Difference between revisions of "Ideas/Notes"

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these are old notes, some things might be obsolete by now, see [[Design Documentation]] for up-to-date stuff
 +
 +
>== chatlogs ==
 +
 +
* [[chatlog_07052007]]
 +
 +
----
 +
 +
== Specific Topics ==
 +
 +
* [[ShipParts]]
 +
 +
== articles and links ==
 +
 +
* [http://www.ogre3d.org/phpBB2/viewtopic.php?t=19752 MeshSphere planet geometry]
 +
* [http://www.ogre3d.org/phpBB2/viewtopic.php?t=29147 ogre mushroom spacegame]
 +
* see also [[Links]]
 +
 +
== notes ==
 +
=== 14.05.2007 ===
 +
[[User:Ghoulsblade|Ghoulsblade]] 22:07, 14 May 2007 (CEST) just a few thoughts
 +
<pre>
 +
http://freegamer.blogspot.com/2006/06/open-source-3d-space-games.html
 +
 +
vegastrike : project does not seem too healthy , hud and map not pretty
 +
both vegastrike privateer mods: not very pretty (2d gfx, cockpit, station-backgrounds)
 +
vegastrike mods : Babylon 5, Star Wars, and Star Trek : copyright problems ?
 +
No Gravity : not very pretty (hud, skybox, lowpoly ships)
 +
oolite : not very pretty : hud, lowpoly spaceships
 +
parsec : dead, last news 2003
 +
 +
 +
planetery landing (elite, about TWENTY years ago) ,
 +
walking inside spaceships (sundog, also about TWENTY years ago, http://en.wikipedia.org/wiki/SunDog:_Frozen_Legacy,
 +
old abandoned opensource follow up)
 +
(also has planetery landing AND driving around in a jeep or something like that i heard)
 +
http://upload.wikimedia.org/wikipedia/commons/0/0e/New_sundog-interior-revised2.png
 +
 +
spaceship construction : lego like with intuitive ingame editor
 +
possible for players, important for modders,
 +
vegastrike seems to suffer from ship creation being very difficult
 +
viable project even with few artists, as it reduces the need for complex good looking models
 +
knowledge of 3d-modelling not needed to create spaceships
 +
 +
 +
trading, mining :
 +
chemical system (producing building materials from raw ore)
 +
building plans (constructing machines from building materials)
 +
 +
coop lan based instead of massive multiplayer :
 +
makes project more realisitic (no mainserver cluster, does not require big playerbase (empty worlds are no fun))
 +
suitable for "casual" gaming  (nice for having a few minutes of fun)
 +
too few coop games, opensource interesting for LAN parties
 +
no tough cheat protection is needed for coop-LAN target audience (at least not as much as for mmorpg)
 +
 +
boarding disabled ships (escape velocity)
 +
trying to avoid overkilling enemies so ship-parts can be reused
 +
 +
encourage modding :
 +
scripting language for core parts of the game, c++ only for performance critical stuff
 +
making new ships/equipment/maps etc should be easy
 +
plugin system so people don't have to make a "full" mod, but can do make a custom hud element.
 +
(no tough cheat protection needed, see above)
 +
</pre>
 +
 
== GUI ==
 
== GUI ==
  
* umschalten zwischen flugsteuerung und mausmodus,
+
* switch between flight-controls and mouse-mode
** z.b. mit esc
+
** e.g. with esc
** wie in systemshock
+
** like in systemshock
** ermöglicht viel funktionalität ohne eine monströse tastaturbelegung zu benötigen
+
** enables much functionality without requiring a monstrous keyboard layout
** durch mouseover text kann man tastenkürzel sichtbar machen, also kann man lernen ohne die doku zu wälzen
+
** mouseover text can show keyboard-shortcuts, and can also be used for learning ingame without reading big manuals
** visuelle hilfen bei zielsuche und reiseroute können so recht leicht individuell einstellbar gemacht werden
+
** visual help for targetting and travelling could be easy to control this way
** gezielter aktionen (scannen, comm, escortieren) auf schiffe ohne durchtabben
+
** targetted actions (scan, communicate, escort) can be activated WITHOUT using tab to navigate a list of all ships
* icons für schiffe ausserhalb des sichtradius am bildschirmrand in der entsprechenden richtung
+
* icons for ships outside the view-radius on the border of the screen in the appropriate direction
** spielernamen, schiffstyp, regierung, fof
+
** playernames, shiptype, government, FOF (friend or foe)
  
