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Changes between Version 14 and Version 15 of dev/BrainStorm


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Timestamp:
Jan 22, 2008, 7:30:15 PM (17 years ago)
Author:
nicolasc
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  • dev/BrainStorm

    v14 v15  
    1919
    2020== Spaceships and Equipment ==
    21 they player may choose from a set of different ships, which are offered from the different fractions. those ships distinguish themselves though a set of attributes, such as (but not limited to) shields, acceleration, manouverability, number of weapon slots, amount of ammo, cargo space.[[br]][[br]]
     21they player may choose from a set of different ships, which are offered from the different fractions. those ships distinguish themselves though a set of attributes, such as (but not limited to) shields, acceleration, manoeuverability, number of weapon slots, amount of ammo, cargo space.[[br]][[br]]
    2222
    2323=== Spaceship "Attributes" ===
     
    2525
    2626'''Engines''':
    27 Describe manoeuverability and after burner efficiency
     27manoeuverability and after burner efficiency
    2828
    2929'''Shields''':
     
    3737
    3838'''Computer''':
    39 Sensor efficiency, scan times, missile lock-on times[[br]][[br]]
     39Sensor efficiency, scan times, missile lock-on times
     40
     41All components are exchangeable, and can be taken along, if the player decides to buy a new ship. [[br]][[br]]
     42
     43=== Weapon Slots and Missiles ===
     44Those two attributes cannot be change themselves, but a ship can be more dangerous by carrying heavier/better weapons and missiles. Following the concept of Freelancer, that a ship has a certain number of weapon slots which can - what else - carry weapons. The power of the weapons that can be installed is directly dependent on the size (read level) of the reactor (sure you can install big guns on small reactor: having to wait 10 seconds after each shot is not much fun, is it?).
     45
     46Missiles are heavily limited guided (homing, heat-seaking, or otherwise "intelligent") weapons, which can do serious damage, used properly. (the starter ship has approx 4 missile slots, a heavy fighter approx 10, and a missile bomber approx 20). While in the beginning only a missile per slot is allowed - the rest is to expensive - at higher level some missile pod become available (read 3-4 missiles per slot). There is one exception to that rule, and that is the dumpfire missiles pod: it contains 20 non-guided missiles which are rather pricy, and thus available from the beginning.
     47
     48=== Weapon effectiveness and shields (bonus) ===
     49Weapons and shields follow a scissor/stone/paper principle. Weapon type A does normal damage to shield type a, double to b, and half to c. analog for type B, normal to b, double to c and half to a; conclusively type C does normal damage to c, double to a, and half to b.
     50(i.e two ship, same base stats, shield and weapons of same strength, #1 equipped with weapon A and shield a, #2 equipped with weapon B and shield b ==> #1 dealing double damage to #2, while #2 only dealing half damage to #1, it is pretty clear that #1 is going to win.)
     51
     52=== EMP and electronics ===
     53Mentioned above, but not really described, are ship electronics. those electronics can handle some "damage" before the circuits fry. Instead of been dead in the water (rather dead in space), some fallback system jumps in, which provides basic functions. the ship is still steerable, but move like molasses - a good time to have a chat with your trusted mechanic. As this happens pretty often in midst of combat, it good to know, that weapons are still available, but only  those assigned to a "primary" slot - and even those have a rather limited funtionelity - and don't expect any missiles to work, you computer is fast enough to help you during a docking manoeuver, or for simple jump calculation, but target tracking - dream on.
     54
     55Each weapon does some emp damage, thus damages the electronic. but normally those weapons are much faster through you hull than they fry your computer. on the other hand, there is some specially designed emp weaponry which "only" damages the electronics, rather than the hull.[[br]][[br]]
    4056
    4157=== ~~Ship Improvement~~ ===
    4258~~Each ship can be improved in a number of ways. the easiest way is doing this but spending money on engines, shield-emitter, generator, weapons and/or missiles. ~~[[br]][[br]]
    4359
    44 === Module Slots and Software Upgrades ===
    45 Each ship can be equipped with a limited number of modules, which makes it individual. These modules have an unique capabilities, and can be upgraded to become even more powerful. Such modules may provide cloaking, auto-repair, shield-batteries, missile-jammer, high-precision jump-drive. These modules can only rarely be bought, an if at a awful prices, look out for them when shooting down enemies, one might lose one...[[br]][[br]]
     60=== ~~Module Slots and Software Upgrades~~ ===
     61~~Each ship can be equipped with a limited number of modules, which makes it individual. These modules have an unique capabilities, and can be upgraded to become even more powerful. Such modules may provide cloaking, auto-repair, shield-batteries, missile-jammer, high-precision jump-drive. These modules can only rarely be bought, an if at a awful prices, look out for them when shooting down enemies, one might lose one...~~[[br]][[br]]
    4662
    47 In parallel there exist software slots, which can be used to improve the effectiveness of the onboard computer, but alas it has only a limited space left... Improvements may include auto-targeting, improved navigation, turret control...[[br]][[br]]
     63~~In parallel there exist software slots, which can be used to improve the effectiveness of the onboard computer, but alas it has only a limited space left... Improvements may include auto-targeting, improved navigation, turret control...~~[[br]][[br]]
    4864
    49 
    50 Software and hardware can be improved, provided the player has enough money, and a "workshop" is available. some improvements may only be done at certain fraction. So be careful no to anger to many to early.[[br]][[br]]
     65~~Software and hardware can be improved, provided the player has enough money, and a "workshop" is available. some improvements may only be done at certain fraction. So be careful no to anger to many to early.~~[[br]][[br]]
    5166
    5267== Travel and Distances ==