Real time space strategy & RPG
The following is a brief description of a Space Strategy RPG that I had. Your feedback is welcome.
For a regularly updated and better formatted article, you can view it in Google Docs.
Please view accompanying Jpeg image to better understand the mechanics.
- The Base and it's structures:
The base is represented on a map of hexagons placed side by side and on each of the hexagon's nodes.
The resulting imaginary structure will form numerous cuboids or numerous triangles where each
hexagon contains 6 triangles. However base structures can not overlap. Base structures are made up of
one or more hexagonal structures.
The resulting imaginary structure will form numerous cuboids or numerous triangles where each
hexagon contains 6 triangles. However base structures can not overlap. Base structures are made up of
one or more hexagonal structures.
Smallest structure is a pylon. Pylon occupies a single triangle which is rotatable to six positions. Pylons
can be connected to each other via it's three sides or three nodes. So a single Pylon can have
6 extensions. Pylons that are connected, form a barrier. The damage is shared equally depending on the
number of pylons that are connected in a straight line. This straight line can be diagonal or side by side
and can connect node to side to node etc. Pylons extend by one unit range coverage on each of the
three sides or nodes when leveling up once along with its HP/armor and module slots. A minimum of
four pylons are required completely to form a barrier around one hexagon.
can be connected to each other via it's three sides or three nodes. So a single Pylon can have
6 extensions. Pylons that are connected, form a barrier. The damage is shared equally depending on the
number of pylons that are connected in a straight line. This straight line can be diagonal or side by side
and can connect node to side to node etc. Pylons extend by one unit range coverage on each of the
three sides or nodes when leveling up once along with its HP/armor and module slots. A minimum of
four pylons are required completely to form a barrier around one hexagon.
Refer to JPEG image to see direction of damage mitigation. Same colours around the hexagon shares
damage.
damage.
- Power distribution:
Each base structure including pylons must have at least one connection of either a node or a side to the
Starbase. The Starbase provides power to itself as well as the entire Base and the Base Structures. The
power generated in the Starbase is via a Ship Module called as a "Power Reactor"(discussed further on).
Starbase. The Starbase provides power to itself as well as the entire Base and the Base Structures. The
power generated in the Starbase is via a Ship Module called as a "Power Reactor"(discussed further on).
During combat if any structure that is connected to the power line is destroyed, the other power
dependent structures become deactivated. Pylons lose their barrier but still function as a static
obstruction. Shield Generators lose the shields. Resource extractors and ammunition fabricators stop
producing, turrets are deactivated, drone bays switch off etc. Pylons also connect power-supply over
non-obstructed distances via their barriers. Power required by each base structure is fixed unless
modified by modules. Contains slots for modules. An interesting note is that power connections have no
specialized structure. They can only be shared via connected base structures.
dependent structures become deactivated. Pylons lose their barrier but still function as a static
obstruction. Shield Generators lose the shields. Resource extractors and ammunition fabricators stop
producing, turrets are deactivated, drone bays switch off etc. Pylons also connect power-supply over
non-obstructed distances via their barriers. Power required by each base structure is fixed unless
modified by modules. Contains slots for modules. An interesting note is that power connections have no
specialized structure. They can only be shared via connected base structures.
- Base Ammunition supply:
Base Ammo fabricator is L shaped, rotatable to six positions. Only turrets that require ammunition need
it. The fabricator must be placed at the end of an L shaped connection consisting of 5 triangles. Either a
side or a node must be in contact with the turret or the required structure. Contains slots for modules.
Requires power. Actively consumes defender's resources every 30 secs.
it. The fabricator must be placed at the end of an L shaped connection consisting of 5 triangles. Either a
side or a node must be in contact with the turret or the required structure. Contains slots for modules.
Requires power. Actively consumes defender's resources every 30 secs.
- Base Shield Generators:
Consists of three hexagons. Has a circular radius of effect. Provides shield that mitigates damage upto a
threshold value. Once that value is reached, all shield is depleted for duration of cool down. After
cool down, shield is instantly fully recharged. Contains slots for modules. Requires power.
threshold value. Once that value is reached, all shield is depleted for duration of cool down. After
cool down, shield is instantly fully recharged. Contains slots for modules. Requires power.
- Base Turret Platform:
Consists of two adjacent triangles forming a parallelogram, rotatable to six positions. Each Platform
consists of 1 weapon slot, 3 crew slots and 3 unlocked module slots. Each crew is assigned to three
platform statistics: Weapon Range, Platform HP and Weapon Firing Rate. The module slots can house
multiple base module types: Armor, Power(Only provides power to turret), Ammo(fabricates ammo for
turret thereby eliminating the need for Base Ammo Fabricator), Target(allows turrets to automatically
target and focus fire on any one ship when all turrets are within range, if not within range, fires
haphazardly), Crew Teleporter(allows Crew to teleport from Flagship or Starbase to individual Base
Turret Platforms when a turret crew slot is empty.
consists of 1 weapon slot, 3 crew slots and 3 unlocked module slots. Each crew is assigned to three
platform statistics: Weapon Range, Platform HP and Weapon Firing Rate. The module slots can house
multiple base module types: Armor, Power(Only provides power to turret), Ammo(fabricates ammo for
turret thereby eliminating the need for Base Ammo Fabricator), Target(allows turrets to automatically
target and focus fire on any one ship when all turrets are within range, if not within range, fires
haphazardly), Crew Teleporter(allows Crew to teleport from Flagship or Starbase to individual Base
Turret Platforms when a turret crew slot is empty.
There are a total of 10 Turret Platforms in a Base.
- Base Weapons(Not to be confused with Ship or Starbase Weapons):
At the maximum progression, each Base Weapon is mounted on the turret platform and is about 50 times
more potent than its ship or starbase counterpart. This is also countered by the fact that base turrets do
not have Point Defense weapons and ship weapons damage can be augmented by other modules. Base
Weapons are not upgradeable. They are only researchable via Known Experimental Lab Research.
more potent than its ship or starbase counterpart. This is also countered by the fact that base turrets do
not have Point Defense weapons and ship weapons damage can be augmented by other modules. Base
Weapons are not upgradeable. They are only researchable via Known Experimental Lab Research.
Various types include: Energy, Explosive, Kinetic, Drone, Siphon Beams.
- Chronal Compactor:
Consists of two adjacent triangles forming a parallelogram. Has a forward V facing area of effect.