  
== Baukasten ==
+
== building-kit ==
  
* alte, ausgeschlachtete schiffe auf dem schrottplatz kauffen
+
* old, emptied ships could be sold on a junkyard
* grössen und flottenbegrenzung durch von der masse (exponentiell) abhängige treibstoffkosten für hyperspace
+
* size and fleet limit by exponentially increasing fuel usage for hypespace
* schwerpunkt
+
* mass-center point
** mittige ausrichtung der haupt-triebwerke erforderlich
+
** middle alignment of main engines required
** effektivität der steuertriebwerke nutzt hebelwirkung -> max entfernung zum schwerpunkt
+
** efficiency of steering engines uses leverage effect    -> max entfernung zum schwerpunkt
** haupttriebwerke auch zum steuern nutzbar
+
** main engines can be used for steering
  
  
== Sensoren und Tarnung ==
+
== sensors and cloaking ==
* mono : man kriegt nur die richtung, nicht die position (radial seeehr längliche fläche)
+
* mono : you only get direction, not position
* stereo : ungefähre position (fläche/verlauf auf hud)  
+
* stereo : approximate position (area/gradient on hud)  
* triangulierung : genaue pos  
+
* triangulation : exact pos  
* planare und 3dimensionale sensoren ? ne...
+
* planar and 3dimensional sensors ? no...
* stark unterschiedliche reichweite
+
* strong differences in sensor-range
  
=== aktive Sensoren ===
+
=== active Sensors ===
( wie ping beim uboot, man kriegt infos, aber verrät auch die eigene pos)
+
( similar to ping on submarine, you get infos, but you tell others can detect your positions )
* radar (metall, geblockt von stealth-material)
+
* radar (metal, blocked by stealth-material)
** rotierend und omni
+
** rotating and omni
* laser (genaue entfernung, nicht bei spiegelnden oberflächen) , in combo mit visuell
+
* laser (exact distance, does not work on reflective surfaces) , in combo with visual
* staub ablassen : getarntes entdecken was durchfliegt
+
* eject dust : cloaked can be detected if it flies through
** staub : neutralisiert reflektionen von glatte oberflächen (laser)
+
** dust : neutralises reflection on smooth surfaces (laser)
** metallstückchen -> auf radar erkennbar, wenn sie verdrängt werden
+
** metal pieces -> can be seen on radar if they are pushed aside by a ship
** radioaktiver staub : strahlung wird zwischen eigenem schiff und staub durch andere blockiert -> richtung erkennnbar
+
** radioaktive dust : radiation between dust and own ship is blocked by other ships : direction can be determined
** leuchtstoff : verbessert visuelle sichtbarkeit
+
** luminescent material : improves visual detection
** sensorteppich : kleine sender, die bei berührung funken, ähnlich minen
+
** sensor-carpet : many little sensors, that transmit on contact, similar to mines
  
=== passive Sensoren ===
+
=== passive Sensors ===
 
* visuell
 
* visuell
 
* infrarot
 
* infrarot
 
* uv  
 
* uv  
* passives radar
+
* passive radar
* passiv-laser
+
* passive-laser
* radioaktivität (geiger)
+
* radioactivity (geiger-counter)
* strahlung generell
+
* radiation generally
* magnetisch
+
* magnetic
* elektrisch
+
* electric
* chemisch : fährte,abgase,signatur in der nähe sichtbar, kann verfolgt werden
+
* chemical : scent,exhaust,signature visible/detectable when near enough, can be followed
* masse-verdrängung
+
* mass-displacement
* quanten zeug
+
* quantum stuff
* telepatisch/psionisch
+
* telepathic/psionic
* gravitations-sensoren (kreisel), um objekte mit grosser masse zu orten
+
* gravitation-sensors (gyroscope), to detect objects with big mass (planets, capital ships, starbases,..)
** (sofern nicht visuell möglich, z.b. sonnen, planeten, monde, riesenschiffe)
+
** (if not visually possible, e.g.suns, planets, moons, capital ships)
  
