Changes between Version 6 and Version 7 of dev/BrainStorm
- Timestamp:
- Jan 5, 2008, 2:54:41 PM (17 years ago)
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dev/BrainStorm
v6 v7 18 18 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]] 19 19 20 === module slots and software upgrades ===20 === Module Slots and Software Upgrades === 21 21 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]] 22 22 … … 26 26 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]] 27 27 28 == Travel and distances ==28 == Travel and Distances == 29 29 Keeping a balance between realism and playability, the player has 3.5 different types of propulsion at his disposal. [[br]] 30 30 Combat engines are used when the player is engaged in a fight. The speed may be improved over a short time, by using the afterburner. [[br]] … … 32 32 Hyperspace engines are used to get fast from one spot inside a solar system to another. a simple fighter lacks the power to do interstellar travel. Imagine Hyperspace like a large maze of slippery streams (sometime hyperspace gets called slipstream) though which the pilot has to manouver to get to its destinations. fortunately Points of Interest (spacestations, plantes, moons) are marked with locater beacons to make it easier to navigate.[[br]][[br]] 33 33 34 == weapons and combat system ==34 == Weapons and Combat System == 35 35 each ship has a set of weapon slots which can be equipped as desired. the weapons are grouped into energy-based, and ammo-based weapons. [[br]] 36 36 the combat system will be based on scissors/rock/paper in conjugation with the shield systems that can be found on every single ship. [[br]][[br]] 37 37 38 To make our lives a bit simpler, every ship has one "ammo container" which can be used as the player desires. 38 To make our lives a bit simpler, every ship has one "ammo container" which can be used as the player desires. 39 40 === Cruise Disruptor and Hyperspace Mine === 41 Those two devices are not really weapons as such, but they are used to temporarely inhibit the possibility to travel at cruise speed or in hyperspace. [[br]] 42 The cruise disruptor is a high-speed missile, which gets upon inpact the cruise field to collapse.[[br]] 43 The hyperspace mine is, as the name suggest a device which gets triggered on proximity of a ship in hyperspace. When triggered, the mine overloads, and creates a field which destabalises the locate hyperspace. Due to security protocols in the ships hyperspace engines, an emergency drop to normal space is executed immediately.