Rotatable to 6 positions. Can be adjusted to have more range at the cost of less slowing effect or less
range with more slowing effect. A total of 4 Chronal Compactors per base. Area of effect can be stacked
four times by 4 Compactors. Contains slots for modules. Requires Power.
Rotatable to 6 positions. Can be adjusted to have more range at the cost of less slowing effect or less
range with more slowing effect. A total of 4 Chronal Compactors per base. Area of effect can be stacked
four times by 4 Compactors. Contains slots for modules. Requires Power.
- Cloaking Towers:
Consists of a single triangle rotatable to 6 positions. A total of 8 Cloaking Towers. Each Cloaking Tower
must be connected to any base structure either through a node or a side. Each tower can cloak 6
connected structures. Incase of multiple connections, player can select which structures to cloak. A
single base structure can be cloaked by 8 Cloaking Towers wherein all 8 Towers must be destroyed to
uncloak the base structure. Cloaking Towers have the least durability. Has no slots for modules. If a
turret is cloaked, the trajectory of the weapons won't be hidden. Requires Power. Cloaked structures can
not be targeted by any weapon except drones.
must be connected to any base structure either through a node or a side. Each tower can cloak 6
connected structures. Incase of multiple connections, player can select which structures to cloak. A
single base structure can be cloaked by 8 Cloaking Towers wherein all 8 Towers must be destroyed to
uncloak the base structure. Cloaking Towers have the least durability. Has no slots for modules. If a
turret is cloaked, the trajectory of the weapons won't be hidden. Requires Power. Cloaked structures can
not be targeted by any weapon except drones.
- Warp Portals:
Consists of 4 hexagons. Total of two Warp Portals. Each can be placed with a minimum distance of 4
hexagons from the Starbase or other Warp Portal. Requires Power. Defensive Fleet auto-emerges from
the portal nearest to enemy at a default rate of 1 ship per 30 secs. Has a circular radius of influence.
Timer will only activate if enemy ships are within range. Defensive fleet count is the defender's
Flagship + Alliance Ship. A total of 2 ships. Requires power. Has slots for modules.
hexagons from the Starbase or other Warp Portal. Requires Power. Defensive Fleet auto-emerges from
the portal nearest to enemy at a default rate of 1 ship per 30 secs. Has a circular radius of influence.
Timer will only activate if enemy ships are within range. Defensive fleet count is the defender's
Flagship + Alliance Ship. A total of 2 ships. Requires power. Has slots for modules.
- Missile Jammers:
Consists of 1 hexagon. Total of two Jammers. Circular radius of influence. Requires power. Has slots for
modules. Requires power.
modules. Requires power.
- Repair-Bay:
Consists of 2 hexagons that are placed node to node. Rotatable to 2 positions. Plus sign. Total of one
Med-Bay. Structures that are connected to the Med-Bay via node or sides regenerate durability over time.
Has slots for modules. Requires power.
Med-Bay. Structures that are connected to the Med-Bay via node or sides regenerate durability over time.
Has slots for modules. Requires power.
- Asteroid Field:
One asteroid field in the shape of a three sided plateau. Rotatable to 4 positions. The field contains an
initial fixed quantity (Quantity increases by level) of triangular asteroids which can be manually placed in
the field. Each asteroid has very HP, and is initially static. Contains slots for modules. Modules include
"randomized thrusters", "manual thrusters", "mines", "armor" and "asteroid extractor". If manual thrusters
are used (when online), defender can manually guide the asteroids. Asteroid extractor produces limited
resources which can only be extracted manually after base has been attacked. Collision with asteroid
damages ships. Requires power.
initial fixed quantity (Quantity increases by level) of triangular asteroids which can be manually placed in
the field. Each asteroid has very HP, and is initially static. Contains slots for modules. Modules include
"randomized thrusters", "manual thrusters", "mines", "armor" and "asteroid extractor". If manual thrusters
are used (when online), defender can manually guide the asteroids. Asteroid extractor produces limited
resources which can only be extracted manually after base has been attacked. Collision with asteroid
damages ships. Requires power.
- Hangar:
Consists of 4 hexagons. One Hangar. Requires power. Repairs one ship every 30 seconds via drones
during battle. Actively consumes defender's resources per healing session. Has slots for modules.
Requires power. If power or resources are inadequate, it shuts down. A point of interest is that if a highly
advanced Alliance ship is being repaired, the resource consumed is correspondingly increased.
during battle. Actively consumes defender's resources per healing session. Has slots for modules.
Requires power. If power or resources are inadequate, it shuts down. A point of interest is that if a highly
advanced Alliance ship is being repaired, the resource consumed is correspondingly increased.
- Starbase:
Consists of 9 hexagons as seen in the base map. The Starbase itself is modular and can contain a
maximum of 8 floors of 288 hexagonal tiles in each floor. Main structure. Determines the level of all other
Base structures. Requires power for itself as well as the entire base and all base structures. Has external
slots for modules.
maximum of 8 floors of 288 hexagonal tiles in each floor. Main structure. Determines the level of all other
Base structures. Requires power for itself as well as the entire base and all base structures. Has external
slots for modules.
Modules include: "Armor", "Base repair", "Scanner" and "EMP". "Base repair" depending on module
rarity, automatically repairs entire base after a battle. Higher rarity increases number of times.
"Scanner" enables viewing the base coordinates of attacking fleet + the composition of the attacking fleet.
"EMP" module disables all energy weapons used by attacking ships for 30 secs. It has an area of
activation. Friendly fire possible. All affected base structures cease to function for 30 secs. If defender is
offline, EMP automatically triggers on first ship within range. If defender is online, EMP can be manually
triggered. Can only be used once per battle.
rarity, automatically repairs entire base after a battle. Higher rarity increases number of times.
"Scanner" enables viewing the base coordinates of attacking fleet + the composition of the attacking fleet.
"EMP" module disables all energy weapons used by attacking ships for 30 secs. It has an area of
activation. Friendly fire possible. All affected base structures cease to function for 30 secs. If defender is
offline, EMP automatically triggers on first ship within range. If defender is online, EMP can be manually
triggered. Can only be used once per battle.
- Galaxis Trading Center:
Consists of 3 hexagons. One Trading Center. Allows two-way traffic between friendly or alliance bases.
X resources can be sent to ally which inturn brings-in Y and Z resource. Y and Z resource is not
deducted from ally. Whereas, X resource is deducted from the player and added to ally's base storage.
