posted on Sep, 3 2007 @ 06:24 PM
Afew times a month, I like to take time to simply dive into certain pools that whirl around in my head.
So, what not "create" a(nother) Sc Fi styled Sim game.
My ideal game of this type would be based in "real time," meaning, it would not be turn based.
Where does one even begin?
I think it's best to just start with a basic foundation and build it more complex from there.
So, whats a space sim without space ships?
I think the best way to come up with ships is to keep cars in mind.
Model A-This sends your first being into space. Congrats! There were some other things to build before getting to this point but this is about the
ships. Enjoy your single spin around the planet and go back home before you hurt yourself.
Model B-This is simply a second version of your Model A. Only, this one is capable of doing more then one spin around the planet.
Model C-This ship is capable of short stays in space (more then a day).
Sat Orbiter-This ship is capable of orbiting it's home planet's moons.
Sat Lander-This will land on the moons.
Scout-This ship begins the journey to explore the solar system.
IS Scout (Inter Stellar)-After the jump gate is discovered, this ship can explore outside it's home sector.
Sedan-These are your all around general ships. They can transport anything across long distances.
Luxury-They are what they are. Somewhat larger then the Sedan class, the luxury ship is mostly a being mover. These beings would be of some level of
importance. Early on, this would make a good flag ship for a fleet.
Super Luxury-More of the same to a greater extreme. Later in the game, this would make a good flag ship in an armada to support flag ships governing
Zippers-These are mostly a faster but smaller scout class ship. They are small enough to be missed by certain types of radar and can go through
debris belts with a certain level of ease. Even if an enemy ship locks on, the Zipper can out run most hostile fire.
Fighters-Space Fighters are an animal for another day. But I thought they deserved to be mentioned.
Buttons-The moped of the scout class. Still, in safe "waters," they may be all you need. Sub classes of the button include the mini, micro, and
nano. Each is slower and smaller then the one before however, a nano ship is said to be capable of slipping through a hostile PDS (Planetary Defense
System) completely undetected.
Utility-If your expecting hostile fire in a debris field, this is an excellent class of ships for making an exit or making an insertion in a debris
field without hostile fire.
Super Utility-A unique class of ships best described as the neighborhood bully class. This is a good ship to start trouble with or to stand up to
trouble without punching back via a more defensive mode. This is also a good ship for those that want to perform the insane tacit of interstellar
ship ramming. Against a much smaller class, you can leave a horrific level of destruction to be discovered by opposing scouts later on. Kind of a
ship of terror. A good ship for bad guys but available to all, per say.
Transports-Subclasses include the taxi, bus, and super bus. They can transport anything but they are designed with people in mind. Non-being
transports are possible but it will degrade the ship faster.
Trucks-The opposite of transports, beings can easily contaminate a ship like this. It's best to use these ship for product movement only.
Subclasses include the mini, general, the awesome train subclass discovered much later, and the even more awesome planet transport discovered still
later, much-much later. It's said that a fleet of these can move a small planet, which doesn't sound like a smart thing to do. To those that
don't believe in PC speech, these are sometimes referred to as planet rapers. They are capable of changing the class of a planet in a single visit
in some situations.
Palace-These are strictly VIP ships and make great late game flag ships to govern the Luxury class. For political reasons, these ships are supposed
to act dignified in space and therefor, shouldn't be used as an attacking ship (although they can attack). Unless your packing allot of heat,
attacking this ship is foolish. Their influence is strong enough to take over some planets by simply showing up.
Super Palace-Although you can build bigger ships, this ship supports the Palace class. Only the highest level of VIPs would fly on this. Generally,
it doesn't have any offensive or defensive weapons on it. It's assumed you will compliment it with defensive ships (it costs allot to build and
allot to maintain so....). Attacking this ship isn't a good idea and you likely won't put more then a dent in it unless it's unguarded. Still,
attacking a Super Palace is like begging for trouble. On the other hand, allowing a Super Palace to be attacked will quickly turn you into a galactic
joke. It may promote ideas you don't want your opponents to consider. A paper tiger effect?
Claw-These are your law enforcement ships but also make great pirate ships. They are great if you want to board a submissive vessel. If you want to
disable but not destroy a ship, these are the best for the task.
Rescue-These are the ships you want around if you survived a terrible attack. Think of it as an ambulance or a fire truck.
Morph-This is your trojan horse class. They actually display a false hull and will show up as that false hull on enemy scans (and friendly scans).
Only the most advanced technologies can detect them. They aren't great attack ships or boarding ships but to an unsuspecting enemy, they are often
all you need.
Stealth-These are, without debate, the best "preemptive strike" class. Some ships can receive a stealth technology but it's a standard feature on
Tug Boat-Got a problem? Hook `er up! These can tow an awesome amount of weight. In theory, these are the best planet movers. But it takes allot of
tow to pull that off! They also have the best tractor beams but once an enemy ship docks, you better have a plan because their defenses are highly
Speeders-These are offensive attacker ships. They are ships of war and they are good at what they do. And fast.
Super Speeders-These can keep up with the zippers. They are the only class capable of war at warp speeds. If this thing follows you into a star
gate, YOU...ARE...DEAD!!! Even the best weapons are close to useless at warp speeds. Unless your a super speeder.