=== Tarnung ===
+
=== cloaking ===
* beim tarnen nur passive sensoren
+
* only passive sensors
* hülle muss mit speziellem material bedeckt werden, oder schilde installiert werden
+
* hull has to be covered in special material, or shields must be installed
* triebwerk und waffenleistung stark eingeschränkt
+
* engine and weapons strongly limited (weapons probably disabled)
* unterschiedliche tarnung gegen unterschiedliche sensoren
+
* different types of cloaking against differnt sensors
  
== Waffen und Schilde ==
+
== weapons and shields ==
* high-mass (ballistik,rockets) wird kaum vom schild aufgehalten, braucht aber munition
+
* high-mass (ballistic,rockets) cannot be deflected by shield, but requires ammo
 
* different shields
 
* different shields
* turrets und guns mit 1 bis 4 läuffen (schnellere feuer-rate)
+
* turrets and guns with 1 to 4 barrels (faster firing rate)
* ring-waffen (area, effektiv gegen mehrere schiffe)
+
* ring-weapons (area, effective against groups of ships)
  
=== abschuss-vorrichtungen ===
+
=== launching devices ===
 
* guns
 
* guns
 
* turrets
 
* turrets
 
* beams
 
* beams
* grenades (gegen verfolger)
+
* grenades (against persecutors)
* mines (auch spidermines, die bei annäherung aktivieren und verfolgen)
+
* mines (also spidermines, that follow the enemy)
* rockets (nicht gelenkt)
+
* rockets (unguided)
* missiles (unterschiedliche tracking systeme, siehe sensoren)
+
* missiles (different tracking systems, see sensors)
* torpedos (langstrecken lenkraketen)
+
* torpedos (long-range controlled rocket)
* warheads (können gesteuert werden, schilde und tarnvorrichtung haben)
+
* warheads (can be controlled, can have shields and cloaking)
* dronen, sporen
+
* drones, spores
** kleben auf hülle fest, machen über zeit schaden
+
** glue to hull, damage over time
** stören steuerdüsen und treibwerke
+
** disturb steering and engine
** zapfen engergie ab
+
** leech energy
** zerstören leitungen
+
** destroy wiring
** dringen ins schiff ein und zerstören wichtige systeme
+
** invade ship and destroy important systems
** killen crew
+
** kill crew
* chemical/bio/naniten/plasma wolken (ähnlich flammenwerfer, unterschiedliche lebensdauer)
+
* chemical/bio/nanite/plasma clouds (similar to flamethrower, different livetime)
** gegen bestimmte triebwerke, verlangsamen verfolger
+
** against certain engines, slow persecutors
* puls (z.b. emp) , gleichmässige ausbreitung in alle richtungen
+
* pulse (e.g. EMP) , uniform spread in all directions
 
* lightning (overload engergy net)
 
* lightning (overload engergy net)
 
* leech energy
 
* leech energy
  
=== schildgattungen freelancer ===
+
=== shield-types freelancer ===
  
 
  Graviton - strong laser, photon, pulse; weak plasma, particle
 
  Graviton - strong laser, photon, pulse; weak plasma, particle
Line 102: Line 167:
  
  
=== wirkung ===
+
=== effect ===
schaden und energiebedarf in MegaJoule ?
+
damage and energy requirement in MegaJoule ?
 
* proton
 
* proton
 
* elektron
 
* elektron
Line 110: Line 175:
 
* plasma
 
* plasma
 
* railgun
 
* railgun
* ballistik (chaingun,nailgun,cannon,revolver,magnum,colt,gun,minigun,rifle)
+
* ballistic (chaingun,nailgun,cannon,revolver,magnum,colt,gun,minigun,rifle)
 
* chemo/bio
 
* chemo/bio
* nuklear
+
* nuclear
* streuschüsse : verbrauchen das schild sehr schnell
+
* spray-shot : reduce enemy shield quickly
  
=== Schilde ===
+
=== shields ===
* deflektor,field
+
* deflector,field
 
* magnetic,organic,quantum,proton
 
* magnetic,organic,quantum,proton
 
* many little plates floating around
 
* many little plates floating around
* chemical/structural shields (plastic hülle, seifenblase, etc)
+
* chemical/structural shields (plastic hull, soap bubble, etc)
 
* heat : burning plasma ring (trigger rockets early)
 