Requires power. Levelling this structure increases number of simultaneous trade routes. Trade vessels
are visible on Galaxy/System Map and can be traced, followed and intercepted by other players.
Contains slots for modules.
X resources can be sent to ally which inturn brings-in Y and Z resource. Y and Z resource is not
deducted from ally. Whereas, X resource is deducted from the player and added to ally's base storage.
Requires power. Levelling this structure increases number of simultaneous trade routes. Trade vessels
are visible on Galaxy/System Map and can be traced, followed and intercepted by other players.
Contains slots for modules.
Modules include: "hyperdrive", "armor", "Stealth", "AI Trader" and "Black Market". "Hyperdrive" increases
speed of trade. "Stealth" provides 15 seconds cloaking to trade vessel every 30 seconds. When cloaked,
vessel can not be targeted. "AI Trader" automatically sells chosen resource when it reaches a cap for
other resources. Additionally, if storage depot is completely full, the "AI Trader" directly converts excess
resources into Experience. "Black Market" allows buying of various base and ship modules. The time
taken for a trade route is primarily dependent on the distance between player's base and ally's base.
speed of trade. "Stealth" provides 15 seconds cloaking to trade vessel every 30 seconds. When cloaked,
vessel can not be targeted. "AI Trader" automatically sells chosen resource when it reaches a cap for
other resources. Additionally, if storage depot is completely full, the "AI Trader" directly converts excess
resources into Experience. "Black Market" allows buying of various base and ship modules. The time
taken for a trade route is primarily dependent on the distance between player's base and ally's base.
- Ship Designing:
- Tiles:
Each ship/starbase is made up of a hexagonal grid. A grid can be made out of 5 types of tiles.
External(Black), Internal(White), Thruster(Blue), Power(red) and Structure(yellow).
External(Black), Internal(White), Thruster(Blue), Power(red) and Structure(yellow).
A default ship made via the Space Port contains a vanilla design of pre-set modules. This default design
can be edited to change ship's shape and position of all available existing tiles.
can be edited to change ship's shape and position of all available existing tiles.
Player can buy new tiles which are added to a "Tile Pool". Choices available are: 1. Consume scraps to
add a Black colored tile; 2. Consume resources to add a White colored tile; 3. Consume "Bound"
currency(currency that can be earned) to add a Blue colored tile; 4. Consume "UnBound" currency
(currency that must be bought) to add a Red colored tile. 5. Structure tiles are unlocked by upgrading the
Control Room and require resources.
add a Black colored tile; 2. Consume resources to add a White colored tile; 3. Consume "Bound"
currency(currency that can be earned) to add a Blue colored tile; 4. Consume "UnBound" currency
(currency that must be bought) to add a Red colored tile. 5. Structure tiles are unlocked by upgrading the
Control Room and require resources.
All available tiles from the Tile Pool can be used to design any ship or starbase into any shape as long as
there is no unconnected tile and the total number of tiles does not exceed the allowed cap for each
Class(mentioned further on).
there is no unconnected tile and the total number of tiles does not exceed the allowed cap for each
Class(mentioned further on).
- Floors:
For easy access to each hexagonal tile, the game numbers each tile of ship grid. Any naming convention can be used as there are alternating rows and columns but there is a generalized name for each tile. Since the shape of the entire grid differs by each design, the tiles that are present are named and recognized as one connected shape. While the missing tiles are excluded.
Eg, 1-1000 as the general naming convention.
The floors can be connected via power supply via conduits. A single or more chosen conduits are called
as “Prime Conduit/s”. Their function is two-way distribution of power supply between floors. The position
of each Prime Conduit is not required to be repeated for all the other floors. Their positions may vary.
as “Prime Conduit/s”. Their function is two-way distribution of power supply between floors. The position
of each Prime Conduit is not required to be repeated for all the other floors. Their positions may vary.
Each floor must have at least one Prime Conduit.
- Fleet:
A fleet consists of six ships of any Class. One of the ships must be selected as the main "Flagship". The
Flagship and the Starbase must contain Cargo-Bay/Bays. Other Ships in the Fleet may contain Cargo
Bays. One ship out of the six may be donated by Alliance members for 24 hrs.
Flagship and the Starbase must contain Cargo-Bay/Bays. Other Ships in the Fleet may contain Cargo
Bays. One ship out of the six may be donated by Alliance members for 24 hrs.
A player can build and have multiple fleets but only a single fleet can take part in one battle. Multiple
fleets can battle with other fleets simultaneously but player can only micro-manage one fleet at a time.
fleets can battle with other fleets simultaneously but player can only micro-manage one fleet at a time.
Structure tile is discussed under ship module "structure" and depends on the Control Room level and
does not require research.
does not require research.
The overall common shape of the ship grid is determined by the player. The shape is editable but
repeats the same chosen pattern for all the floors.
repeats the same chosen pattern for all the floors.
Depending on the ship Class, the number of floors differs.
Adding tiles does not require time. Instantaneous building.
Depending on ship class, there is a minimum number of Reactors that must be installed. Each floor
must have either at least one single entry tile for a conduit(position dependent on tile/s in previous floor)
or atleast one reactor. From the entry-point/s, conduits supply power. A ship can be designed with
multiple entry-points for conduits.
must have either at least one single entry tile for a conduit(position dependent on tile/s in previous floor)
or atleast one reactor. From the entry-point/s, conduits supply power. A ship can be designed with
multiple entry-points for conduits.
If a ship contains 56 hexagonal tiles on one floor, all the other floors must contain the same number of
tiles and in the same shape.
tiles and in the same shape.
Entire Ship or Starbase must contain at least one Control Room.
- Power Reactors and Conduits(Requires Red Tile):
Reactors are available in different sizes and output amount. Depending on reactor energy output, the
damage to surrounding tiles when destroyed is calculated by 1/10th of the output as the initial damage.
Adjacent tiles suffer 100% damage, one tile away suffer 80% damage, then 60%, then 40%, then 20%.
Explosion damage can only be stopped by armor or structure or module. First adjacent tile is damaged,
then 80% of remaining damage[80/100*(Module health minus explosion Damage)]. If the result is 0 or
negative, damage does not propagate. So a destroyed Reactor explodes to a range of 5 tiles if
unobstructed.
damage to surrounding tiles when destroyed is calculated by 1/10th of the output as the initial damage.
