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- Space 4X Game?
- Player designs rockets
- Budget
- Rockets have
- *Thrust (mg, g, kg)
- *Fuel
- *dV
- *Mass (metric)
- *Crew
- *Payload
- *HP?
- *Power?
- Player gives orders which are then carried out automatically
- Game is realtime/turn-based (like Aurora, but designed so that realtime is an actual way to play)
- 1. Design a rocket/ship
- 2. Pay monetary cost
- 3. Begin construction (time based on complexity, priority(more money), mass, resources?)
- Physical resources are spent over time to represent the phyisical construction
- 4. Launch to low or chosen orbit
- 5. Assign further orders?
- Player can setup automatic orders to be performed
- 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)
- Things the Player should be able to do:
- 1. Build up a space infrastructure
- 2. Refuel ships from fuel depots
- 3. Mine raw resources
- 4. Avoid micro
- 5. Setup automatic production, launch, and mission orders to be performed under player set conditions
- Types of Space Infrastructure:
- *Fuel Depots
- *Habitats
- *Construction Yards
- --------------------------------------------
- v0.1
- Ground Installations:
- *Housing
- *Mines
- *Power Plants (Solar, Fission, Fusion, RTG, Wind)
- *Factories
- *Warehouses, Silos, Tanks
- *Slipways
- *Mass Drivers
- *Space Elevator (if gravity is low enough)
- *GTS Laser (for laser sail propulsion)
- Leaning more towards X-COM style bases over Aurora style colonies.
- Most of the v0.1 stuff applies, but bases can be of different types
- O'Neil Cylinders, Asteroid bases, etc.
- Maybe station design like High Frontier? It's a lot more intensive dev wise than Aurora or X-COM style
- ----------------------------------------------
- Propulsion:
- *NTR
- *NPP (Orion)
- *Chemical
- *Ion
- *Fusion
- *Solid Rocket Motors
- *Laser Sails
- *Anti-matter?
- ---------------------------------------------
- v0.2
- Base Building and Management:
- Similar to the original X-Com
- Engineers, Scientists, ?
- Maybe "Hero" named scientists to manage research departments/assignments
- Research system similar to Aurora4X and Component design of Children of a Dead Earth
- 1. Research fundamental technologies; Nuclear Pulsed Propulsion, Lasers, etc. Theoretical Tech similar to Sword of the Stars/Master of Orion 1
- science experiments on or in special environments to unlock research paths or test parts (KSP but more realistic and better executed)
- 2. Design a component (Aurora4X/CoaDE) using researched/unlocked technology
- 3. Research component application
- 4. Design ship with parts
- 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/
- 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
- retooled)
- 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.
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