Munashedov

Untitled

Mar 3rd, 2020
439
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.08 KB | None | 0 0
  1. Space 4X Game?
  2.  
  3. Player designs rockets
  4. Budget
  5. Rockets have
  6. *Thrust (mg, g, kg)
  7. *Fuel
  8. *dV
  9. *Mass (metric)
  10. *Crew
  11. *Payload
  12. *HP?
  13. *Power?
  14.  
  15. Player gives orders which are then carried out automatically
  16. Game is realtime/turn-based (like Aurora, but designed so that realtime is an actual way to play)
  17.  
  18. 1. Design a rocket/ship
  19. 2. Pay monetary cost
  20. 3. Begin construction (time based on complexity, priority(more money), mass, resources?)
  21. Physical resources are spent over time to represent the phyisical construction
  22. 4. Launch to low or chosen orbit
  23. 5. Assign further orders?
  24.  
  25. Player can setup automatic orders to be performed
  26. Ships can dock/transfer resources if close enough (maybe taking a certain amount of time based on amount of mass to be transferred, affected by special parts)
  27.  
  28. Things the Player should be able to do:
  29. 1. Build up a space infrastructure
  30. 2. Refuel ships from fuel depots
  31. 3. Mine raw resources
  32. 4. Avoid micro
  33. 5. Setup automatic production, launch, and mission orders to be performed under player set conditions
  34.  
  35.  
  36. Types of Space Infrastructure:
  37. *Fuel Depots
  38. *Habitats
  39. *Construction Yards
  40. --------------------------------------------
  41. v0.1
  42. Ground Installations:
  43. *Housing
  44. *Mines
  45. *Power Plants (Solar, Fission, Fusion, RTG, Wind)
  46. *Factories
  47. *Warehouses, Silos, Tanks
  48. *Slipways
  49. *Mass Drivers
  50. *Space Elevator (if gravity is low enough)
  51. *GTS Laser (for laser sail propulsion)
  52.  
  53. Leaning more towards X-COM style bases over Aurora style colonies.
  54. Most of the v0.1 stuff applies, but bases can be of different types
  55. O'Neil Cylinders, Asteroid bases, etc.
  56. Maybe station design like High Frontier? It's a lot more intensive dev wise than Aurora or X-COM style
  57. ----------------------------------------------
  58. Propulsion:
  59. *NTR
  60. *NPP (Orion)
  61. *Chemical
  62. *Ion
  63. *Fusion
  64. *Solid Rocket Motors
  65. *Laser Sails
  66. *Anti-matter?
  67. ---------------------------------------------
  68. v0.2
  69. Base Building and Management:
  70. Similar to the original X-Com
  71. Engineers, Scientists, ?
  72. Maybe "Hero" named scientists to manage research departments/assignments
  73. Research system similar to Aurora4X and Component design of Children of a Dead Earth
  74. 1. Research fundamental technologies; Nuclear Pulsed Propulsion, Lasers, etc. Theoretical Tech similar to Sword of the Stars/Master of Orion 1
  75. science experiments on or in special environments to unlock research paths or test parts (KSP but more realistic and better executed)
  76. 2. Design a component (Aurora4X/CoaDE) using researched/unlocked technology
  77. 3. Research component application
  78. 4. Design ship with parts
  79. 5. Tool Slipway/Spaceyard for production (slipways for medium to small surface construction, orbital drydocks for bigger, non-landing capable ships. Higher tech 3D printing/
  80. additive manufacture for mass production of ship design: fastest, most efficient production of a ship design, but takes the biggest investment to get started and can't be
  81. retooled)
  82. 6. Crew ship and launch (CoaDE crew system is good enough, but with specific named captains, maybe bigger ships needing captain, chief engi, sci officer, bridge crew etc.
Add Comment
Please, Sign In to add comment