Adjacent tiles suffer 100% damage, one tile away suffer 80% damage, then 60%, then 40%, then 20%.
Explosion damage can only be stopped by armor or structure or module. First adjacent tile is damaged,
then 80% of remaining damage[80/100*(Module health minus explosion Damage)]. If the result is 0 or
negative, damage does not propagate. So a destroyed Reactor explodes to a range of 5 tiles if
unobstructed.
If Reactor is destroyed, all weapons, shield, ammo-fabricators, factories in that floor become
non-functional for battle duration. If supplementary Reactors are present and functional along with
functional conduits, floor draws power from them.
non-functional for battle duration. If supplementary Reactors are present and functional along with
functional conduits, floor draws power from them.
Reactor does not supply power. It only generates it. Conduit supplies power. One end of conduit must be
connected to a Reactor. The other end/s is connected to the module that power is supplied to.
Conduit supplies power to all adjacent tiles. Conduit is the only module that is impervious to Reactor
Explosion. All other modules can be damaged by reactor explosion. However, the explosion will
propagate across a tile that contains a conduit with 80% explosion damage as start and 3 more range.
Each floor must have at least one connecting conduit supplying and drawing power from the preceding
or proceeding floor. Destruction of functioning conduit makes all the power-starved modules
non-functional.
connected to a Reactor. The other end/s is connected to the module that power is supplied to.
Conduit supplies power to all adjacent tiles. Conduit is the only module that is impervious to Reactor
Explosion. All other modules can be damaged by reactor explosion. However, the explosion will
propagate across a tile that contains a conduit with 80% explosion damage as start and 3 more range.
Each floor must have at least one connecting conduit supplying and drawing power from the preceding
or proceeding floor. Destruction of functioning conduit makes all the power-starved modules
non-functional.
If floor contains no active energy supply or if all modules are destroyed or inactive, further damage to
floor will affect the Ship Hull points upto a value of the total ship hull points divided by the number of
floors. This damage is countered by repair drones and shield.
floor will affect the Ship Hull points upto a value of the total ship hull points divided by the number of
floors. This damage is countered by repair drones and shield.
- Repair drones(requires White tile): repairs total ship hull points per 15 seconds. Upgradeable.
- Scanner(requires Black Tile): Allows viewing the type of modules in a target ship/base.
- Upgradeable. Each level will allow viewing one type of module.
- Control Room(Requires White Tile): Available in two sizes. Large and small. Allows manual
- combat in pvp & pve. Controls all functions. Provides map detection of ships, ship hull repair outside
- combat, total number of Structure Slots and number of available Cargo Bays. Maximum
- Control room level: 1944(for Alliance Starbase); 14(for Fighter Class). [40% of total available slots]
- Engine Room(Requires White Tile): 2 sizes. Provides passive bonus to adjacent thrusters.
- Research dependent.
- Thrusters(Requires Blue Tile): Available in multiple types and sizes. Provides sub-light speed,
- light speed or both with either forward or side thrust or both. Research dependent. Can be placed
- anywhere including middle of ship Grid but the module requires an extra one hexagon empty tile in
- the direction of the blast. Larger Thrusters require more forward free space.
- Shield Generators(Requires White or Black Tile): Multiple types depending on shape of shield and
- coverage. Eg, N, S, E, W shielding 50 units away in partial curves, Low intensity low range full
- shield, N shielding 50 units away in semi circle, etc. Research dependent.
- Shield Capacitors(Requires White Tile): Three types. Module that provides extra shield points or
- shield recovery rate or modulation to a single shield. Must be placed adjacent to a shield generator.
- Upgradeable and research dependent. "Modulator" allows resisting more damage from two out of
- three weapon types at decreased shield points or shield recovery rate but does not resist the third
- weapon type.
- Cloaking Unit(Requires Black Tile): Can only be used in Ships. Cloaks the entire ship for a few
- seconds. Then requires recharge. A cloaked vessel is automatically de-cloaked if it is too near a
- hostile Ship or Starbase. While cloaked, the ship can not be targeted.
- Inertial Dampeners(Requires Red Tile): Dampens the inertia of sub-light and light speeds, thereby
- protecting crews and modules from damage. A ship without functioning inertial dampeners damages
- modules and crews by 10% & 20% HP respectively each time the ship comes-out of warp or stops
- after sub-light speed.
- Nano-weave Bulkheads(Requires White or Black Tile): Reduces the weight of all adjacent
- structures by a percentage. Upgrading increases the percentage value. Has low HP.
- Warp Engine(Requires Blue Tile): Warps the ship during combat to a strategic position. Requires
- recharge. Can be pre-set to desired distance from nearest enemy within range. Requires research.
- Available in three sizes.
- ECM[Electronic Countermeasures](Requires Black Tile): Tricks Guided Weaponry and refracts
- sensor data such that Pulse and Beam damage is reduced. Has a small circular area of influence.
- Does not function when Ship or Starbase is Cloaked.
- ECCM[Electronic Counter-Countermeasures](Requires Black Tile): Counters the effect of ECM by
- directly homing Guided weaponry to the location of the ECM module. Has a forward semi-circle arc
- of influence.
- Path Finder(Requires Black Tile): Improves the range of one single weapon. Must be placed
- adjacent to the weapon.
- Devastation Modem(Requires Black Tile): Improves the damage of Explosive and Kinetic
- Weapons. Affects only one weapon and must be placed adjacent to it.
- Beam Lens(Requires Black Tile): Has a medium circular area of influence. Draws all friendly
- beams within area of influence and redirects increasing number of divergent beams depending on
- Module level in a 180 degree firing arc. Excellent against swarms of drones and fighters.
- Drone Factory(Requires White Tile): Three types of factory. Produces either Defense Drone or
- Attack Drone or Speed Drone. Upgrading increases the number of training slots. Research unlocks
- the tier of Drones.
- Drone Bay(Requires Black Tile): Houses Drones and deploys Drones. Upgrading increases the
- number. Can be used without a Drone Factory but won’t be rebuilt if Drone is destroyed.
- Alliance HQ(Requires White Tile): One Ship regardless of HQ level, one Drone per HQ level and
- one Crew per HQ level can be shared for 24 hrs amongst Alliance members.
- Ammo-fabricators(Requires White or Black Tile): Module if used, must be placed adjacent to a
- projectile accelerator or a guided weapon. Generates ammo for projectile accelerators or guided
- weaponry.
