An intergalactic strategy science fiction game that takes place in another universe. The player mines for resources and attacks for land. Gain prestige and rank alone, or with the help of a team. Develop strategy between the warring factions, resource gathering, and city building.
The playerâ€™s role is to protect and manage the mining station. The mining station needs support structures and people to maintain them. The player manages all of this, while also searching for new territory with resources. The player has a minimum amount of resources that have to be sent back, so the player has to meet that requirement.
The player is also a commander and can have soldiers defending the mines or attacking to gain new territory or gain another playerâ€™s land. There is a limit of how many soldiers can be produced and soldiers arenâ€™t cheap, so it is up to the player to manage the survival and strategy to make sure that the soldiers make it out alive.
The playerâ€™s avatar is a mechanical suit that can be fully customized with upgrades to the various parts. More can be done to the playerâ€™s commander mech than the soldierâ€™s armor. The avatar will be static and wonâ€™t be seen except for a few areas.
Primary Game Play Mode
The game has 2D top-down view of the gameâ€™s field or arena. The player can see where buildings and resources are, and other game items of interest. The primary purpose is laying buildings for mining, defensive structures, and offensive structures. The field expands to whatever the player needs it to be.
The primary mode is where the player lays objects on the field, the companion mode which is a subset of this one, is where the player can pick which field to lay objects (structures, soldiers, etc) or attack, if the field has not been captured. This mode is split into regions and more accurately described as a sky view, whereas the primary mode is closer to the ground.
The player lays buildings by dragging structures from the left side menu to the center area which holds the sections which will hold the structure. The structures can be moved and removed as needed by the player from within the center area, also by dragging.
The types of challenges the player will face are ones dealing with efficient layout of roads and buildings. Placing defensive structures that closely protect the mine, within the limit of the amount a region can hold. Not every section will be able to hold a structure (water, â€œcliffs,â€ â€œmountains,â€ etc).
The home region will expand out indefinitely, outside regions will not and the player will have to choose between the different objects that can be placed in the region to best utilize the space available.
The game is a mix of real time strategy and turn based strategy. The placement of objects and various management elements are real time, so it will be immediately reflected in the game. The attacking in the game is turn based, with a limited number of turns within a set time frame.
The target audiences are those that watch anime with mecha suits, sci-fi fans, and those who enjoy simulations where they manage the environment. The market will be to incorporate a wider niche of those who like mecha suits and want to experience something new and those who like science fiction type of games. Binding it all together is the sim experience where people get to manage the production on another world.
The platform will be the World Wide Web or on the browser. No other equipment will be required and should be supported on mobile phones also.
The game will not try to use any licenses, but the â€œGundamâ€ (Mobile Suit Gundam) series might be something to explore if requested. Super Robot Wars (SRW) is another series, but it is already a game series and competes with the Gundam series.
The game will be multiplayer and support cooperative (team) play primarily for competitive modes. The focus must be on the community and while the game must support solo play, it will be frowned down on.
The player starts out with a single mine, a few workers, and a few processing and support structures. The player then waits until enough resources are saved to build new processing structures or upgrade old ones to process the mined materials faster. The player also builds support structures to gain more workers and increase the amount that is mined.
Repeating those steps, the player can slowly build up a good supply and can start an army to gain new territory. Once an army is built the player can attack a region, explore it and set up a mine if the region has resources. The player can keep doing this and mining more resources until the player has a steady supply and can start building bigger structures and finally gain enough territory and resources to build a star port.
Once the player builds a star port, the player can leave the planet and settle on a new planet. When the player lands on the new planet, the player can start over, but with help of the home base, which can send resources. Doing this, the player can start to conquer more territory for higher rank and power.
When the player joins a team, the player can then join forces to attack other teams and devise plans for who attacks who and when. This allows the player to continue more like warring factions and interplanetary battles.
The game world is a universe with habitable planets scattered around. The player can travel between the planets and mine each one on a hyperspace highway. The planets are of various sizes, but the home planet where all of the players start has no set size and expands with the amount of players. The other planets have a set number of regions that the player can gain or lose (the goal is that the playerâ€™s will fight over those planetâ€™s regions while keeping the home planet relatively tame).
The planets each have different terrain, one will be mostly covered with ice, while another will be mostly desert, and the home planet will be a balanced mixed of all of them. This gives the planets different resources that can be mined for the players.
Not every one of the regions on the planets have resources. Keeping regions is good since some of them will have cities, which will supply more workers faster and provide more area for defensive structures.