Faster Than Light Change Log (List any updates made to the doc here. Please include the change done, and which section the change was in. Also make sure changes to the doc are done in red text color, for ease of finding.) Example Format: 11/18 added ship assets to asset list. 11/20: added images to modules and events sections, as well as minor spelling errors and making sure the walkthrough matched the gdd Table of Contents 1.0 Overview.. 4 1.1 Key Features. 4 1.2 Project Points. 4 2.0 UI Flow and Functionality. 4 2.1 Logos and Cert Info. 4 2.2 Splash Page. 5 2.3 Front-End Menus. 5 2.3.1 Main Menu. 5 2.3.1.1 Game Mode. 5 2.3.1.2 Continue 6 2.3.1.2.1 Select Game to Continue 6 2.3.1.3 Options (Front End). 6 2.4 In-Game Menus. 7 2.4.1 Pause menu. 7 2.4.2 After Action Report. 7 3.0 General Game Structure. 8 3.1 Game Loading Screen. 8 3.2 Gameplay. 8 3.3 After Action Report 8 4.0 Game Mode Descriptions. 9 4.0.1 Score Elements. 9 4.1 Single Player Campaign. 11 4.2 Co Op Campaign. 11 4.3 Tournament. 11 5.0 General Gameplay Elements. 12 5.1 Controls & Mappings. 12 5.2 Space Charts. 12 5.3 Turn & Phase Mechanics 13 5.4 Modules. 14 5.5 Events. 16 5.6 NPC Ships. 23 5.7 Player Ships. 26 5.8 Combat. 27 5.9 Attributes. 27 5.10 Experience and Leveling 28 5.11 Scoring. 28 6.0 Asset List 29 6.1 Objects. 29 6.2 Card Art List 29 6.3 Event Art List. 30 6.4 Animations. 31 6.5 VFX. 32 6.6 Sound Effects / Text Pop-Up. 32 1.0 Overview Faster than light is a turn based strategy role playing game. The goal is either to escape or prevent the other player from escaping. 1.1 Key Features Multiple gameplay types ● Single Player Campaign ● Competitive Co Op Campaign ● Tournament mode (Suggest cutting, we have 6 weeks.) Quick to play Tactical combat Game of mental dexterity. 1.2 Project Points ● ● ● ● Release Date: December 17th ESRB Rating: E 10+ Target Platforms: PC Audience: Diehard Strategy players, collectible card game players, casual people, and fans of risk. 2.0 UI Flow and Functionality 2.1 Logos and Cert info ● When the game loads the developers and publishers flash. ● These can be skipped after viewing for the first time. ● Followed by the FTL intro. 2.2 Splash page ● FTL logo with “Press Any Key to Play.” ○ Player can press the A button to enter the Front-End Menus. 2.3 Front-Ends Menus 2.3.1 Main Menu The Main Menu has multiple options for players to select from: ● Game Mode ○ Players choose how many players are playing, and which game mode. ● Continue ○ Continues games players exited without dying, ● Options ○ Brings players to the front end options menu. Selection is performed either with the mouse, directional pad, or thumb stick. Activation happens with “A” or “Left-Click”, when the desired option is highlighted. 2.3.1.1 Game Mode ● Single Player Campaign ○ Here the player plays with his single ship against the computer, as either side. ● Multiplayer Co Op Campaign ○ Here up to 4 players play against each other on teams of 2 vs 2. The goal is to reach the other side, with one of your ships, or stop the other team from reaching the other side. ● Tournament ○ Up to 16 players performing single elimination 1 vs 1 matches, over the internet or LAN. 2.3.1.2 Continue Here the player selects games to continue from that they have not died in. ● Single Player ○ Option is available as long as ship is still surviving. ● Multiplayer Co Op Campaign ○ Option remains available as long as one side has not been defeated. ● Tournament ○ Not available. 2.3.1.2.1 Select Game to Continue The player can select which game they want to continue from. ● A vertical list of save files that have not met the win or lose condition are listed. ● By default the game highlights the most recent save first. 2.3.1.3 Options (Front End) Brings up the Options Menu. Here, the player is able to customize graphical and certain game elements. ● Keyboard Mappings ○ Customize keyboard layout ● Sound Volumes ○ Voice ○ Sound Effects ○ Music ● Gamma Correction ● Video Options ● Game Play Options ○ Change Power Rating Display from icons to text. ● Credits (Might Move to Main Menu.) 2.4 In-Game Menus 2.4.1 Pause Menu The pause menu can be activated by hitting the escape key, by default. When activating this screen all sound cuts out, and screen darkens. ● Resume Game ○ Returns the player to their current game. ● See 2.3.1.3 for display, sound, and control options present. ● Exit ○ Saves the current game where the player is at and returns the player to the main menu. ● Quick Exit ○ Same as exit, except quits directly to desktop. 