- Ammo-Transporter(Requires Red Tile): Special Module that is unlocked via Unknown
- Experimental Lab Research. Only one Ammo-Transporter can be built per ship. Transports Ammo
- from current ship to target ally ship. Upgradeable.
- Ammo-storage(Requires White or Black Tile): Stores ammo for guided or projectile accelerators.
- Can be placed anywhere.
- Power storage(Requires White or Black Tile): Stores energy for module or weapon use. Can be
- placed anywhere.
- Crew Cabins(Requires White Tile): Provides crews housing space. Crews repair damaged ship
- modules one tile away. Multiple Crew Cabin types that specialize in repairing specific modules.
- Eg, a rectangular Shield Crew Cabin will repair an occupied rectangular area of the shield generator
- one tile away. If the area of influence contains two shield generators, the Cabin will repair both the
- generators. There are no visible Crews but damage to Crew Cabin or the repairing module will injure
- or kill Crew members. Crews are highlighted as static mini-icons with HP on applied module.
- Upgradeable and Research dependent. Upgrading Cabins either changes the size and shape of
- influence or increases the number of crew members. Research provides extra adjacent module buffs
- and more crew HP.
- Crew Academy(Requires White Tile): Trains Crews for scraps and resources and is selected from
- a planet’s population. Training ready crews specializes them to manage job-specific modules and
- Base Turret Platforms. Each trained crew can only manage one job at a time.
- Crew Med Bay(Requires White Tile): Heals injured crew members during combat. When a crew is
- at or below 40% HP, it automatically leaves the current job and spawns at the nearest Crew Med Bay
- and occupies a healing slot. Once it's HP is full, it spawns at it's designated job module. If current
- job module is occupied, it spawns at it's Cabin and waits for the job opening. This module is
- upgradeable and researchable. Upgrading it increases the number of healing slots while research
- provides faster recovery and temporary buffs to crew.
- Escape Pod(Requires White or Black Tile): Activates at pre-set conditions like: a) When Ship Hull
- Points is less than 20%; b) Last Control Room HP is below 20%. As soon as it activates, crews that
- are pre-designated to specific Escape Pods spawn there and the pods jettisons out of the ship/ship
- segments. The pods then travel to the nearest Starbase or owned Planet. Upgrading the pod,
- increases the movement speed and HP. Pods that are jettisoned can be targeted and destroyed.
- Replicator(Requires Red Tile): Special Module that is unlocked via Unknown Experimental Lab
- Research. Produces Food or Fuel from Energy.
- Star Lab(Requires Red Tile): Special Module that is unlocked via Unknown Experimental Lab
- Research. Large size module that is ship-portable and allows one extra research queue per Lab.
- Multiple Labs can be built.
- A.I. enabled Targeting Module(Requires White or Black Tile): Small module that must be in contact
- with a single weapon. It has 2 functions: 1. Weapon specific A.I. commands; 2. Predicts the path of
- a moving target and increases accuracy by firing weapon sooner at a predicted location. A.I.
- commands include: Order of targeting enemy modules; Specifying the number of salvos under
- certain conditions like when facing a single enemy fighter within weapon arc or multiple incoming
- bogeys, or stop firing when enemy is further away from a set range, or stop firing to conserve energy
- for main guns or shields when current available ship energy is below a certain percentage. Each
- Targeting Module can only manage a single weapon. Upgradeable and researchable.
- Colony Bay(Requires Black Tile): Module required for colonizing habitable planets or invading
- occupied planets. Upgradeable. Requires a specific number of crew members to colonize or invade
- a planet. Number depends on planet Type and Defense Score. Also stores resources for colonization
- . Upgradeable and researchable.
- Terraformer(Requires a Red Tile): Module that slowly terraforms a planet and increases its
- Richness to Surplus grade. Module can only be placed in the Flagship. Each upgrade of planet
- richness requires a lot of scraps and resources. During the terraforming process, the Flagship must
- be stationed above the planet for the entire duration. If the Flagship is destroyed during the process,
- the planet’s terraforming level slowly decreases in the same duration. Recommended: 12 hrs to
- terraform one level.
- Weather Modification Engine(Requires Red Tile): Special Module that is unlocked from Known
- Experimental Lab Research. Temporarily modifies the weather of a target planet. Improves or
- deteriorates the effectiveness of native population.
- Armor: Two types in various sizes and sub-types. External Armor(Requires Black Tile):
- Energy Armor, Explosion Armor, Kinetic Armor.
- Energy Armor: HP + 30% resistant to energy weapons.
- Explosion Armor: HP + 30% resistant to explosive weaponry.
- Kinetic Armor: HP + 30% resistant to kinetic projectiles.
- Nano-robotic Armor(Requires Black Tile): Special module that is unlocked via Unknown
- Experimental Lab Research. Repairs 10% of its HP per second. Upgrading only improves its
- maximum HP.
- Stellar Armor(Requires Black or Blue Tile): Special module that is unlocked via Unknown
- Experimental Lab Research. Has HP and provides power.
- Reinforced Stress-Dispersal Armor(Requires Black Tile): Special Module that is unlocked via
- Known Experimental Lab Research. Has HP and decreases the penetration value of Kinetic
- Weapons by one.
All External Armor must be placed at least one tile away from all ship modules except weapons(can be
placed adjacent to weapons), Escape Pods and Structure Slotted Modules.
placed adjacent to weapons), Escape Pods and Structure Slotted Modules.
- Internal Armor(Requires White Tile): Has only HP. Can only be placed adjacent to reactors and
- Control room. All armor can be upgraded.
- Solar Panel Fabricator(Requires Black Tile): Special module that fabricates solar panels which
- are intermittently ejected outside the ship. These panels provide extra energy to ship reactors. They
- can not be targeted but can be deactivated if the fabricator is destroyed. They also stop working if
- there are no functional reactors. Solar Panel Fabricators must be in contact with the outer edge of
- the grid.
- Structure(All Structure selected tiles are yellow): This is the only type of module that provides total
- ship Hull Points and is not visually depicted as a separate module. While designing a ship, the level
- of the Control Room determines how many structure slots a ship can have. Player selects the
- modules which is recognized as a "Structure". Chosen structure slots must be in contact with at
- least two outer tiles of the ship's grid to provide a benefit and to be active. Structure slots that are in
- contact with each other provide a constant damage mitigation only to the structure tiles. Two
- connected structures give 1% damage mitigation to the connected tiles. Three structures give 2% etc.
