SPOILER WARNING
This contains a bunch of content from the game.
BETA WARNING
This content is under active development. This page is not updated very often. Therefore, do not expect this to be that close to the final product. If you really want me to keep something, send it to me in #suggestions on Discord.
Multiple endings:
- Forgiven:
- Standard ending
- Forgives the guy, he gets emotional ("i didn't think you were this nice"), apologizes and asks to join you
- If you say yes, he and <His Faction>'s ships are added to your fleet
- If you say no, he disappears, and <His Faction>'s ships are appear, friendly and willing to trade at a huge discount
- Revenge: Exiled:
- 2nd standard ending
- Send traitor to pocket dimension
- Unlocks endings Punished and Collapse
- No universe changes
- Revenge: Murderous:
- 3rd standard ending
- Just kills the dude
- <His Faction>'s ships appear, extremly hostile
- Punished:
- Extension
- Feel bad for exiling the guy and retrieve him
- <need effects>
- Collapse:
- Extension
- Send extreme amounts of energy into his pocket dimension, destroying it and him
- <His Faction>'s ships appear, they actively seek you out in large fleets to destroy you
- Slaughter:
- Alternate ending, unlock by destroying every ship that attacks you (including the final battle)
- Choice between exile and death
- Exile: same as Revenge: Exiled but different dialogue and his factions ships appear neutral (continuations also have different dialogue)
- Death: Vaporize them: The main dimension forms a squad to prevent you from ever entering the main dimension, forcing you to stay exiled
- Genocide:
- Alternate ending, unlock by destroying every ship, colony, life form and only using robots
- Chokes to death the traitor with a Handheld Gravity Manipulator and than vaporize their body with a Vaporization Cannon
- The main dimension opens multiple pocket dimensional portals, and unites with all lifeforms to invade the Frostvoid, not content until their destruction or your death
- Peaceful
- Alternate ending, unlock by never attacking anyone (if you are attacked you can still fight back
- Choices are basically the same as normal but with different dialogue
- Collapse exists but cannot be chosen (I'm not that evil)
- Murderous exists but cannot be chosen (I'm not that evil)
- Pacifist:
- Alternate ending, unlock by surviving everyone, never firing a weapon,
- Alternate ending, unlock by surviving everyone, never firing a weapon,
Storyline:
- You start out preparing for combat against a pirate fleet (Steel class) with a Neutronium class fleet (Combat tutorial, takes about 1m)
- You defeat them, than recieve a message that you need to travel to an adjacent star system (UI and Fleet Control tutorial, 3m)
- You arrive and talk to a colony, give them stuff, and get a message summoning you to the grand councle in 2 weeks
- Free phase, effects start, trying out future tech
- Council, framed, found guilty, exiled to Frostvoid
- Find friends, find islands with clues, lore, rewards
- Make return portal, fight final battle, get cutscene confronting the betrayer, choices
- Post game, extensions available, access to the Nexus, this is more like New Game+
Tech levels:
- Iron
- Chromium
- Cobalt
- Zirconium
- Titanium
- Palladium
- Platinum
- Beryllium
- Osmium
- Uranitite
- Positronium
- Neutrinium
- Electronium
- Muonium
- Leptonium
- Bosonium
- Protonium
- Mesonium
- Baryonium
- Neutronium
- Hyperium
- Unobtainium
- Phasium
- Spectronium
- Frogium
Troll items:
- Rift Expeller (weapon): When fired at a ship, it causes it to phase out of reality (to the final battle :)) If at final battle, it instead duplicates that ship exactly (same damage, weapon condition, etc.)
Space travel:
- Sub-Light: standard space travel, not much here, standard drive (early game)
- Lightspeed: almost speed of light, really fast, but time dilation effects.... mid tier, standard/lightspeed drive (early midgame)
- Hyperspeed: drive brings you into hyperspace, where there is no speed limit, and movement is 100x, needs a hyperspace drive and a standard drive, (midgame)
- Jumpspeed: a tiny wormhole in hyperspace, moves extremly fast, basically instant, needs a hyperspace drive, standard drive, and a tunnel generator (orbital station, late-game) or a jump drive (ship system, extremely late game)
Galaxy Gen:
- Starting System connects to clusters, which are made up of multiple systems connected closely. Clusters Connect to each other and lonely systems.
- Semi-Procedural, clusters, systems, planets, and moons are defined but have the abiltiy for randomness
- World surface is random but uses that world's stats to guide generation
- all generation is procedural, galaxy seed and size is all that is needed to gen galaxy, surfaces have their own seed and are tied to a planet/moon
- Also will be asteroid clouds, and ejected planets
Gameplay:
- 3 (4?) "modes":
- On Surface
- In space
- Space combat
- Ground combat?
- On surface you build a factory, create ships and stuff
- In space you fly around to get to new planetary bodies
COMBAT: You control your fleet (similar to MOO2), but ships have inertia and stuff Weapon types:
- Laser: Beam weaponry, high armor damage, medium shield damage, but is incapable of pierce, has poor structure damage, and fire control is based on heat generated by firing
- Ballistic: Like a railgun or a cannon, has good shield damage, high armor and structure damage, but low armor and shield pierce, requires ammo, and has a low fire rate
- Plasma: like laser cannons and stuff, average in all respects
- Missile: Self explanitory, high damage to armor and structure, and decent armor pierce, with excellent shield pierce, but requires ammo, and does no shield damage
Shield types:
- Sectional Absorbtion: only covers an area, absorbs damage, and can be pierced, high regen and medium hp
- Encirclement Absorbsion: covers full ship, absorbs damage, and can be pierced, high regen and medium hp
- Sectional Barrier: only covers an area, absorbs damage, and cannot be pierced, requires an absorption shield in that area, 2x disabled regen bonus, very high hp but low regen
- Encirclement Barrier: covers full ship, absorbs damage, and cannot be pierced, requires an absorption shield, 2x disabled regen bonus, very high hp but low regen
If a shield loses its hp, it pops and takes 50% system damage
Popped shields take two turns to restart and can only be reenabled after its hp gets to 25% full
Disabled shields get a 2x regen bonus until reenabled
Calculations:
- Shield piercing:
$\min\left(1, \frac{\min(SD, SI)}{SI} \times PC\right)$