Many components category: powerplants, battery, capacitors,
engines, warp engines, radiators, fuel tanks, cargo bays, gyroscopes,
sensors, crew quarters, armors, turret engines, warp disruptor, shields, fuel pumps.
Realistic weapons:
Cannons:
use an explosive charge to propel munitions. Cheap, with high firepower
and low power usage, are also versatile with many munitions types: AP,
HE, Sabot, HE-AP, Flak, HP, Frag.
Gaussian Cannons: uses electric energy to accelerate a projectile to high velocity.
Have longer ranges and better armor penetration than conventional cannons but uses high amount of energy.
Lasers:
never miss, have the longest range, good armor penetration but low
firepower. Very good as point defense weapon. Diffraction limit is
simulated, and when the distance with the target increases a larger part
of the energy becomes heat instead of damage.
Missiles: Very
destructive if they hit but are expensive and can be disabled before
reaching the target or may run out of fuel. Can also be used to
intercept enemy missiles. From the point of view of the simulation
engine, missiles are just small ships and like them are made of
components that can be damaged indipendently. Their AI does not cheat
and use the same newtonian physic like bigger ships.
Damage simulation:
Each
component and armor section has his own hitpoints and hitbox. The
trajectory of each bullet inside the ship is tracked and each component
and armor section hit is damaged until the bullet is slowed down enough
to stop. Armors are stronger than regular components and can stop
bullets and explosions without being damaged if they are thick and hard
enough. You can use the in-game tool to select the best armors and
munitions for your ship.
For example, a HE-AP shell with delayed fuze could penetrate your
armored hull, travel a few meters, reach the innards of your ship and
then explode near an ammo container. This could trigger an explosion of
the ammunition and destroy all nearby components.
Ship customization:
Every
decision you take while customizing your ship can make the difference
between victory and defeat. You have a budget and ships have a limited
number of slots of differents sizes.
Each component you add increases the mass of the ship and decrease accelleration and warp speed.
Add more fuel tanks for your engines or extra batteries to power gauss cannons?
More
engine to increase combat accelleration or more warp engine to outrun
enemies? Heavy armor to stop small weapons or light armor for more
agility and better avoid being hit? A powerful short range gatling gun
or a laser to snipe enemy from afar? What is the most important
component to mount in the well protected inner slots and which one is
expendable and can be used to shields components behind it?
The
space yard where you are refitting your ship might not have all the
components you need and you have to build the best ship you can with
whatever you have available while you find better stuff.
Newtonian physic:
Every ship has mass, center of mass and
moment of inertia calculated in real time based on mass of components
installed and armor. Recoil and collisions with ships and bullets cause
effect on velocity and angular velocity depending on the location of
impact.
Ships are affected by gravity field of planets and stars.
Real scale:
Planets and star systems have realistic size and distances.
Sensors:
You
need sensors to detect ships. Each type detect a specific emission:
warp sensors detect ships that are traveling using warp engines, thermal
sensors the heat emitted from radiators and engines.
Ship management:
You have to manage ship resources: electrical power, fuels, heat, ammunitions.
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