2.4.2 After Action Report This screen displays after each game has come to an end. ● Tabs for each player. (Winner is selected by default.) ○ Number of combats won ○ Number of events involved in. ■ Number of events player was successful at. ■ Number of events player failed. ○ Highest damage attack. ○ Charts progressed through. ○ Modules and module levels ○ Score compiled based on the aforementioned sections. ● Play time. 3.0 General Game Structure 3.1 Game Loading Screen Splash screen with the name of the game mode, and a spaceship in space graphic. 3.2 Gameplay The player will try to solve the objective for the faction they have chosen. 3.3 After Action Report After each playthrough, an After Action Report displays player performance. 4.0 Game Mode Descriptions There are three (3) game types in Faster Than Light. The type of game the player will experience is selected from the Main Menu. The criteria for failure of a playthrough is the same for all modes. The game just adds differences at the meta-gameplay level for each type selected. Each mode needs a player manager. Also a score manager will be required for keeping track of player performance after each playthrough. 4.0.1 Score Elements All of these are kept track of for the After Action Report. They mostly exist to show the player his performance for that playthrough. ● Combats won ○ A list showing the player the amount of times he has been victorious in combat. ● Events Participated in: Keeps track of how many events the player experienced in the playthrough. ○ Number of events player was successful at. ■ This is displayed slightly below and to the right of the center of where the number of total events is placed. ■ This is the list of events the player successfully completed. ■ To notify success the text appears green. ○ Number of events player failed. ■ This is displayed to the right of the successful events ■ This lists the events the player failed to complete. ■ To notify failure the color of this text is red. ● Highest damage attack: this relays the player the most damaging attack move he performed. ● ● ● ● ○ Weapon Module ■ The weapon module used for this attack shows up on the scorecard. ■ The module icon and name shows up bordered by a square container. ○ Value of attack ■ The value of attack is the actual damage performed by this weapon ■ This appears beneath the image of the weapon module, and within the square border. Charts progressed through: This relays to the player how much of the boards in the game he completed. ○ This shows up listed as “Farthest system reached” with the value for the current board after that. Modules and Module Levels: A list of the different modules collected, and their quality level. ○ These are held in a separate tab, labeled modules from the rest of the score information. ○ Within the tab each module name is listed along the top of the interface, but beneath the tabs for different pages of the After Action report. ■ In each Module’s tab the stats of the module are listed along the left hand side in a descending list. ■ On the top right corner of individual module pages the icon for that module appears. ■ The quality of each module is denoted by an icon suggesting interchangeable parts, some type of a plug. The quality of the module can be deciphered based on the color of this plug, with bronze suggesting low quality, silver suggesting medium quality, and gold suggesting high quality. Play time: The amount of time the player took this playthrough. ○ This is along the bottom right of the main score tab. ○ This factors into total score, if the player has successfully completed all Charts of the playthrough, if not they do not receive a bonus for it. Score compiled based on the aforementioned sections. ○ This score is in larger font than the rest of the text on the main score tab. ○ This is located along top the top of the screen about 200 pixels down. ○ Score is out of a max of 100. ○ To the left of the score “Score:” is written denoting that this is the score. ○ The points earned appear to the right of “Score” with a boldened “/” between them and the total possible points. 