- If three disconnected pairs of structure tiles are present in a floor, they will give 2% damage
- mitigation to each structure tile and it's accompanying module. If all 6 structure tiles are connected,
- they will give 5% damage mitigation etc. Additionally, upgrading each structure slot increases the
- total ship hull points and not the damage mitigation value. Each floor can not have more than 50% of
- the total number of tiles as "structure". Recommended Structure Slots per Control Room level:
- 2 slots per control room level. Player is not required to install all Structure slots per Control Room
- level. Structure slots also increase the weight of a module by 30%.
- Docking Module(Requires White Tile): Module that manages different sets of docking clamps.
- Upgrading module increases the number of available Clamps. While research increases the number
- of Sets of Clamps.
Eg, Lvl 1 Docking System: 2 Clamps; Lvl 2 Docking System: 4 Clamps. etc.
1st tier Docking System Research: Set Blue Clamps unlocked.
2nd tier Docking System research: Set Red Clamps unlocked.
3rd tier Docking System Research: Set Green Clamps unlocked. etc.
Clamps are attached at the interface of two connected ship tiles. They are Graphically depicted as
highlighted "equal" signs at the line interface between two tiles. The Docking System provides a HotKey
for quick separation of segments during combat. "Release Set Blue Clamps - Unlocks all Blue Clamps".
"Release Set Red Clamps - Unlocks all Red Clamps" etc. Unlocking Clamps is near instantaneous.
highlighted "equal" signs at the line interface between two tiles. The Docking System provides a HotKey
for quick separation of segments during combat. "Release Set Blue Clamps - Unlocks all Blue Clamps".
"Release Set Red Clamps - Unlocks all Red Clamps" etc. Unlocking Clamps is near instantaneous.
The Docking System also allows Docking of separated segments provided the segments have functional
thrusters. Damage to the tiles that contain Docking Clamps do not affect the Docking or Separation.
HotKeys: "Dock Set Blue Clamps" - Segments that contain Blue Clamps dock with each other. "Dock Set
Red Clamps" - Segments that contain Red Clamps dock with each other. etc.
thrusters. Damage to the tiles that contain Docking Clamps do not affect the Docking or Separation.
HotKeys: "Dock Set Blue Clamps" - Segments that contain Blue Clamps dock with each other. "Dock Set
Red Clamps" - Segments that contain Red Clamps dock with each other. etc.
Docking requires time. Each Clamp requires 2 secs to dock excluding the speed of the separated
segments during which the docking segments can not be manually moved. Weapons also stop firing.
Only Shields and Power are functional during Docking. After docking there is a hard reset of ship
systems where ship modules and their pool is combined. This includes Power, Ammo, Crew, Scanning
range, Fuel, Colony Supplies, etc. This hard-reset of ship systems takes 10 secs.
segments during which the docking segments can not be manually moved. Weapons also stop firing.
Only Shields and Power are functional during Docking. After docking there is a hard reset of ship
systems where ship modules and their pool is combined. This includes Power, Ammo, Crew, Scanning
range, Fuel, Colony Supplies, etc. This hard-reset of ship systems takes 10 secs.
Docking or Separation causes the total number of floors to combine or separate. The specific floors for
each separated Ship segment is selected by the player during ship building.
each separated Ship segment is selected by the player during ship building.
- Cargo Bays(Requires White Tile): At least one cargo bay must be installed in the Flagship and the
- Starbase. Control Room level determines how many Cargo Bays are allowed. A fixed 30% of
- resources can be looted regardless of how many Cargo Bays are installed. Hence, if more number
- of Cargo Bays are installed, the harder it is for the attacker to loot resources. It Stores Minerals,
- Ores, Crystal, Food & Fuel that are collected from Planets. Resources that are not collected from
- planets decrease hourly depending on Planet's Outpost level. Each resource for each Cargo Bay has
- a cap that can be individually upgraded. Fuel used by ships is only produced and collected from
- Planets. Fuel is required to move in the Strategic Map and not the Combat Map. The Cargo Bay also
- stores various Blueprints and Artifacts.
- Weapons(All Weapons require Black Tile):
Weapon modules do not need to be unobstructed. They have a type specific firing arc, range and area of
effect.
effect.
4 types of weapons: Energy Weapons, Explosive Weapons, Kinetic Weapons & WOMD
(Weapons Of Mass Destruction).
(Weapons Of Mass Destruction).
- Energy Weapons:
- i. Pulse; ii. Beam; iii. Bomb.
- Explosive Weapons:
- i. Guided; ii. Inertial.
- Kinetic Weapons:
- i. Burst; ii. Boost.
- Weapons Of Mass Destruction:
Only usable in Strategic Map. Used for neutralizing or suppressing enemy colonies.
All Energy weapons require energy per shot as well as energy for functioning.
All Explosive and Kinetic Weapons require Ammo per shot and energy for functioning.
All WOMD require Energy for functioning, resources to build each single shot and long duration to build each weapon regardless of type and effect.
WOMD may include: Biological Weapons, Nuclear Weapons, Nano-weapons.
- Biological Weapons: Kills Civilians as well as Defending Ground Troops but does not affect ground
- structures. Causes the planet to become immune to invasion for 12 hrs. Subsequent hits increase
- the duration. Requires 10 minutes to construct.
- Nuclear Weapons: Destroys Ground Structures, Civilian Population as well as Ground troops.
- Decreases the size of the planet by two per nuclear hit for 24 hrs. Subsequent hits increases the
- duration. Requires 20 mins to construct.
- Nano-Weapons: Destroys Ground Structures, Civilian Population and Ground Troops. Decreases
- the technology level of the planet for 3 days, i.e per hit decreases the level of Experimental Lab and
- Space Port by one each. Subsequent hits increases the duration. Requires 30 mins to construct.
Classes and their requirements for ship-building:
Fighter Class: 1 Floor. Fully Upgraded 36 tiles. At least 1 reactor.
Heavy Fighter Class: 2 Floors. Fully upgraded each floor 72 tiles. At least 2 reactors. Reactors on Any
floor.
floor.
Corvette Class: 3 Floors. Fully upgraded each floor 108 tiles. At least 3 reactors. Any floor.
Cruiser Class: 4 floors. Fully upgraded each floor 144 tiles. At least 4 reactors. Any floor.
