vessels

General

  • [1| ] System slots
  • [1| ] System slots have types
  • [1| ] Different vessels have different system slots
  • ships/stations can be upgraded to another class
  • spinning ships/stations to generate gravity (could make docking more interesting)
  • docking

Ships

Types

  • civilian
  • transports
  • tankers
  • salvagers
  • [1| ] Fighters
  • [1| ] Frigates
  • [2| ] destroyers
  • cruisers
  • battleships
  • carriers
  • dreadnoughts

Ideas

  • atmospheric flight
  • bigger ships must be worth it because otherwise it turns into micromanaging small ships
  • fleets
  • ships have cargo space (warships obviously have less)

Stations

Types

  • [1| ] Satellites (no function for now)
  • [2| ] orbital defensive installations
  • habitats
  • shipyards
  • off-world solar power

Ideas

  • off-planet industry
  • modular stations
  • station hull upgrades to fit new expansions
  • O'neil cylinders

Crew

  • crew system
  • crew consume resources
  • crew transfer between ships/stations

Systems

Weaponry

  • [1| ] Torpedoes
  • [1| ] Point defense
  • [1| ] Ballistic weaponry
  • [2| ] directed energy weapons
  • [2| ] railguns
  • EMPs
  • dazzlers
  • nuclear weapons
  • orbital strikes

Propulsion

  • [1| ] Chemical propulsion
  • [1| ] Chemical fuel/lox reserves
  • fission
  • fusion
  • solar sails
  • accelerate objects with ground/space lasers

Misc

  • [2| ] shields
  • ammunition
  • automatic targeting
  • salvaging

Energy

  • [2| ] solar panels
  • [2| ] batteries
  • [2| ] rtgs
  • nuclear fission
  • nuclear fusion

Ideas

  • [1| ] Torpedo guidance system (may be difficult)
  • [1| ] PDC automatic targeting system
  • [1| ] PDC range or time dropoff after which they are deleted to prevent bullet lag
  • [1| ] PDC shells not affected by gravity
  • [2| ] systems require energy to run
  • [2| ] manage systems by turning them on/off eg radar
  • solars/batteries degrade with time
  • refurbish solars/batteries
  • you can mix different energy generators
  • more energy use when system in use, eg when railgun fires
  • stronger propulsion causes irradiation
  • manually guiding missiles at first
  • shooting down missiles with missiles
  • proximity detonation

Debris

  • debris fields
  • debris indicators (shaders?)
  • weapons that minimise debris
  • kessler syndrome?
  • debris cleanup

UI

Overlay

  • [1| ] current time
  • [1| ] time speed
  • [1| ] Allow viewing N orbits into future on the selected orbit
  • [2| ] UI of selected's burns
  • [2| ] UI of all ships/stations you have (sorted by planet?)
  • alert when new signature appears

Underlay

  • [1| ] Select a point on orbit
  • [1| ] Warp to point on orbit
  • [1| ] Click icon to focus object
  • [1| ] Different types of objects have different icons
  • [1| ] Overlapping icons render with a priority system
  • [1| ] Right clicking vessels brings up context menu
  • [1| ] Target option in the vessel menu selects vessel as 'target' relative to current vessel
  • [1| ] Show closest encounter for target and selected
  • [1| ] Deselect target when selected deselected (word salad)
  • icons for fleets

Ship management

  • [1| ] Show current systems
  • [1| ] Allow changing systems
  • [1| ] Show current fuel reserves
  • [1| ] Show remaining DV
  • [1| ] Show orbital parameters
  • [1| ] Lock weapons onto current target
  • [1| ] Show current weapon lock
  • hold fire setting

Burn management

  • [1| ] Burn can be adjusted (at all)
  • [1| ] Smooth burn adjustment at different levels
  • [1| ] Adjusting a burn with subsequent burns deletes them, but required confirmation by clicking unlock button
  • [1| ] Hovering over unlock button shows text informing player that adjusting this burn will delete future burns (and click to confirm)
  • [1| ] Visual indicator of how much DV burn will use
  • [1| ] Burns using more DV than possible display a warning indicator
  • [1| ] Warp to burn button

Planet UI

  • planet/moon distinction in UI titles

Ideas

  • [1| ] Better system for rendering conics
  • [1| ] Refocus selected object
  • [1| ] Drag to move focus
  • [2| ] explosions (shaders?)
  • icons to indicate ship/station/planet status
  • some automation for being able to match orbits etc