4.1 Single Player Campaign Here the player attempts to escape all three systems, if he is Federation, or he attempts to stop the Federation ship from passing through all three systems. The computer controls the opponent’s ship. ● Only one ship appears for each side in this game mode. 4.2 Co Op Campaign The gameplay here is the same as the single player campaign, but at least 2 and up to 4 players may take control of faction ships. ● Four ships always appear for each side. ● Players remain on their side for the entire play through. ● If there are less than four players, the remaining ships will be controlled by the computer. ○ The side the computer players occur on can be set by the players involved. ● The goal here is to have at least one ship of your faction be around to achieve the game ending goals listed in Single Player Campaign. ○ Only one ship has to reach the final space on the third chart. ● If a player dies and he has an AI player still alive on his side, he takes control of the AI player. 4.3 Tournament In this gameplay type two players face off head to head, or 2 versus 2 at a time. The tournament format follows single elimination, with the strongest players playing against each other in future rounds. ● ● ● ● Max of 16 players, and minimum of 4 for 1v1. Max of 32 players, and minimum of 8 for 2v2 LAN or internet connection may be used to network all of the players together. At the end of the tournament round the winner is declared. 5.0 General Gameplay Elements 5.1 Controls & Mappings ● Menu Control ○ Movement - Mouse ■ moves the cursor around menu options ○ Select - Left Click ■ Selects options the cursor is over. ● In-Game Control (Default Mapping) ○ Movement - Mouse ■ Moves the cursor around the chart and menus ○ Select Movement - Left Click ■ Selects space to move to. ○ Select Event Choices - Left click / number keys ■ Selects relevant event options. In the case of num key usage the number corresponds to the event choices number ● Combat Control (Default Mapping) ○ End Turn - Enter ■ Ends the player’s current turn. ○ Fire module - Left click / Number Keys ■ Fires the module at the enemy ship. Number keys 1, 2, and 3 correspond to Laser Cannon, Missile Launcher, and Burst Cannon respectively. 5.2 Space charts Three space charts are available for the player to play through on his way towards victory. ● The Charybdis Sector ● System LV-426 ● Zarathustrian Controlled Sector 5.3 Turn & Phase Mechanics Here the order of turn phases and how each turn works is explained. ● Federation movement and events occurs first for four turns, in the listed order. ● Once play has begun the player has their movement phase. ○ On this phase the player may select which forward square they wish to move to. ○ Player’s on the same faction may occupy the same node. This has no effect on the phases that play out for landing on a node. It’s as if each node is a large section of space and multiple ships may be spread out throughout that area. ● The event phase is the next phase. ● ● ● ● ● ● ○ Events take the player to a separate screen showing the event card and options available. If a battle results from an event the player gets taken to a screen with the void of space as a backdrop, and a divider between both sides on the board. This is the combat phase. ○ The player who initiated the combat appears on the bottom portion of the screen, with enemy ships along the top. ○ Behind the ship module cards owned show up. ○ Hull, Shield, and Crew count appear in a GUI element, bordering the edge of the playing area, along the left side of the screen. ○ Ship name appears on a GUI element behind the ship, and bordering the edge of the playing area. ○ At the middle top of each side the Maneuverability count shows up, in a bubble on a GUI element, with the player whose current turn it is having his maneuverability score highlighted. ○ Power Rating is listed on the right hand side of the screen in a GUI element. Power Rating is represented by a meter with glowing blue gems. As power is used to power attacks the amount of power rating used is displayed, by dimming the gems required. Players can choose to switch this to a numeric display through the options. In the instance two opposing players land on the same space no event draw occurs, and they immediately go into the combat phase. The player with the highest maneuverability takes the first turn in combat. ○ In the instance of the space occupying more than one player, the player who moved there to initiate combat may decide which opposing player to engage in combat. After the Combat or Event phase, the active player enters his upgrade phase. Here their modules or base stats may be upgraded. ○ After each player's first turn an upgrade phase also occurs at the start of their turn, and remains available as long as the player hasn’t left their movement phase. After 4 Federation turns Rebels enter the board and attempt to capture