Battleship Class: 5 floors. Fully upgraded each floor 180 tiles. Atleast 5 reactors. Any floor.
Dreadnought Class: 6 floors. Fully upgraded each floor 216 tiles. At least 6 reactors. Any floor.
Capital Ship Class: 7 floors. Fully upgraded each floor 252 tiles. At least 7 reactors. Any floor.
Starbase: 8 floors. Fully upgraded each floor 288 tiles. At least 8 reactors. Any floor.
Alliance Starbase: Initial 10 floors. Maximum: 30 floors. Fully upgraded each floor 324 tiles. At least
10 reactors, maximum 30 reactors. Any floor.
10 reactors, maximum 30 reactors. Any floor.
Planets & other Astral bodies:
Planets:
Planets are categorised & named according to their size, richness and type of resource.
- Sizes: Extremely Tiny(3 slots)<<Tiny(6 slots)<<Small(9 slots)<<Medium(12 slots)<<Large(15 slots) <<Very Large(18 slots)<<Extremely Large(21 slots)<<Giant(24 slots)<<Super Giant(27 slots)<<Colossal(30 slots)<<Mega-Colossal(33 slots).
- Richness: Sparse(0.5)<<Sporadic(0.75)<<Average(1)<<Abundant(1.25)<<Very Abundant(1.5)
- <<Extremely Abundant(1.75)<<Surplus(2)<<Luxuriant(2.25)<<Very Luxuriant(2.5)
- <<Extremely Luxuriant(2.75)<<Mega Luxuriant(3)<<2xMega Luxuriant(6)<<3xMega Luxuriant(9)
- <<4xMega Luxuriant(12)<<5xMega Luxuriant(15)<<... upto 10xMega Luxuriant(30)
- Type Of Resource: Aquatic; Icy; Rocky; Desert; Crystal; Volcanic; Terrestrial; Planetar; Planemo;
- Chthonian; Coreless; Metallic; City; Pulsar.
Planet Structures:
All Planetary Structures are one tile in size. Player can choose which structures to build and is also
dependent on the type of planet.
dependent on the type of planet.
- Outpost: Determines level of other buildings.
- Artificial Biosphere: provides breathable air, gravity and pressure.
- Mineral Extractor: Extracts Minerals and Ores. Upgrading increases extraction rate.
- Crystal Extractor: Extracts Crystals. Upgrading increases extraction rate.
- Metal Refinery: Refines ores into metals. Upgrading increases extraction rate.
- Biorefinery: Produces fuel from biomass. Upgrading increases refining rate.
- Husbandry & Fishery Centre: Provides food. Upgrading increases production rate.
- Barracks: Provides Ground Troops.
- Robotics Lab: Provides augmented Ground Troops.
- Experimental Lab: Place for research in known and unknown fields. Research for any and all
- technology can only occur via this planetary structure.
- Cloning Centre: Increases population growth rate.
- Police Station: Quells riots. Decreases Happiness.
- VR & AR Complex: Increases Happiness.
- Designed non-self-governing Colony: Quells riots but decreases population growth rate.
- Spaceport: Required for Designing and Building Ships and Starbase.
- Ground Cannons: Attacks invading ground troops.
- Aegis Shield: Provides shield for entire planet. Blocks WOMD. Shield Points regenerate over time.
- Upgradeable.
- Artifacts: Numerous Artifacts providing different planetary bonuses. One Artifact installable starting
- from medium sized planet and increasing by one per increase in planet size.
- Satellite: Occurs randomly in number and may be natural or artificial( made via technology
- research and artifacts). A Satellite has its own building slots like a planet with/without Artifact slots.
Planetary Artifacts:
- Consumable Artifacts: Single use artifacts that permanently changes the size, richness,
- type of planet, or provides temporary planetary buffs.
- Permanent Artifacts: Artifacts that must be erected on a planet’s Artifact Slot and is
- destroyed if replaced. Some Artifacts form specific sets which provide extra set-bonuses
- when erected.
Planet Economy: All produced resources are temporarily stored in the requisite building and must be
collected by the player's Flagship or Starbase. Resources in extractors automatically get deducted hourly
as maintenance depending on Planet Outpost level. Resources in Starbase and Flagship do not get
deducted. Only the Resources in Starbase or Flagship can be used to upgrade Planet Structures,
Ship Modules, buying Ships and research.
collected by the player's Flagship or Starbase. Resources in extractors automatically get deducted hourly
as maintenance depending on Planet Outpost level. Resources in Starbase and Flagship do not get
deducted. Only the Resources in Starbase or Flagship can be used to upgrade Planet Structures,
Ship Modules, buying Ships and research.
Planet Statistics:
Every planet has a Defense Score and a Technology Level. Starbase can only be built above a planet if
it's Technology Level is reached. Technology Level is determined by the sum of Experimental Lab
research progress and Space Port Level. Defense Score is determined by the number of ground troops,
the total Civilian population, the number of mechs, the number and level of Ground Cannons, the level
of Aegis Shield and the type of Artifacts erected on the planet. Defense Score determines the maximum
level of attacking fleet.
it's Technology Level is reached. Technology Level is determined by the sum of Experimental Lab
research progress and Space Port Level. Defense Score is determined by the number of ground troops,
the total Civilian population, the number of mechs, the number and level of Ground Cannons, the level
of Aegis Shield and the type of Artifacts erected on the planet. Defense Score determines the maximum
level of attacking fleet.
Planetary Attacks & Invasions:
A planet can only be invaded or bombarded if there is no Starbase or Defending Fleet. Bombardment via
WOMD is limited by how fast a WOMD armament is built. Only one type and one single WOMD can be
fired at a planet by one attacking fleet. After firing the WOMD, the attacking fleet must build another
WOMD in order to use. The ground troops can be engaged only after the Aegis Shield is destroyed. The
mechanics of ground battle is a fast calculation of invading troops versus the remaining Defense Score
of the planet. There is no visual depiction of ground battles.
WOMD is limited by how fast a WOMD armament is built. Only one type and one single WOMD can be
fired at a planet by one attacking fleet. After firing the WOMD, the attacking fleet must build another
WOMD in order to use. The ground troops can be engaged only after the Aegis Shield is destroyed. The
mechanics of ground battle is a fast calculation of invading troops versus the remaining Defense Score
of the planet. There is no visual depiction of ground battles.
