initial commit with settings and gameplay ideas
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settings:
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scifi/space - factions with small fleets and cities/outposts in space
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scifi/shipcommander - focus on one ship (few additional ships possible)
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- rpg, command of one bigger capital ship, with small frigates/cruisers as additional ships, setting a bit mad max style, post-apocalypse in space, damaged, rigged ships, nothing is build new, everything is salvaged or made from scrap
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- different fighting styles: pure weaponry - long rage (sniping), short range (brawling), medium (balanced), crowd control (jamming, decoys), support (healing (but out of combat), refueling, rearming, recrewing), buffs/debuffing (increased sensor range, better sensors)
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but fighting is more dependant on upgrades, and a few meaningful decisions (maneuvers, target selection) one does not aim or control the ship directly
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in one fighting encounter parts of a ship can be damaged (for example the engine), after that the captain of the losing ship can retreat, the winner gets the destroyed part of the loser, when every part is destroyed one dies.
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- map is a solar system, 2d, viewed from the solar north
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- planets and ships move with orbital mechanics
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- fog of war, a big focus is finding the other ships, getting to places where they were reveals possible flight paths
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- upgrades at certain space stations (weapon space station, armor space station, propulsion space station), if enemies are at a space station they can attack you
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- wide gameplay, more smaller ships with limit (5), tall gameplay one ship but good
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- economy/progression: salvaging, exploration and fighting small NPCs with chance of finding gear (damaged) that is partly functional and that can be made 100% useful at the space stations
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killing the npcs like in warcraft 3
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- goal: destroying the other ship captains ship (lore: someone has payed you to do so), gametime is limited by the amount of scrap, every captain can lose his capital ship
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scifi/ground based
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- underground warfare (inspiration: lego mining sets; flash game motherload) based in tunnels, maybe wildwest style, small companies fighting over resources
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- map is 2d, with up/down, left/right
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- economy is mining/industry based with base building, upgrading resource buildings and defenses, mining outposts can be be build which allow more resources to be gathered, but transport vehicles can be attacked (mad max style feeling but underground with scifi)
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- action/warfare small number of units with direct attacks (lasers, guns, sabotage), indirect attacks (collapsing tunnels, dropping stalactites, explosives/mines, flooding with water or lava)
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- movement: tunnels fast movement, but tunnels need build time; digging is slower but allows free movement, obstacles in the world limit movement/digging of tunnels (hard rocks, lava lakes, underground lakes)
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- goal: destruction of the enemy base
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- downtime: digging tunnels, upgrading resources and vehicles
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- wide gameplay: more outposts, maybe more but weaker vehicles | + more map control | + faster expansion | - easier to attack (every outpost is weaker, small number of vehicles are limiting) |
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- tall gameplay: fewer harder to attack outposts and vehicles
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strategy game
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- gameplay like in risk/supremacy/axis&allies/aftertheday
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- sectors can be captured and must be secured which takes time
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- sectors grant resources and manpower
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- possible settings: insect war, steampunk, scifi (robots/factorio)
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- important feature: building infrastructure and destroying enemy infrastructure (roads, pipelines, canals, railways)
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- connecting and holding certain sectors gives a boost/bonus to production of resources or units
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- unit counts high (100-1000 units per army)
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- goal: destroying enemy hq
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- movement faster along infrastructure
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- 2d map, but no grid
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- warfare: rock/paper/scissor type units
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- tall empire: better but fewer infrastructure, wide empire vice versa
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- downtime: building infrastructure, unit movement
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