Well, here’s a small demo of the bits and pieces that a few of you have seen floating around the forums! I’m starting this as a new thread because the original post was when I was completely unsure of where I wanted this game to end up. Now, I have an image in my head and am quickly progressing towards it! Enjoy!
The game is based around the universe of EvE-Online. It will play much like that game, but will be a single-player RPG-style. To progress through the game you’ll be able to choose your path (although, you won’t be forced to stick with that path!) – whether it be mining asteroids to build your ships and add to your empire’s fleet, or sell as a raw resource, or doing missions to earn money to buy ships and equipment off the market.
Plans-
When you start, you’ll pick your empire.
-Amarr - Specializes in armor and lasers. Lasers do not require ammo but will use your ship’s capacitor instead.
-Caldari - Specializes in shields, missiles, and electonic warfare (slowing enemies down, making their guns turn slower, etc)
-Gallente - Specializes in drones (small ai ships to help you fight) and close-range, high damage weapons
-Minmatar - Specializes in speed and projectile weapons. There are two types of projectile weapons: autocannons (close range) and artillery (long range)
-Ship capacitor is the energy of your ship, which will slowly recharge (can be improved by adding certain modules to your ship). Activating a module will drain a small amount of capacitor every cycle.
Empire territory-
-Your empire will have a territorial influence in the universe, which will be determined by how many control towers they have within any given solar system. More towers than the other empires = that system belongs to them. Going into a hostile system will evoke the AI within that system to attack you if you are caught.
Mining-
-Much like eve, there will be asteroid belts within solar systems. You will need a special type of weapon to mine these asteroids, and there are two variations of that weapon: Normal mining lasers, and strip miners.
-Normal mining lasers will return a smaller yield of ore
-Strip miners will return a much greater yield, but can only be fit by mining barges, which cannot use normal weaponry.
-Ore can be reprocessed into minerals, which can either be sold or manufactured into product
-Market
-I’m still unsure of how I want this to work. Possibly the market will be seeded with basic items, such as average ships and weapons
-Missions
-Missions will be assigned by a mission agent which can be found at any control tower or station within a solar system. They will tell you to go to a deadspace zone which will have a random enemy encounter for you to fight, and you will be rewarded ISK (currency) and loyalty points
-Loyalty points are the only way to recieve advanced variations of ships and equipment (example, a “Caldari Navy Raven” will be about 10-15% more powerful than a normal Raven
types of ships:
Frigates - Small, fast, light damage, useful for electronic warfare. uses light weaponry
Destroyers - Slightly larger and less agile than a frigate, designed to be anti-frigate, uses light weaponry
Cruiser - Larger and less agile than a destroyer. Multiple uses, uses medium weaponry
Battlecruiser - Larger, less agile, signifigantly more powerful than a cruiser, uses medium weaponry
Battleship - Larger, less agile, signifigantly more powerful than a battlecruiser, uses large weaponry
Mining barge - medium sized ship, very slow with light defence. designed to extract bulk ore
Capital ships (very large, very slow)
Freighter - Designed to carry huge amounts of cargo, cannot use weaponry or modules of any kind.
Carrier - Designed to restore shields, armor and capacitor to allies. They can use up to 10 of a Fighter Drone which is equivilent in health and damage to a cruiser.
Dreadnought - Designed to kill other capital ships and large structures. Uses extra-large weaponry which turns far too slow to hit anything else.
Titan - The largest type of ship. Uses x-large weapons, and can fit a doomsday module which does massive damage at the expense of setting your capacitor to 0, making you immobile for its cycle time, and takes 5 minutes to recharge.
There will be other mechanics to the game that I have not mentioned, but will be added as necesarry.
laser and blaster testing:
ship modules, etc: