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Brainstroming for OrxonoxV2

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this Page is for collection ideas on how Orxonox should be. Any information displayed here comes from the IRC transcripts.

The Journey Begins

The player start on a mining base on Ganymade doing some industrial espionage for a rival company. due to some misstake, he gets confused with one of their pilots, put into a cockpit and off to save some sort of mining convoy which is under attack. Arriving at the convoy the player has to decide if he wants to continue to work for his employer - thus attacking the convoy, and destroying his wingmen in the process - or switch sides and fight with his new friends, and defend the convoy.

Fractions and Their Balance

There are multiple fractions in Orxonox and each has their own agenda. The player has the freedom to work for them, but by doing so he might anger another fraction. (i.e working for company A improves you standing with them, while it decreases you standing with company B, as you worked for a rival company.)

each fraction has it own equipment which can be bought by the player. with better standing, the player will get access to better equipment or special item that fraction has to offer. on the other hand, a poor standing causes that fraction to stop selling you their equipment.

Spaceships and Equipment

they player may choose from a set of different ships, which are offered from the different fractions. those ships distinguish themselves though a set of attributes, such as (but not limited to) shields, acceleration, manouverability, number of weapon slots, amount of ammo, cargo space.

Ship Improvement

Each ship can be improved in a number of ways. the easiest way is doing this but spending money on engines, shield-emitter, generator, weapons and/or missiles.

Module Slots and Software Upgrades

Each ship can be equipped with a limited number of modules, which makes it individual. These modules have an unique capabilities, and can be upgraded to become even more powerful. Such modules may provide cloaking, auto-repair, shield-batteries, missile-jammer, high-precision jump-drive. These modules can only rarely be bought, an if at a awful prices, look out for them when shooting down enemies, one might lose one…

In parallel there exist software slots, which can be used to improve the effectiveness of the onboard computer, but alas it has only a limited space left… Improvements may include auto-targeting, improved navigation, turret control…

Software and hardware can be improved, provided the player has enough money, and a "workshop" is available. some improvements may only be done at certain fraction. So be careful no to anger to many to early.

Travel and Distances

Keeping a balance between realism and playability, the player has 3.5 different types of propulsion at his disposal.
Combat engines are used when the player is engaged in a fight. The speed may be improved over a short time, by using the afterburner.
When engaging the cruise engine, the weapons system gets automatically turned of to provide enough power to the engines. The cruise engines are use for sublight travel, an in most cases to reach the next hyperspace entrypoint.
Hyperspace engines are used to get fast from one spot inside a solar system to another. a simple fighter lacks the power to do interstellar travel. Imagine Hyperspace like a large maze of slippery streams (sometime hyperspace gets called slipstream) though which the pilot has to manouver to get to its destinations. fortunately Points of Interest (spacestations, plantes, moons) are marked with locater beacons to make it easier to navigate.

Weapons and Combat System

each ship has a set of weapon slots which can be equipped as desired. the weapons are grouped into energy-based, and ammo-based weapons.
the combat system will be based on scissors/rock/paper in conjugation with the shield systems that can be found on every single ship.

To make our lives a bit simpler, every ship has one "ammo container" whose "slots" can be used as the player desires for missiles, mines, projectiles (for non-energy-based guns). different types of missiles occupy a different amount of space in the ammo cache.

Cruise Disruptor and Hyperspace Mine

Those two devices are not really weapons as such, but they are used to temporarely inhibit the possibility to travel at cruise speed or in hyperspace.
The cruise disruptor is a high-speed missile, which gets upon inpact the cruise field to collapse.
The hyperspace mine is, as the name suggest a device which gets triggered on proximity of a ship in hyperspace. When triggered, the mine overloads, and creates a field which destabalises the locate hyperspace. Due to security protocols in the ships hyperspace engines, an emergency drop to normal space is executed immediately.

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