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Gameplay is driven by simple economics means. That is:
To aid the player in securing enough resources we provide some helpers.
Given Resources are:
Resources change ownership by either trading, stealing, convincing original owner with weapons or finally simply taking it if there is no owner.
There will be a universe wide ranking showing players ability to trade, fight and other stuff we find usefull.
Killing an enemy in a fight will give you a percentage of its assets. The remaining will used to refill the universe wide resources.
To get a new ship you will have to buy one.
People can launch coordinated attacks to take over enemy space stations. To take over a station one first has to break the basic defense of the station and then has to enter the station. Once the assault team is aboard it has to find and kill the assigned commander of a station. If there is no one assigned to that position at the time the first assault team member entered the station one simply has to hit the "o shit" button in the stations command center. The enter hole in the station hull will close if there was no one passing for a certain amount of time.
Space stations and carriers can operate in automatic mode, saying some more or less dumb processor will defend the station or in a manned mode where players serve as station gunners, commander, police, crew or whatever (-- more to come --). The carriers in the center of the universe are basically fixed. Carriers purchased can be programmed to fly a course by using waypoints. This allows positioning main battle forces while you take a break or kick some xxx!
Players can form squads. Squads can form clans. Clans form nations. A player can own only money and everything his ship can transport. Squads can _operate_ properties like its own base located in space (Space Stations) or on asteroids. Clans can _own_ properties like ore mines and factories. Additionally they can own real (well, its virtual only but you get the picture) estate on planets. Nations own and operate jump gates (relocation devices). Nations can impose taxes on its citizens for jump gate operation costs (eroding parts may need to be replaced).
Creative support
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