TFCommander
Spaceman
Alpha Design Document (sorry if it's threadbare, will make a more detailed one later)
Strategic Commander...
Strategic Wing Commander
Spanning the WC1 - WC2 End Run Era
Command vast fleets of Confed Forces in the epic struggle against the hateful Kilrathi.
Note: We aren't aiming for a 4X game...
Goals: Campaign - Wipe out the Kilrathi
Scenarios - TBA
Random/Fixed Events: Oh my yes.
Staples: Resources - Needed for Ship Construction
Manpower - Needed to crew ships/ground troops
Planet Management: I hate micromanagement... taking a page from the original Master of Orion...planet management consists of delegating Workers to one of 4 products... Resource Production... Research... Manpower Growth... and Shipbuilding.
Ship Building: Tired of having shipyards produce one item every X turns, or having fighters built in one system, your carriers in another? or having a queue 10 pages long with different items or find yourself having to build multiple shipyards in a system to meet production demands.. or bored to death of micromanaging everything..deciding what to build, how many, in what order? Our solution, have one shipyard with the ability to add production lines.
Eg. Basic Fighter Shipyard produces 12 Hornet Fighters a Week operating at 100% Production Capacity. Add a Raptor Production line and set it to 20% Production Capacity and the Shipyard produces 8 Hornets and 2 Raptors per week. Output is also dependent on Planet Pop and Worker Commitment. With a big population and a big percentage commited to shipbuilding, a single shipyard with multiple production lines can produce whole fleets by themselves.
Combat Module: Tactical System yet to be decided, probably along the lines of an RTS version of Gary Grigsby's Carrier Strike... strategic/stats based combat only at the moment.
Research: Same as Master of Orion... delegate a percentage of research to one of 5 areas. Weapons, Propulsion, Defense, Hulls, and Officer Pool.
Ship Design: None, we're sticking with Canon WC designs and maybe a few fan made ones.
Politics: None. Us or them.
Ship Experience/Command: Almost done. Each fleet with have an admiral(if available) with a specific bonus trait. eg. Admiral Hansing, +20% Bonus to Movement.
Carrier Management: Look at screenshot. Each squadron consists of 12 fighters and has a definable mission. CAP, Recon, Strike, Ground Support, Escort, and Kamikaze. All these are factored in strat combat, and will have a place in the tactical module.
Strategic Commander...
Strategic Wing Commander
Spanning the WC1 - WC2 End Run Era
Command vast fleets of Confed Forces in the epic struggle against the hateful Kilrathi.
Note: We aren't aiming for a 4X game...
Goals: Campaign - Wipe out the Kilrathi
Scenarios - TBA
Random/Fixed Events: Oh my yes.
Staples: Resources - Needed for Ship Construction
Manpower - Needed to crew ships/ground troops
Planet Management: I hate micromanagement... taking a page from the original Master of Orion...planet management consists of delegating Workers to one of 4 products... Resource Production... Research... Manpower Growth... and Shipbuilding.
Ship Building: Tired of having shipyards produce one item every X turns, or having fighters built in one system, your carriers in another? or having a queue 10 pages long with different items or find yourself having to build multiple shipyards in a system to meet production demands.. or bored to death of micromanaging everything..deciding what to build, how many, in what order? Our solution, have one shipyard with the ability to add production lines.
Eg. Basic Fighter Shipyard produces 12 Hornet Fighters a Week operating at 100% Production Capacity. Add a Raptor Production line and set it to 20% Production Capacity and the Shipyard produces 8 Hornets and 2 Raptors per week. Output is also dependent on Planet Pop and Worker Commitment. With a big population and a big percentage commited to shipbuilding, a single shipyard with multiple production lines can produce whole fleets by themselves.
Combat Module: Tactical System yet to be decided, probably along the lines of an RTS version of Gary Grigsby's Carrier Strike... strategic/stats based combat only at the moment.
Research: Same as Master of Orion... delegate a percentage of research to one of 5 areas. Weapons, Propulsion, Defense, Hulls, and Officer Pool.
Ship Design: None, we're sticking with Canon WC designs and maybe a few fan made ones.
Politics: None. Us or them.
Ship Experience/Command: Almost done. Each fleet with have an admiral(if available) with a specific bonus trait. eg. Admiral Hansing, +20% Bonus to Movement.
Carrier Management: Look at screenshot. Each squadron consists of 12 fighters and has a definable mission. CAP, Recon, Strike, Ground Support, Escort, and Kamikaze. All these are factored in strat combat, and will have a place in the tactical module.