- Joined
- Nov 20, 2005
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- 1,156
Space Commander
Special Ops
Special Ops
Background
Inspired by a combination of Space Rogues by Laosh'Ra and Wing Commander: Secret Ops, this is a game set in space. You are part of the crew of the Colonial Navy Ship (CNS) Cerberus. Using a combination of fighter craft, turrets and good ol' fashioned fighting on board ship (and possibly also planets), you set out to carry out a series of missions, or alternatively simply explore the galaxy.
Gameplay
As part of the story mode, you are given various missions by high command to fulfill, such as taking down stations, destroying enemy fleets, protecting planets, etc. I am also planning to have a more free ranging method, where you can fly around the large galaxy doing what you wish.
Combat will revolve around the main weapons of the CNS Cerberus, her turrets, her automated weaponry, and fighter/bombers. The main guns at present include two homing missile launchers, but this is likely to get improved. Turrets can be manned, but there may also be automated weaponry system, such as point-blank anti-missile/torpedo systems.
Fighters/bombers can be piloted, flying around the CNS Cerberus and attacking enemies. The current fighter being used, the Viper, has a rapid fire laser cannon and is likely to be given a slow moving anti-capital ship torpedo. Control of the smaller craft involves apt use of momentum to avoid being hit by enemy missiles and the such like.
Maintaining and upgrading the CNS Cerberus is also likely to feature, with power consumption being monitored, and also focusing repairs and reloading. Roles will be assigned by the captain, who can be replaced if he leaves, and possibly if enough players vote for it. These will include helmsman, engineer, pilot, etc.
Features
- A massive galaxy to explore, powered by the Starmap system; at present, the system was not strained by 1800 objects (background stars) spread across an area of 40,000 by 40,000.
- Innovative combat, with dogfighting, attack runs and such like to make for a more exciting experience.
- I hope to include some form of save/load system to allow players to carry on their journeys.
- I also plan to include a checkpoint system, so that you do not have to rehost if you die.
- Possibly non-combat experiences taking place in a dynamic universe, with moving traders, wars raging independantly of the player, trading possibilities, etc. (what I could do with this and RtC in the future would be awesome as well).
Now, don't get your hopes up, this may never get finished. However, after I get to the sort of early alpha stage that I am in now, I tend to get at least a reasonable beta out, so there's good hope!
On the subject of the Starmap system, I hope to release that soon, just as soon as I managed to figure out the last few bugs in the system and add some more features.