Hello everyone, long time player, first time poster...
After looking over the mission scripting language over the past few months, an idea came crashing into my head like a lemon - wrapped around a golden brick. I finally started to put it on paper. I'm not sure if this is the right place to post this (development or here?), but let me know if you all like this concept:
Artemis Galaxy: “The Torgoth are coming in from the east. The Krailens from the north. I could destroy the enemy fleets with a volley of nukes, but is this sector worth it? The USFP forces to the west might need those very nukes to defend their outpost. Will this sector's resources be worth the ammunition used to capture it?” -Captains log, U.S.F. Crow, Sector C-7 in the Echo Quadrant. What is it?
Artemis-Galaxy is a strategy RPG “wrapper” around the Artemis Spaceship Bridge Simulator written by Thom Robertson. It's purpose is to create an environment that allows for larger scale Artemis campaigns where multiple bridge crews can work together against a common goal – liberating an entire quadrant from enemy hands.
How does it work?
AG works by arranging multiple Artemis maps onto a grid, and then tracking traits (such as who “owns” the sector, how many Torgoth are currently there, etc...). The AG “engine” would adjust those numbers as crews complete missions in those sectors.
Crews play sectors by clicking on a grid-sector on a larger map. When the captain decides that they want to play that sector, AG would take a base mission XML file, add in enemy fleets and friendly stations based on the current state of that sector (and neighboring sectors!), and present it to the captain as a downloadable zip.
The crew plays through the mission, protecting their stations or conquering enemy territory. The mission log gets generated as they play, and the captain submits this mission log back into the AG website. The mission log provides information such as how many nukes fired, enemies destroyed, and if the crew was destroyed. The sector, and surrounding sectors, are then all updated to reflect the result of that mission.
Multiple bridge crews could play in a single campaign map, and would have to work together to attack or defend strategically important sectors. They would also have to keep an eye on ammunition consumption. Ship losses become problematic as there are only so many resources to go around, and a crew might want to retreat from a sector instead of risking the loss of an expensive battleship.
Additional Concepts / Features: Sector Capturing:
Sectors can only be captured if there is a USFP sector adjacent, and there is no obstacle impeding your travel to that sector (see below).
Certain sectors can only be captured from specific directions. This allows grand-scale natural obstacle, such as giant asteroid fields that protect a sector from a certain side.
Sectors vary in difficulty. A sector that has a high economic or tactical value might be very hard to take, with the enemy fleet directing lots of carriers to it. Other sectors might be more desolate, and have very little in the way of enemy resistance.
The map updates on a turn basis. Currently I am thinking each turn is a week in real time, allowing weekend crews to play without needing to disrupt the work week to defend a sector from attack.
Sectors only produce so many resources per “turn”. Sectors owned by enemy fleets produce more ships per turn. Sectors owned by the USFP generate ammunition and Ship-Points (S.P. To be used to replace lost ships.)
Following the same sector obstacle rule, enemy sectors can be reinforced from adjacent enemy sectors. If an adjacent enemy sector has extra ships available, it will send them to help out the sector being attacked. They will fill in from that border of the map, too.
If an enemy sector has extra ships, it will attack an adjacent USFP sector. If the USFP sector is not reinforced by a bridge crew in time, the sector is lost to enemies, and needs to be captured again.
A captains registers a ship, and the crew signs on with that ship. Crew members can serve on other ships, too. Captains sign up for campaigns.
This is being developed by me, Matt Studley, initially. I am probably going to be looking for help, especially with generating the blank mission files needed. If you are experienced in any of the technologies below and want to help, contact me.
Visual Studio Express 2012 for Web
SQL Server 2012 Express
Any questions, please post below or PM me.