User:C3PO the Dragon Slayer/Outline

Because CUSWSS and CUSWSS II have been having problems lately, with CUSWSS taking forever to load and CUSWSS II having trouble with views when I use a custom-made health bar, I'm going to start a larger project that will be, in fact, a 3D game, using ideas and concepts from the CUSWSS's, focusing on a fanon story, mostly centered around Star Wars: Avian Hunt. The approach taken this time will be to outline the entire world and create a story for every little detail, prior to programming the game. I will use this page to outline and refine all of my ideas before the game is made. A timeline has already been decided, with the game being completed on December 2008; it's official deadline.

This game's working title will be Star Wars:Avian Hunt, though its final title is undecided.

Gameplay
The game's main mode will be a story that ventures through several areas and planets, the heroes being the pirates of the 1337 N00B5. The game begins as a strategy game, creating, commanding, and capturing various ships, and working to different objectives, such as destroying all enemy bases, cores, or collecting a certain amount of a certain resource. As enemy forces collide with one another, the terrain the ships are over is analyzed and a room is generated, with the basic cores being placed and a randomly generated placement of reinforcements (if any) and obstacles will be made in a quasi-random position, so every time a player will play the game, he will fight in a different environment. The basic cores not controlled by a player will use a special system of commands developed by me, C3PO the Dragon Slayer, that will make a unit smarter and more difficult if a player performs well, so that the enemies will always be a feasible challenge to the player.

Economy phase
During the economy phase, the player will be able to use resources available to purchase or create new ships, technologies, or means of acquiring new resources. It is also during this phase that a player can use a tractor beam to remove fog.

Move phase
During the move phase, the player will select which units to move. Each unit will have a certain amount of distance that it is able to move. Sometimes, when a unit is meant to defend an area, it is best to not move it, as the more time a unit spends in one place, the more reinforcements are added to the squadron. It is also during this time a tractor beam can move an enemy unit. Once the "MOVE" button is pressed, everything told to move will do so. If any units collide with enemy units, they will fight each other during the attack phase.

Deploy phase
When two squadrons of ships collide, a screen will appear in which both players will select which members of the squadrons will fight, and which will stay behind. At least one ship must join the battle for each faction. If the fighting ships for a certain player are defeated in the attack phase, then all ships that stay behind will be destroyed.

Attack phase
This is the section in which the room is generated, the ships are placed, and the game becomes a 3D flight simulator where ships dogfight one another. If a ship is destroyed, the player may eject before the ship explodes. AI ships will have a greater chance of ejecting successfully if the player demonstrates better skill.

The only targets that need to be destroyed are the enemy's main fighters, though if the reinforcements are also destroyed, bonus resources will be collected.

Collect phase
During this phase, resources earned from collecting, building, and fighting are collected. Any lost resources are deducted from a faction's reserve, and any taken resources are transferred between teams. These resources can only be used during the next economy phase. At the conclusion of this phase, the other side takes its turn.

Capital ships
Capital ships, such as the Star Destroyer, can build and deploy units, and research technologies. They can also carry units to transport them farther than they could independently. Capital ships have, basically, the capability of a base, only mobile and unable to extract resources on its own.

Frigates
Frigates are unable to create units or research technology, but they can carry units and launch missiles. They can fight on their own, with the player acting as a gunner in its turrets, or reinforce a squadron formidably. They can also carry resources to a base or capital ship, having much more capacity than a freighter, but are unable to gather resources on their own.

Corvettes
Corvettes are fast, powerful, and excellent at heavy demolition on capital ship while defending itself from fighters fairly well, though it is best to escort a corvette with at least one one-man ship. Corvettes are fast, and can outrun almost any other ship in the move phase, save an interceptor. Corvettes are not well armored, however, and can be destroyed easily by a bomber that managed to collide with it in the move phase. Landing a corvette on a base or capital ship will engage the base or capital ship for a time. If the corvette survives the battle for a given time limit, every unit reinforcing the capital ship will be converted, and the resources will be dropped.

Freighters
Freighters are usually of normal speed, though they are unarmed and unable to be played by a player. Their sole purpose is to collect resources, which they do automatically during the collect phase, if they end up, at the end of a move phase, at an area that has resources. They only have a certain amount of space to carry resources, which can be filled in a single turn. When they return to a base or capital ship, they will drop off their resources for use during the next economy phase. They can be escorted by any number of fighters to make sure supply lines won't easily be cut off.