Bombarding a planet that has an active Aegis Shield damages the Shield Points, then the HP of the
Aegis Shield and finally the Ground Structures and population. Aegis Shield is immune to Biological
WOMD. Aegis shield can only be damaged by WOMD and not other weapons.
Aegis Shield and finally the Ground Structures and population. Aegis Shield is immune to Biological
WOMD. Aegis shield can only be damaged by WOMD and not other weapons.
On a successful Invasion, Defender loses the planet but has a choice of inciting "Riots" by using
resources. Riots have random effects from increasing build times or build cost or decrease population
growth rate or decreasing productivity of extractors to inciting an active rebellion(success & failure is
dependent on total surviving population versus the ground troops of invader), all of them for a fixed
duration.
resources. Riots have random effects from increasing build times or build cost or decrease population
growth rate or decreasing productivity of extractors to inciting an active rebellion(success & failure is
dependent on total surviving population versus the ground troops of invader), all of them for a fixed
duration.
Worm-Holes:
A fleet of ships can be sent to a Worm-Hole that houses NPC Fleets of increasing level. Winning
provides Ship Module Blue-prints.
provides Ship Module Blue-prints.
Galactic Relay Network: Remnants of a technologically advanced progenitor race that is now extinct.
Unlocked via Unknown Experimental Lab Research. This is a Strategic Map Structure which can be
built using resources and ship scraps. It can connect planets between different Star Systems. Each
Relay has HP and can be destroyed via WOMD. Travel within the area of influence of a relay network is
significantly faster and consumes less fuel.
Unlocked via Unknown Experimental Lab Research. This is a Strategic Map Structure which can be
built using resources and ship scraps. It can connect planets between different Star Systems. Each
Relay has HP and can be destroyed via WOMD. Travel within the area of influence of a relay network is
significantly faster and consumes less fuel.
Combat mechanics(Ship versus Ship or Starbase): Attacker clicks on opponent ship then scrolls the
floor number. Individual modules can not be initially manually targeted however the order of targeting
can be pre-set via the A.I. Targeting Module. As each inner tile is exposed, the player has the option of
targeting the exposed inner hexagon. Ships can be manually guided by mouse-clicks. In a floor, damage
is from the outer edges of the grid towards inside. The quadrant of the ship facing the weapon arc
determines the direction of damage. If the weapon damages a starboard side and the defender has not
rotated it's ship, the damage starts from the edge of the grid and tends to go towards the center of the
defender's ship. There is a fixed probability for each weapon type to engage an exposed inner ship
module. Once a module is damaged, recurrent volleys will target the module until it is destroyed. Then
either shift to an adjacent tile or further damage the module behind the destroyed one depending on the
weapon type and a probability randomizer. The chosen target at outside is random and weapon specific.
floor number. Individual modules can not be initially manually targeted however the order of targeting
can be pre-set via the A.I. Targeting Module. As each inner tile is exposed, the player has the option of
targeting the exposed inner hexagon. Ships can be manually guided by mouse-clicks. In a floor, damage
is from the outer edges of the grid towards inside. The quadrant of the ship facing the weapon arc
determines the direction of damage. If the weapon damages a starboard side and the defender has not
rotated it's ship, the damage starts from the edge of the grid and tends to go towards the center of the
defender's ship. There is a fixed probability for each weapon type to engage an exposed inner ship
module. Once a module is damaged, recurrent volleys will target the module until it is destroyed. Then
either shift to an adjacent tile or further damage the module behind the destroyed one depending on the
weapon type and a probability randomizer. The chosen target at outside is random and weapon specific.
Beams cause least damage but are most accurate. If an outer tile is destroyed, it will again attack at the
same point and inside, provided the target is within its field of vision and range and the attacker has not
changed the targeted floor.
same point and inside, provided the target is within its field of vision and range and the attacker has not
changed the targeted floor.
Missiles and bombs cause area damage. Slowest trajectory. Moderately tile-accurate.
Projectile accelerators cause the most damage, has moderate projectile speed. Least tile accurate.
If floor contains no active energy supply, i.e there is no functioning reactor and no unbroken supply of
energy via conduits or if all modules are destroyed or inactive, further damage to floor will affect the Ship
Hull points upto a value of the total ship hull points divided by the number of floors. Eg, A ship with total
Hull Points of 1000 having 4 floors can sustain a maximum of 250 hull points damage per floor, after
which the game automatically shifts to another random floor or if the attacker manually chooses a floor.
This damage is countered by repair drones and shield.
energy via conduits or if all modules are destroyed or inactive, further damage to floor will affect the Ship
Hull points upto a value of the total ship hull points divided by the number of floors. Eg, A ship with total
Hull Points of 1000 having 4 floors can sustain a maximum of 250 hull points damage per floor, after
which the game automatically shifts to another random floor or if the attacker manually chooses a floor.
This damage is countered by repair drones and shield.
If all control rooms are destroyed, the ship becomes non-functional and battle is won. When facing
multiple opponents, the game automatically targets the nearest next ship. Destroying all Control Rooms
in the Flagship or Starbase will end the battle regardless if other 5 ships are undamaged.
multiple opponents, the game automatically targets the nearest next ship. Destroying all Control Rooms
in the Flagship or Starbase will end the battle regardless if other 5 ships are undamaged.
Resources can only be gained by the attacker if the opponent's Cargo Bay/Bays are destroyed. The
maximum lootable resources if Cargo Bay/s are destroyed is 30%.
maximum lootable resources if Cargo Bay/s are destroyed is 30%.
Miscellaneous Notes:
During combat, if an enemy ship is not cloaked, all the hexagonal tiles of each floor are shown
with their tile number. Player simply has to click on the exposed inner tile to concentrate fire on it. If any module is not unlocked via the Scanner level, the tile simply shows a grey area.
with their tile number. Player simply has to click on the exposed inner tile to concentrate fire on it. If any module is not unlocked via the Scanner level, the tile simply shows a grey area.
- Since docking and separation is included, there are two views of a ship/starbase. The module view
- which shows the modules provided the Scanner level permits it. The other view is a covered
- system generated shell which changes depending on the shape of the ship-design.
- Due to the large number of ship/starbase modules, it is suggestable to add-in real time
- notifications/pop-ups of the target ship name and its important module that is destroyed during
- combat. Player responses include, steering ships, selecting the enemy ship tiles to target, setting
- the target for Base Hangar healing, selecting target enemies and selecting floor.
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