Home Collaboration & Unpaid Work

Imperiums - A web based game in early dev.

Team name:
Gnomes^Nth Studios (Not registered or anything, just the name of the website)

Project name:
Imperiums

Brief description:
A sci-fi tick-based Browser based game with a simple graphical map in very, very early production. I've been mainly doing back end things like code to generate the map database, game database, etc. I've been tossing some ideas together the past couple weeks in the forum on the website (it's compiled into the GDD in additional information) so this isn't a 'OMGWTFBBQ I feel like making a game today!' type post but something I will do with (or without) outside help. I'm expecting to get an early alpha version together by December, and the game 'done' before the end of spring.

Target aim:
Freeware, more or less...any revenue will be going into maintenance costs and advertising for the foreseeable future.

Compensation:
Credit, Team E-mail Address, etc. Little things, no Money.

Technology:
Most modern browsers. (Firefox, IE 6 and 7, etc)

Talent Wanted:
Artist(s) capable of doing 2d graphics from start to finish on their own and not shy about putting their 2 cents in.

Team structure:
Me – Coder
Artist(s) – Art (Once they are recruited.)

Website:
Website Link


Contacts:
Forum Link
Email Link
AIM : Cinamori
Yahoo: Cinamori
MSN : Cinamori

Additional Info:
Round Start / End / # of Games Running Simu
I am thinking 4 rounds running at the same time (once launched every 7.5 days) with each one running for 30 days. This will serve three purposes...

1) You won't have to wait over a week for a new game (instead of 30 days like currently).
2) With a player limit of 560 per game for practical reasons, if we ever get an active player base of over 560 users they'll want to be able to play and there are always die hards willing to play 2-3 games at the same time.
3) It'll force me to write the ticker code flexibly enough to run multiple games AND at different rates / start times. This will make it easy to toss in a 'super fast' game which runs at 20x normal speed if I wanted. Running a round over 36 hours or so rather than 30 days.

Universe Size:

With a limit of 1000 players...you don't want them too close or too far so...
I am going with a map of 100 x 100 star systems...this gives you about 10 systems each before you start running into one and other.

Map Display:
Total (Owned & Infiltrated Systems)
* 100% In-System Data (Infrastructure, BP towards, RP towards, Ships in the system)
* LRO of Neighboring Systems
* Systems Charted which neighbor LRO Systems

Allied (Political Alliance)
* As Total, except the Ally can choose whether or not you get infrastructure, bp, and rp information.

LRO {Long Range Observation} (Related to the above states, or if your fleet occupies the system)
* Unit Data of fleets which fail a stealth check (Stealth Check = Worst set of 5% of Engines+Stealth+EW vs. Fleet's Best set of 5% of Sensors || Planet which means 80 Sensor Slots)
* AvgEngines*.33+AvgStealth*.67 vs. Sensors*.5
* Physical State (Gaia x2 Production, Terran x1.5 Production, Barren x1 Production and System Colonizer {if any})
* Invisible (undetected) Fleets are able to bypass At-Range rounds of combat and receive a free combat round as well as the first combat round. A good drone fleet stealths to your high damage missile boats and you are dead in a roughly even match. You will want scout ships.

Charted
* Physical State

Systems would be displayed with the inner-system color as below and the (thick?) border as the Secondary Color.

Map Key:
Red = Owned Systems
Orange = Infiltrated Systems
Green = Allied Systems
Blue = LRO Systems
Yellow = Charted Systems
Secondary Color (Not Displayed) = Player Colors

Map.png

Motherships

Mothership
The mighty worldships which marked the Exodus. These massive moon-sized vessels are effectively fleet repair bases, planetary-class infrastructures, shipyards, terraformers, and equipped with nigh indestructible defensive systems. The only known method of destroying a mothership is the maxing the engines of a hundred or more capital ships to engage in suicide charges, of course a Mothership with superior drive technology would survive such an attempt. But it is the ONLY known way of finishing off an opponent so they cannot spread to other sections of the universe.

Base Mothership Stats (Class I)
Infrastructure Class: 32 {Standard Infrastructure Growth Rate}
Offensive Batteries: Nil


Base Mothership Stats (Class II 'Apple Mothership Mini, so slim it fits in your breast pocket!')
Infrastructure Class: 26 {.6 Infrastructure Growth Rate}
Offensive Batteries: Nil

Motherships are treated as planets which move for all practical purposes. They are also the only vessels capable of colonizing new worlds (Conquered worlds are already colonized at ½ their previous infrastructure levels).

Species Creation:
You start with 2 heroes
50 Points to Allocate for your race.