* heat : burning plasma ring (trigger rockets early)
* defense laser, magnetic pulse : deflekt single projektiles
+
* defense laser, magnetic pulse : deflect single projectiles
* shild-naniten/droiden/robots auf hülle, die praktisch panzerung bewegen
+
* shield-nanites/droids/robots on hull, serve as mobile armor
 
+
 
+
=== Fighter / Drohnen / Mobile waffen ===
+
* nicht nur fliegerform, weil kein luftwiederstand und keine schwerkraft
+
* pyramiden-/würfel-/kugel-artige mit vielen steuerdüsen für den nahkampf
+
* zylinder-/kegel-artige mit einem haupttriebwerk für den fernkampf
+
* fliegerformen für kampf in atmosphäre, und mischung aus nah- und fern-kampf
+
 
+
* inovative taktische steuerung :
+
** click,click : die langstrecken-waffen-drohnen sollen sich auf diese beiden punkte verteilen
+
* formationen können abgespeichert und geladen werden. (speerspitze, hinterhalt, breite front, etc)
+
 
+
== Fracht/Cargo ==
+
 
+
* zu-/ver-kauf wird gleichmässig auf alle frachträume verteilt
+
* manueller transfer innerhalb des schiffes auch möglich
+
** z.b. gleichmässig verteilen,voll-/leer-räumen für schiffs-umbau
+
* fracht auf planeten abwerfen kostet keinen treibstoff
+
* fracht aufnehmen : von schwerkraft abhängig, planeten mit ring-konstrukt sind auch frei)
+
* fracht kann im weltall abgeworfen werden, oder z.b. auf asteroiden versteckt werden
+
(asteroid wird dann markiert, zum wiederfinden)
+
** abgeworfenes verschwindet nicht, sondern fliegt rum, wird eventuell geklaut
+
** sensor für rumfliegende fracht
+
** tarnvorrichtung für versteckte fracht
+
** verstecken in nebel, bzw in gebieten mit sensorstörung
+
** bei verstecken in asteroiden : kursberechnung des asteroiden, wenn er auf orbit von irgendwas ist
+
  
== Navigation / Autopilot ==
+
=== fighter / drones / mobile weapons ===
* ausweich- / angriffs- / navigations-manöver
+
* not just jet-fighter forms, as there is no air-resistance and no gravity
** bombardierung, schleiffe, flanke, verfolgung, flucht, dogfight
+
* pyramids-/cube-/sphere-like with many steering ducts for close combat
** power-slide (schnell anfliegen, dann trägheit ausnutzen : flanke + heck angreiffen)
+
* cylinder-/cone-like with a single main engine+weapon for ranged combat
** orbit (verschiedene höhen)
+
* jet-figher like forms for fight in atmosphere and a mixture of close and ranged combat
** andocken
+
** atmosphäreneintritt / landung
+
** gravitationsschleuder um sonne / planeten (fliehkraft)
+
* langstrecken routenplanungsvorschlag, abschnittsweise
+
** mehrere vorschläge unter einplanung von sprungtoren und den damit verbundenen kosten
+
** zeigt treibstoff verbrauch an
+
** an/verkauf von waren kann mit eingeplant werden
+
* autopilot-manöver ermöglichen z.b. die maussteuerung zu nutzen, oder in ein turret zu steigen, während der autopilot fliegt
+
  
== umweltbedingungen ==
+
* innovative tactical controls :
* auf planeten und in nebeln
+
** click,click : the long-range weapon drones should spread out around those two points
* starke strahlung
+
* formations can be saved and loaded (spear, ambush, frontline, etc)
* stürme (elektrisch, magnetisch, hitze, wind, ionen, plasma)
+
* blitzschlag
+
* vulkanausbrüche, magma/gas/säure eruptionen
+
* nebel/wolken/regen (schlechte sicht)
+
* extreme temperaturen
+
* ätzende atmosphäre
+
* starker atmosphärendruck
+
* wasser/flüssigkeit (tauchen, starker druck, anderer antrieb)
+
* hitzeentwicklung beim atmosphäreneintritt (hitzeschilde)
+
* asteroiden und meteoriten
+
* antrieb funktioniert je nach gasen anders
+
* brennbare / explosive gase
+
* erbeben
+
* parasiten (fressen hülle)
+
* sonnen-korona
+
* navigation in atmosphäre von luftwiderstand und gravitation abhängig
+
* manches saugt energie, in manchem kann man energie aufladen (mit entsprechenden geräten)
+
** solarzellen(sonne)
+
** turbinen(hitze)
+
** kondensatoren(elektrizität)
+
** rezeptoren(ionen)
+
** gase und säurehaltige atmosphäre können aufgenommen werden (und verarbeitet)
+
  
