I thought that if I slowly release these, ‘Mechanic sheets’ as I like to call them, people can slowly build up an idea of what the game will be like. These posts will contain a mechanic for the game, this mechanic will not be confirmed till later on and may be edited in future so it may mean nothing in the end. Lets get on with the mechanic then!
——- DIFFICULTY SETTINGS ——-
This has to be one of my favorite ideas that I’m implementing into the game. The idea is that instead of being able to customize useless things at the start of the game, the player can instead customize the difficulty. Nothing too serious for the games release, the mechanic will be updated after time to have a vast amount of sliders, settings and ships to choose from!
-Setting 1, ships-
The ship setting will determine the size and technological advancement of the ship. This will include:
Size (as said before)
On board weapons
amount of rooms
Size of rooms
On board supplies
Amount of escape exits
Certain room types (Teleport areas, medical rooms, e.c.t)
The current ship sizes available are:
Speeder - Small ship used by mercenary’s and rebels. Tech 2/10 Size 2/10
Interceptors - Used in small scale military attacks, available on the market
Tech 4/10 Size 3/10
Cargo ship - Used by Haulers to distribute goods. Tech 3/10 Size 6/10
military sub ship - used in high end military operations. Tech 7/10 Size 5/10
Military destroyer - Used for the liberation of planets. Tech 10/10 Size 10/10
-Setting 2, Pirates-
This controls the amount and strength of the pirates
Current settings available:
Small team - little destruction, pitifully easy to escape
medium team - average destruction, fairly easy to escape
Strike team - Average destruction + fire, not so easy to escape
Boom team - Pyromaniacs, low destruction + heavy fire, hard to escape
The whole 10 yards - Very heavy destruction + Very heavy fire. Like firing a missile at a small wooden shed.
-Setting 3, modifiers-
This contains the modifiers, the good bit. There are 5 current modifiers available and 3 experimental ones that may become features
current modifiers-
Pyromaniacs - All difficulty’s have extreme heavy fire damage, good luck
Having a blast - All difficulty’s have extreme destruction, good luck
DANGER ZONE - Max destruction and fire, Pretty much impossible
The fleet - Amount of enemy’s doubled. (can be activated when ‘boarding pass’ is enabled)
Many missiles - increases enemy fire. (can be activated when ‘still here?’ is enabled)
—EXPERIMENTAL MODIFIERS—
Boarding pass - enemy’s can spawn on the ship, weapons can now be found
Still here? - enemy’s fire missiles at the ship. Causes light destruction + fire (can be activated when any difficulty higher than boom team is enabled)
Airless - Rooms can now be removed of oxygen. (Still here? and pirate settings can affect this)
And that’s it! If you read this far then good on you!
Thanks for reading, bye!
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