Species Techs (You start at that tech lvl so if you had a Racial of 10, your lvl 1 tech would give you an effective level of 11)
* Levels 1-5 = 1 Point
* Levels 6-10 = 2 Points
* Levels 11-15 = 3 Points
* Some markers...Lvl 5 = 5 Pts, Lvl 10 = 15 Pts, Lvl 15 = 30 Pts

Straight Bonuses
* +1 Hero at Start - 10 Points
* -20 Minute Transit Time per System (max. -40 Min) (-67%)
* +15% to 1 Industry Sector's Production - 10pts
* Triple Starting Goods (Normal is 2000 of each) - 5 Points
* 2 Motherships (26 Infra Each instead of the 1 Mothership with 32 Infra) ~32% Infrastructure Advantage - 20 Points
* The Above advantage should be balanced by a 33% PRODUCTION Advantage provided by a Lvl 15 Resource Technology.

Normal Tick / Turn Rate:
Fleet / Combat / Espionage = Once Every 20 Minutes

Economics / Trade / Political = Once Every Hour

Fleet Movement
Travel is calculated as (Delta X + Delta Y)*60 Minutes ...

The percentages are there just in case I reduce the base travel time. Note: The minimum inter-system travel time is 20 minutes and all travel rounds up to the nearest 20 minute period. I.e. A Racial II w/ Level 30 Engines goes 3 systems - 27 Minutes (2 Fleet Ticks)

Racial Speed Bonus - Level 10 Engine Tech (Racial+Tech Levels) = 40 Minutes Per System (75%)
Racial Speed Bonus + Level 10 Engines = 20 Minutes Per System (33%)
Racial Speed Bonus II - Level 30 Engine Tech (Racial+Tech Levels) = 20 Minutes Per System (33%)
Racial Speed Bonus II - Level 10 Engines = 15 Minutes Per System (25%)
Racial Speed Bonus I - Level 30 Engines = 15 Minutes Per System (25%)
Racial Speed Bonus II + Level 30 Engines = 9 Minutes Per System (15%)

Racial Speed Bonuses DO Transfer with ship control just like technology.

For Every 2% of the ships systems being engines reduce travel time by 1 minute.

Minimum Travel Time per System is 1 minute. Minimum Transit Time for a fleet 1 movement tick.


Spy Networks:
Integer Division...no remainders people!

Spy Strength - {Goods are in expended per hour} (Food Goods/5+Specie Goods/5)/SystemsControlled

Spy Operations - Running an OP drops your Spy Strength by 5%, regained at 1% every 20 minutes
Steal Diplomatic Dispatches - Get the diplomatic status of the target empire
Infiltrate System Government - Provides all the intelligence (charting, long range observation, in-system data) that the owner would have access too.
Decrypt Ship Communications - Gets the current fleet locations and sizes of the target empire
Sabotage Ships - Destroy 1-4% of all enemy ships.
Burn Baby, Burn - Destroys 3-6% of stockpiled resources
Confuse Enemy Spy Network - Fatigues the opposing spy network by 3% (can drop them to 0%, negating their spy protection!)

Spy Success/Failure
(Spy Fatigue*(Attacker Strength * (Food/5 + Goods/5 Expended On Op) )) - ((Defender Strength*2)*Spy Fatigue)

For every 33% strength advantage, increase the damage by 100%. (max, x3)

Technologies

Division is Integer Division (no remainder) so 1/5 = 0 4/5 = 0

Industry Techs { TechLvl+6(TechLvl/5)% more production }:
Food
Manufacturing
Metals
Minerals
Specie (Money!)
Tech Goods

Weapons Techs {TechLvl+6(TechLvl/5)% more Damage(weapon)/(sensors)Accuracy
Drones - Base 100% Accuracy, 10 Damage (per slot)
Missles - Base 25% Accuracy, 30 Damage (per slot)
Sensors - Raises Accuracy by 10% (per slot)

Defensive Techs {TechLvl+6(TechLvl/5)% more Evasion
Engines - Reduces Missle Accuracy by 15% (per slot)
Visual Cloaking - Reduces Drone Accuracy by 15% (per slot)

Misc. Techs
Espionage{5(TechLvl/5)% faster regeneration of Fatigue. TechLvl+6(TechLvl/5)% greater Spy Strength.}

Ship Class / Special Projects Techs
(Balanced / +25% Evasive and Drone Techs, -50% Missles & Sensors / +25% Missles & Sensors w/ -50% Evasive and Drone Techs)
Class I Ships (Sloop / Escort Carrier / Destroyer) {Equivalent to a level 1 Tech}
Class II Ships (Frigate / Light Carrier / Cruiser) {Equivalent to a level 5 Tech}
Class III Ships (Ship of the Line / Carrier / Battleship) {Equivalent to a level 15 Tech}

Star Fortress (BP: 250) (x2 Detection Capabilities vs. Stealthed Ships and grants an EW bonus of 50) {Equivalent to a level 15 Tech}
Star Base (BP: 150) (x2 Detection Capabilities vs. Stealthed Ships and grants an EW bonus of 30) {Equivalent to a level 5 Tech}
Orbital Platform (BP: 50) (x2 Detection Capabilities vs. Stealthed Ships and grants an EW bonus of 10) {Equivalent to a level 1 Tech}

Interstellar AI Nets (BP: 1000) (Grants a flat 40% Research Bonus, max 1) {Equivalent to a level 15 Tech}
Interstellar Financial Nets (BP: 1000) (Grants a flat 40% Financial Bonus, max 1) {Equivalent to a level 15 Tech}
Interstellar Construction Balancing (BP: 1000) ( Grants a flat 25% reduction in BP costs for Everything) {Equivalent to a level 10 Tech}

Research Point Cost is 100+2^(CurrentLevel-1)

Combat

The only military conflicts will between two fleets (to keep things simple).

