- It's massive
- It requires some nice graphics
- It's going to take awhile
- It needs refinement.
I've posted the high concept, with the major game play features and a bit of the setting. Here's a short version, and the longer one is in captions below:
The Short Version
The player commands a Hulker, or a "Class A Space-Based Vehicle", and commands what can become a small fleet. Hulkers are capital vessels, with large cargo bays, multiple weapon platforms, as well as room for expansions like FTL drives, hangers and other weapons. They can also hire other freight ships to form a convoy, and purchase fighter craft to rest beneath her wings for combat engagements.
The player always sees action from the first person. He sits at a console on his ship and makes commands from there. He has access to a large number of menus, and is also able to travel to other parts of the ship to set commands and orders. Commands the player manages include navigation to various regions, communication with other vessels, commanding ship behaviour in battle (various divisions like turret focus, shield positions, deployment of crates etc.), trading, money management and so on. Inspiration comes from games like Sid Meier's Pirates! and Escape Velocity, with an emphasis on tactical combat, resource and ship management.
More Detail
Spoiler
Game play is open-ended. The player has a free universe to explore, a galactic map that they can fill through exploration, planets and space stations to trade with and purchase new equipment (or even new hulkers). The player must manage his money by raiding other ships, selling and buying cargo, and taking on delivery and bounty missions. A series of story missions may be made available- these will also be open ended.Combat is designed to be a dynamic experience that is more predicated on wit and tactics than quick trigger fingers. The player will have a number of weapons available at his disposal, and how and when he choses to use them will change the way the game plays. Firing short range cruiser missiles will be a waste if the ships are out of range. Broadside turrets will not be able to fire if the ship is facing the wrong way. Countermeasures can be used to lure or even redirect enemy missiles and shields will need to be carefully managed to defend the right parts of the ship. And this doesn't even touch on crates, and their management, or defending your cargo ships from front-line bombardment. All these things will be manageable from an overlevel interface, in which commands are quickly given to various departments of the ship- engines, generator, batteries, ordinance and ECM, with a series of displays and tactical overlays, as well as "on the ground" information about each area of the ship being reported on. Damage to any area of the ship can cause various levels of failures ranging from lost engine power to cargo damage and eventual destruction of the ship itself- this is also true for your opponents (Crates of course, are either alive or dead).
When a vessel is sufficiently damaged (on either side) to be considered "disabled"- no power and no engines is the requirement for this, the player or enemy may choose to begin a boarding action. Here combat changes again, to a tactical battle for the ship. The player is able to maintain a small standing force of men on board the ship- these are then sent to fight in a real-time battle for the ship, by attacking and securing various areas and eventually capturing or killing the captain on the bridge. Repelling a capture attempt forces an end to the engagement, while a successful one allows a ransom, earning a great prize for the opposing side (some missions will also require a board to succeed).
Your ship will also need to be effectively manned, and crew members can be hired on planets and space stations. The more crew you have, the more you will need to pay in wages, but being short handed will mean your ship operates sub-optimally, in and out of combat.
Out of combat, the player is also able to try his hand at trading. Various systems will produce goods, and others will consume them- the player is able to make trading trips from one area to another to buy and sell various goods. Learning and operating trade routes is a critical skill in earning money. Prices can fluctuate from place to place, so monitoring prices in different systems is wise (a stock exchange upgrade for your hulker can do this). In addition to this, watching the local news will inform the player to events like shortage or surplus that may lead to radically different prices. To increase the player's cargo space they can hire transporters to work in a convoy- however they demand a high salary so should only be used for big trading runs.
Upgrading the user's ship is a personal choice, depending on their play style. Battle-oriented commanders may choose to use excess space purchasing extra guns, while the commander with ransom on his mind might fit that space with barracks to house additional troops and ship-hands. Trader commanders might instead fit it with cargo space, or additional batteries to power shields and weapons. The choice of weapons also allows commanders to make tactical choices in engagements- some may choose to use weapons that do core damage in the hopes of destroying their enemies, others may choose weapons that soften their opponent or damage critical systems to make the fight easier, and others still may take a more defensive role to engagement, preferring to knock out enemy fighters and disable enemy projectiles in the hope of coming out of each battle with as little damage as possible. Customization should be flexible, to match each player's own combat style.
Should a story be developed, the player will have a choice from one of several races to choose from, ranging a human from the imperial and oppressive United Earth Colonial Government, a Klegarthan from the submissive but staunch Occupied Kist, a Man of Mestor from the fiercely independent Mestor Systems, a Lepol the ancient, rich and decaying Deston Cest, a Benuin from the enigmatic Mad Clouds or a Servant from K-007. Each race has "preconceptions" with other races and varying levels of friendliness or hostility that influence the way they percieve you. Campaign missions done at the behest of various governments will lead to a series of story missions, based around differing objectives and resulting in changes to each individual faction, your standing within them and ownership of various systems.
I've yet to make much of a start on this because it's already clear this is going to be big, and it may take some time, especially with my other projects on the boil. So I'm posting it now with the hopes that some of you guys might be excited by the idea and have some ideas of your own on how to make it more interesting, or better still you might be a skilled programmer with some free time willing to lend a hand.
Either way looking for feedback. I'll post some concept art as dev goes on, and will move this to the program section when something playable has been released.
NF