Rescue shuttles
When a pilot of a ship ejects, the pilot will remain stranded in the area until rescued. Rescue shuttles can carry any number of stranded pilots, by picking them up where the pilots are stranded. When a rescue shuttle returns to a base or capital ship, the pilots will generate new ships during the next collect phase for free. Effectively using rescue shuttles is a good way to minimize casualties and keep from having to pay too much to create new ships. Rescue shuttles, however, are vulnerable and unarmed, so they will be destroyed automatically if they collide with an armed enemy squadron. They are also expensive to replace, so they should always be escorted by at least one fighter.

Interceptor
Interceptors are the fastest ship in the game. They are efficient with scouting, excellent at outmaneuvering other units and firing homing missiles. They are not usually equipped with sufficient shielding to withstand high-power attacks, though, so their maneuverability and speed need to be used to dodge laserfire.

Fast fighter
Fast fighters have characteristics in between those of an interceptor and a fighter.

Fighter
Fighters are the most well-balanced craft, of sufficient speed, average maneuverability, and appreciable durability. Their tasks are usually those whose job is uncertain, as they don't have glaring weaknesses.

Heavy fighter
Heavy fighters are like bombers, though their speed weaknesses and strength bonuses are less emphasized.

Bomber
Bombers usually have extremely strong weapons with powerful shielding and strong armor. However, they are not at all maneuverable, and an interceptor can easily get behind one and continually fire at a bomber until there is nothing left. Bombers are excellent at taking out undefended capital ships, frigates, and even corvettes.

Missile
A missile will be launched from a capital ship, frigate, or base, and can head toward any enemy unit. At the first stage, missiles cannot change direction, but once lock-on missiles is researched, they can lock on to an enemy and automatically head toward it. The third stage allows the missile to manually be guided during every move phase, or remain stationary. When a missile collides with any unit, both the missile and unit are destroyed. However, if a military unit collides with a missile during the turn that is not the missile's, the unit will have a chance to intercept the missile by following a series of beacons, and if none of the beacons are missed while the fighter fires enough accurate shots for the missile to be lose all health, the missile will be destroyed. If a missile succeeds in taking a squadron, only the base cores will be destroyed.

Mine
Mines are planted in locations that are not seen to either player, that is, under fog of war. The mines, invisible to the opponent player, will explode if an enemy unit collides with it, destroying every basic core, in the manner of a missile. Mines can only be destroyed by missiles.

Items
Items are not units, though they assist units in special ways. Usually they are equipped to a squadron or ship, and are created from capital ships and bases.

Astromech droids
Astromech droids can repair a ship's hull during flight, and can also repair shield generators over time if they're destroyed. Astromech droids will be destroyed along with a craft.

Heavy turbolasers
Heavy turbolasers are able to put greater automatic firepower on capital ships, frigates, and corvettes, as well as bases. They are very capable of dealing great damage to capital ships, frigates, corvettes, and bases. If they hit a fighter, it will almost deplete all of its shields and hull.

Tractor beam
Tractor beams are able to dispense fog of war and direct ships toward a base or capital ship during the move phase. If a tractor beam drags an enemy unit all the way to the capital ship, the unit will be converted.

Advanced sensors
This item, when equipped to any squadron, will extend the line of sight of the squadron, which allows it to disperse more fog of war.

Remote slicer
Remote slicers are capable of taking over an enemy squadron for the following turn, though it costs lots of fuel to do so. It only works in the deployment phase, when a squadron collides with an enemy.

Navicomputer
Navicomputers can be equipped to any squadron. They increase the distance a squadron can travel in the move phase.

Controls

 * Ascend: Mouse Y axis
 * Descend: Mouse Y- axis
 * Turn left: Mouse X- axis
 * Turn right: Mouse X axis
 * Roll: Mouse X axis, both ways in rapid succession
 * Boost: Scroll wheel up
 * Brake: Scroll wheel down
 * Somersault: Mouse Y axis + scroll wheel up
 * U-turn: Mouse Y axis +  scroll wheel down
 * Primary weapon: Left mouse button
 * Secondary weapon: Right mouse button
 * Primary lock: Hold left mouse button
 * Secondary lock: Hold right mouse button
 * Eject: Mouse button 1 + 2 or click scroll wheel when ship has lost hull strength