If the aggressor is stealthed:
Aggressor's Surprise Round
Aggressor Round
Defender Round
Short Range Combat Round I
...

Otherwise:
Misses ONLY Round I
Misses ONLY Round II
Short Range Combat Round I
...

Hero Units
A maximum of 4 heroes per Empire at one time

Stacking Skill Usage
Multiple heroes with the same skill provide only 50% of the normal bonus. (I.e. 2 Admirals with 10 Combat Tactics skill will provide an effective bonus of 15 Combat Tactics)

XP Gains
Heroes get a base rate of 10 XP per Hour EACH (not divided like other sources).
Heroes gain XP from Ops/Combat/Production divided equally amongst them. (I.e. if you get 5 XP for production and have 4 heroes each would get 1.2 XP)
Ops XP is Global and is 8 XP per successful Op
Production XP is Global and is GoodsProduced/500 XP
Battle XP is Local (hero's assigned to that fleet) and is 2 XP per ship destroyed

Level Formula
Leveling is simple... 100*(NewLevel-1) = XP Cost for that Level

i.e. Level 2 is 100 XP, Level 3 is 200 XP (but to get a level 1 hero to level 3 you need 100+200XP)

Hero Classes
* Class Name - Special Skill(s) - Skill Points per Level
* Governor - None - 12
* Admiral - Combat and Evasive Tactics - 6
* Spy - Espionage - 6
* Merchant - Graft - 6
* Scientist - Research - 6
* [Industry] Magnate - Produce : [Industry] - 6
* Engineer - Ship Production - 6

Skills - unless otherwise noted skills are Global (Effects your entire Empire)
* (Local) Combat Tactics - +5(Skill)% Accuracy (counts towards detecting stealthed vessels)
* (Local) Evasive Tactics - +5(Skill)% Evasion (counts towards stealthing)
* Economic Growth - -1 Hour Infra Build Time (max of 25% reduction, minimum of 1 hour, round values down)
* Espionage - +5% Maximum Fatigue per Skill Pt, +.25% Fatigue Regeneration (rd. down) per Skill Point
* Graft - +.5(Skill)% extra income per transaction on the Open Market
* Produce : [Industry] - +.5(Skill)% extra production of the type [Industry]
* Research - +Skill% extra RP
* Ship Production - -1 Hour Ship Build Time (Red. Max of 50%, min. 1 Hour rd down) and -Skill% Cheaper Construction

Planetary Colonization

You can colonize any un-owned system you can 'see' (charted, LRO, etc).

* Starts with Infra 12 (144 Units Produced, 144 units Consumed so a net 0 gain unless you can sell the produced good for more than it costs to bring in the other 5)
* Colonizing takes 24 hours.
* Colonizing a system costs 1000 of each resource.

The Open Market

Players can sell Goods, Ships, and Star Systems on the open market for a price in Specie (Money) Units on the Open Market.

The NPC Merchants will buy/sell the following:

Buys ANY good for .5 fiscal units and sells any good for 1.5 fiscal units (effectively 3 for 1 rates)
Sells Class 1 and Class 2 ships with 'stock' designs at 3x Cost (so if a ship costs 30 Metals, 30 Minerals, 30 Tech Goods, and 30 Manufacturing they will sell it for 360 Fiscal Units)
The ships the NPCs sell are built with level 9 of all ship techs. So no 20 min engine bonuses (10 = -20 min per system, 30 = -40 min per system).

Economics

Industry Sectors (Only 1 per planet, can't be changed)
Food
Manufacturing
Metals
Minerals
Specie (Money!)
Tech Goods

1hr per Infrastructure Level (I.e. 1 hour = infra 1, 2 hours later you get infra 2, etc)

2 units consumed per infrastructure level per good type (i.e. If you have an infra 4 planet, it consumes 8 Food, Manufacturing, Metals, Minerals, Specie, and Tech Goods per hour)

A planet produces the following per hour (based on Infra)
InfraLevel^2 worth of Goods
InfraLevel BP (Ship or Special Project Build Points)
InfraLevel RP (Research Points)

Each ship costs a number of credits equal to the NumberOfSlots/5 (i.e. C1 = 2 credits, C2 = 6 Credits, C3 = 18 Credits) to keep functioning

Feedback:
Any feedback is fine.

P.S.
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