 +
== navigation / autopilot ==
 +
* evasion- / attacking- / navigations-maneuver
 +
** bombard, loop, flank, chase, escape, dogfight
 +
** power-slide (approach fast and use inertia  : flank + back attack)
 +
** orbit (different heights/speeds for different mass)
 +
** docking
 +
** enter atmosphere, landing
 +
** gravity-whip around sun / planets (centripetal force)
 +
* long-range route planning suggestions, by section
 +
** multiple suggestions when considering jump-gates and costs
 +
** shows fuel usage
 +
** buy/sell goods can be planned in
 +
* autopilot-maneuver possible without using mouse-controls, or controlling a turret while the auto-pilot is flying
  
 +
== navigation / autopilot ==
 +
* evasion- / attacking- / navigations-maneuver
 +
** bombard, loop, flank, chase, escape, dogfight
 +
** power-slide (approach fast and use inertia  : flank + back attack)
 +
** orbit (different heights/speeds for different mass)
 +
** docking
 +
** enter atmosphere, landing
 +
** gravity-whip around sun / planets (centripetal force)
 +
* long-range route planning suggestions, by section
 +
** multiple suggestions when considering jump-gates and costs
 +
** shows fuel usage
 +
** buy/sell goods can be planned in
 +
* autopilot-maneuver possible without using mouse-controls, or controlling a turret while the auto-pilot is flying
  
== generelle ideen ==
+
== environment conditions ==
* mehrere hudsets ( fighter = wingcommander mit radar , cruiser = computerartig, bridge, mehrere bildschirme, draufsicht mit sensordaten , radar only .. )
+
* in planets and nebulaes
 +
* strong radiation
 +
* storms (electrical, magnetic, heat, wind, ion, plasma)
 +
* lightning strikes
 +
* volcano eruptions, magma, gas, acid
 +
* nebula,clouds,rain (bad sight)
 +
* extreme temperatures
 +
* acid atmosphere
 +
* strong  atmospheric pressure
 +
* water,liquid (diving, strong pressure, different engine)
 +
* heat on atmosphere-entry (heatshields)
 +
* asteroids und meteorites
 +
* engine works differently depending on gases (nebula, planet)
 +
* burnable / explosive gases
 +
* earth-quakes
 +
* parasites (eat hull)
 +
* sun-corona
 +
* navigation in atmosphere depends on air friction and gravity
 +
* some things leech energy, in other you can charge energy (with appropriate devices)
 +
** solar cells (sun)
 +
** turbines (heat)
 +
** condensers (electricity)
 +
** receptors (ion)
 +
** gases and acid atmosphere can be sucked in and processed or stored
  
obsolete : [[TodoLists]]
+
== general ideas ==
 +
* multiple hud-sets ( fighter = wingcommander with radar radar , cruiser = computer-like, bridge, multiple screens, birdview with sensor infos, radar only .. )

Latest revision as of 16:50, 9 January 2011

these are old notes, some things might be obsolete by now, see Design Documentation for up-to-date stuff

>== chatlogs ==


Specific Topics

articles and links

notes

14.05.2007

Ghoulsblade 22:07, 14 May 2007 (CEST) just a few thoughts

http://freegamer.blogspot.com/2006/06/open-source-3d-space-games.html

vegastrike : project does not seem too healthy , hud and map not pretty
both vegastrike privateer mods: not very pretty (2d gfx, cockpit, station-backgrounds)
vegastrike mods : Babylon 5, Star Wars, and Star Trek : copyright problems ?
No Gravity : not very pretty (hud, skybox, lowpoly ships)
oolite : not very pretty : hud, lowpoly spaceships
parsec : dead, last news 2003


