Build 13 design notes:
test page
Resources:
minerals, metals, fuels, and gems
Ship Attributes:
Speed
Shields
Weapons
Fire Rate
Objective:
Build your fleet
Control all node markers
Current Tasks
User Registration and Log-In System
Automatic Map Generation
Map Navigation
Design Criteria
Bounty System
Trade System
Multiple Ship Classes
Socket items (ie, shield generator, laser cannons, cargo bays, mining tether, turbo boosters, space mines, cloak generators, etc)
Note - larger ships have more sockets
Movement from node to node requires time
Firing weapons requires time
Mining resources requires time
Time can be reduced through upgrades (socket items)
Different ship types offer socket bonuses (eg. large cargo ship gets bonus to cargo bays and mining tethers)
Tech tree includes weapon upgrades (new sockets), ship upgrades (type of ships, number of sockets)
Server resets are once per 3-4 months
The winner will be determine by which territory claims the most nodes
Random Ideas
Some nodes contain black holes, dark matter or suns. You must have a special drive system (upgrade) installed to travel to these nodes. The level of drive require is determined by the gravitational strength of the body in the node.
A players starting space is called a zone. A group of zones is a sector. A group of sectors is a quadrant. This will determine map zooming
Each node contains a neutral communication beacon. Its purpose is only to serve as a territory marker. The marker status can only be changed by a ship at the node.
Advanced space debris provides research bonus
Allow players to make and form alliances
Ship Ideas
Starting Ship - 3 Modular bays (size A)
Cargo Ship Types
-Level 1 - 4 size A bays - +10% cargo capacity
-Level 2 - 6 size A bays, 1 size B - +10% cargo capacity
-Level 3 - 8 size A bays, 2 size B - +10% cargo capacity
-Level 4 - 10 size A bays, 3 size B- +10% cargo capacity
-Level 5 - 12 size A bays, 4 size B, 1 size C - +10% cargo capacity
-Level 6 - 12 size A bays, 6 size b, 2 size C - +10% cargo capacity
-Level 7 - 12 Size A bays, 8 size B, 3 size C - +10% cargo capacity
-Level 8 - 14 Size A bays, 10 size B, 4 size C - +10% cargo capacity
-Level 9 - 14 Size A bays, 10 size B, 6 size C, 1 size D - +10% cargo capacity
-Level 10 - 16 size A bays, 12 size B, 8 sice C, 1 size D, 1 size E - +10% cargo capacity
Fighter Ship Types
Science Vessle Types
Tank Ship Types
Scout Ship Types
Module Ideas
Shield Generators
Ion Torpedos
Particle Disruptor
Turbo Boosters
Space charges - allow you to launch explosive containers into neighboring node. Can work through worm-holes.
Cloaking array - allows you to go invisible (multiple levels, with the simpliest only working in nebulas
Cargo Bay - stores resources
Navigational Array - allows you to scan several nodes around you for an update on ship positions.
Mine Bay - Would store and deploy hacker mines.
Sential Bay - Would store and deploy Sentials.
Extration Tethers - For sucking resource streams off a planet
Gravitational Intakes - For extracting resources out of a nebula
Wormhole Generator - would allow you to connect a node to another node.
Substream Transports - Allows you to transport resources off another ship faster.
Systems Controller - Upgrades ships firmware, making it more difficult to hack
Hacker mines. These don't cause any damage, but will plant a virus in the enemy ship causing it to send out a secret signal identifying its location.
Sential Guards - These can be planted in a node to auto-protect it from invaders. They're weak, but can be beneficial when evading an enemy ship
Probe - Can be sent several nodes over to report on node staus. Is slow with no armorments and short energy life.