planetery landing (elite, about TWENTY years ago) , 
walking inside spaceships (sundog, also about TWENTY years ago, http://en.wikipedia.org/wiki/SunDog:_Frozen_Legacy,
	old abandoned opensource follow up)
	(also has planetery landing AND driving around in a jeep or something like that i heard)
	http://upload.wikimedia.org/wikipedia/commons/0/0e/New_sundog-interior-revised2.png
	
spaceship construction : lego like with intuitive ingame editor
	possible for players, important for modders,
	vegastrike seems to suffer from ship creation being very difficult
	viable project even with few artists, as it reduces the need for complex good looking models
	knowledge of 3d-modelling not needed to create spaceships
	
	
trading, mining : 	
	chemical system (producing building materials from raw ore)
	building plans (constructing machines from building materials)

coop lan based instead of massive multiplayer :
	makes project more realisitic (no mainserver cluster, does not require big playerbase (empty worlds are no fun))
	suitable for "casual" gaming  (nice for having a few minutes of fun)
	too few coop games, opensource interesting for LAN parties
	no tough cheat protection is needed for coop-LAN target audience (at least not as much as for mmorpg)

boarding disabled ships (escape velocity)
trying to avoid overkilling enemies so ship-parts can be reused

encourage modding :
	scripting language for core parts of the game, c++ only for performance critical stuff
	making new ships/equipment/maps etc should be easy
	plugin system so people don't have to make a "full" mod, but can do make a custom hud element.
	(no tough cheat protection needed, see above)

GUI

  • switch between flight-controls and mouse-mode
    • e.g. with esc
    • like in systemshock
    • enables much functionality without requiring a monstrous keyboard layout
    • mouseover text can show keyboard-shortcuts, and can also be used for learning ingame without reading big manuals
    • visual help for targetting and travelling could be easy to control this way
    • targetted actions (scan, communicate, escort) can be activated WITHOUT using tab to navigate a list of all ships
  • icons for ships outside the view-radius on the border of the screen in the appropriate direction
    • playernames, shiptype, government, FOF (friend or foe)


building-kit

  • old, emptied ships could be sold on a junkyard
  • size and fleet limit by exponentially increasing fuel usage for hypespace
  • mass-center point
    • middle alignment of main engines required
    • efficiency of steering engines uses leverage effect -> max entfernung zum schwerpunkt
    • main engines can be used for steering


sensors and cloaking

  • mono : you only get direction, not position
  • stereo : approximate position (area/gradient on hud)
  • triangulation : exact pos
  • planar and 3dimensional sensors ? no...
  • strong differences in sensor-range

active Sensors

( similar to ping on submarine, you get infos, but you tell others can detect your positions )

  • radar (metal, blocked by stealth-material)
    • rotating and omni
  • laser (exact distance, does not work on reflective surfaces) , in combo with visual
  • eject dust : cloaked can be detected if it flies through
    • dust : neutralises reflection on smooth surfaces (laser)
    • metal pieces -> can be seen on radar if they are pushed aside by a ship
    • radioaktive dust : radiation between dust and own ship is blocked by other ships : direction can be determined
    • luminescent material : improves visual detection
    • sensor-carpet : many little sensors, that transmit on contact, similar to mines

passive Sensors

  • visuell
  • infrarot
  • uv
  • passive radar
  • passive-laser
  • radioactivity (geiger-counter)
  • radiation generally
  • magnetic
  • electric
  • chemical : scent,exhaust,signature visible/detectable when near enough, can be followed
  • mass-displacement
  • quantum stuff
  • telepathic/psionic
  • gravitation-sensors (gyroscope), to detect objects with big mass (planets, capital ships, starbases,..)
    • (if not visually possible, e.g.suns, planets, moons, capital ships)

cloaking

  • only passive sensors
  • hull has to be covered in special material, or shields must be installed
  • engine and weapons strongly limited (weapons probably disabled)
  • different types of cloaking against differnt sensors

weapons and shields

  • high-mass (ballistic,rockets) cannot be deflected by shield, but requires ammo
  • different shields
  • turrets and guns with 1 to 4 barrels (faster firing rate)
  • ring-weapons (area, effective against groups of ships)

launching devices

  • guns
  • turrets
  • beams
  • grenades (against persecutors)
  • mines (also spidermines, that follow the enemy)
  • rockets (unguided)
  • missiles (different tracking systems, see sensors)
  • torpedos (long-range controlled rocket)
  • warheads (can be controlled, can have shields and cloaking)
  • drones, spores
    • glue to hull, damage over time
    • disturb steering and engine
    • leech energy
    • destroy wiring
    • invade ship and destroy important systems
    • kill crew
  • chemical/bio/nanite/plasma clouds (similar to flamethrower, different livetime)
    • against certain engines, slow persecutors
  • pulse (e.g. EMP) , uniform spread in all directions
  • lightning (overload engergy net)
  • leech energy

shield-types freelancer

Graviton - strong laser, photon, pulse; weak plasma, particle
Positron - strong tachyon, neutron; weak laser, pulse, photon
Molecular - strong plasma, particle; weak tachyon, neutron


effect

damage and energy requirement in MegaJoule ?

  • proton
  • elektron
  • neutron
  • laser (pulse laser)
  • plasma
  • railgun
  • ballistic (chaingun,nailgun,cannon,revolver,magnum,colt,gun,minigun,rifle)
  • chemo/bio
  • nuclear
  • spray-shot : reduce enemy shield quickly

shields

  • deflector,field
  • magnetic,organic,quantum,proton
  • many little plates floating around
  • chemical/structural shields (plastic hull, soap bubble, etc)
  • heat : burning plasma ring (trigger rockets early)
  • defense laser, magnetic pulse : deflect single projectiles
  • shield-nanites/droids/robots on hull, serve as mobile armor

fighter / drones / mobile weapons

  • not just jet-fighter forms, as there is no air-resistance and no gravity
  • pyramids-/cube-/sphere-like with many steering ducts for close combat
  • cylinder-/cone-like with a single main engine+weapon for ranged combat
  • jet-figher like forms for fight in atmosphere and a mixture of close and ranged combat
  • innovative tactical controls :
    • click,click : the long-range weapon drones should spread out around those two points
  • formations can be saved and loaded (spear, ambush, frontline, etc)

navigation / autopilot

  • evasion- / attacking- / navigations-maneuver
    • bombard, loop, flank, chase, escape, dogfight
    • power-slide (approach fast and use inertia  : flank + back attack)
    • orbit (different heights/speeds for different mass)
    • docking
    • enter atmosphere, landing
    • gravity-whip around sun / planets (centripetal force)
  • long-range route planning suggestions, by section
    • multiple suggestions when considering jump-gates and costs
    • shows fuel usage
    • buy/sell goods can be planned in
  • autopilot-maneuver possible without using mouse-controls, or controlling a turret while the auto-pilot is flying

navigation / autopilot

  • evasion- / attacking- / navigations-maneuver
    • bombard, loop, flank, chase, escape, dogfight
    • power-slide (approach fast and use inertia  : flank + back attack)
    • orbit (different heights/speeds for different mass)
    • docking
    • enter atmosphere, landing
    • gravity-whip around sun / planets (centripetal force)
  • long-range route planning suggestions, by section
    • multiple suggestions when considering jump-gates and costs
    • shows fuel usage
    • buy/sell goods can be planned in
  • autopilot-maneuver possible without using mouse-controls, or controlling a turret while the auto-pilot is flying

environment conditions

  • in planets and nebulaes
  • strong radiation
  • storms (electrical, magnetic, heat, wind, ion, plasma)
  • lightning strikes
  • volcano eruptions, magma, gas, acid
  • nebula,clouds,rain (bad sight)
  • extreme temperatures
  • acid atmosphere
  • strong atmospheric pressure
  • water,liquid (diving, strong pressure, different engine)
  • heat on atmosphere-entry (heatshields)
  • asteroids und meteorites
  • engine works differently depending on gases (nebula, planet)
  • burnable / explosive gases
  • earth-quakes
  • parasites (eat hull)
  • sun-corona
  • navigation in atmosphere depends on air friction and gravity
  • some things leech energy, in other you can charge energy (with appropriate devices)
    • solar cells (sun)
    • turbines (heat)
    • condensers (electricity)
    • receptors (ion)
    • gases and acid atmosphere can be sucked in and processed or stored

general ideas

  • multiple hud-sets ( fighter = wingcommander with radar radar , cruiser = computer-like, bridge, multiple screens, birdview with sensor infos, radar only .. )