the federation player(s). ○ Their turn phases play out the same as the Federation. ○ The Rebel player takes two movement phases each turn. ■ After each movement phase they receive a randomized event. ■ Before each movement phase and after each event they may upgrade their stats and modules. After the initial Federation turns play continues with each side taking one turn at a time, for the current chart. Players on the same faction determine turn order based on maneuverability, with the player with the highest maneuverability taking their turn first. ○ In the case of a maneuverability tie a random player is selected to move first, and he continues moving first, until the tie has been broken. ● Chart Switches: After Federation players reach the next chart, they receive a 2 turn head start plus the shortest path of nodes between him and the Rebel player. ○ After these extra turns play resumes as normal. ○ Rebel players begin their next turn on the entrance node of the current chart. 5.4 Modules There are three weapon modules and 4 passive modules the player may acquire throughout the game. As the game progresses these modules may be upgraded from low quality to medium quality, and finally to high quality. As modules are upgraded modules of lower quality and same type of currently held modules are converted to experience. Each ship begins with the low quality modules listed for that ship. Each chart past the 1st one upgrades the quality of modules found as loot, unless otherwise noted for the event. Enemy modules also upgrade to the next level with each chart. Weapon Modules ● Laser Cannon ● Missile Launcher ● Burst Cannon Passive Modules ● Med bay ● Ancient Alien Device ● Defense Drone ● Offense Drone Module Stats Module Low Normal High Special Power Critica Effect Rating l Cost Laser Cannon 1 3 5 Cannot Dam Damage Dama go age ge throug h shields 2 null Dice Rolls unique rules for module miss: If 1-3 enemy hit: 4-6 shield is above 0 it absorbs all damage per laser shot. Missile 2 4 6 Pierces Launcher Dam Damage Dama shields age ge , takes missile s 3 null miss: 1 1-3, missile hit: 4-6 regene d after each turn on the Chart. Burst Cannon 1 2 3 Dam Damage Dama age ge Fires twice each attack 2 hits twice miss: 1-3, hit: 4-5 crit: 6 null Med Bay null null null Once per combat preven ts crew death null null null null Ancient Alien Device null null null Raises all stats by 1 null null null null Defense Drone 1 2 bonus 3 bonu bonus s Gives bonus to armor based on quality null null null null Offense Drone 1 2 bonus 3 bonu bonus s Gives bonus to attack based null null null null on quality 5.5 Events Events are randomized on each movement on the board. Upon moving a random event card pops up and fills the screen, giving players a choice of actions. ● Active Drone ○ Flavor text: An active drone appears. ○ Options ■ Fight (Drone Ship) ■ Attempt to flee with 50% chance of success. ● Alien Explorers ○ Flavor text: A new species wants to make contact. Will you speak with them? ○ Options ■ No: End turn ■ Yes: 50% chance of full hull repair or being ambushed by a scout. ● If Ancient Alien Device is owned auto +2xp and full hull repair. ● Alien Trader ○ Flavor text: This alien wants to trade. Will you trade? ○ options ■ No: End turn ■ Yes: -2xp and receive a random module quality. ● 50%: low quality ● 33% medium quality ● 17% high quality ● Amicable Slaver ○ Flavor text: He has no room to add your crew to his cargo. Will you make him pay for his crimes? ○ Options ■ Attack (Slaver ship) ● Bonus loot: 66% chance +1 crew ■ Leave quickly: End turn ● Ancient Alien Tech ○ Flavor text: You find unknown alien technology in space. Will you risk bringing it aboard? ○ Options ■ Leave it: end turn ■ Inspect and bring aboard. ● 50% chance: +1 low quality, +2 xp. ○ If Defense drone owned possible rewards are: ○ 50% chance: +1 low quality, +2 xp ○ 50% chance: +1 medium quality, +4xp ● Supply Cache ○ Flavor text: A sturdy supply cache appears. Do you force it open? ○ Options ■ No Missile Launcher: End turn ■ if Missile Launcher: ● 50% chance: -3 hull ● 33% chance: High quality module ● 17% chance: High quality module and +2 xp ● If Ancient Alien Device is owned receive High quality module and +2 xp automatically. ● Tech Savvy Pirates ○ ○ ○ ○ Flavor text: Pirates have hacked your shields and navigation. Players have 0 shields for fight Players fight pirate ship. Bonus loot ■ 50%: +1xp ■ 33%: +2xp ■ 17%: +3xp ● Warning Broadcast ○ Flavor text: You overhear a broadcast warning of hostile ships. ○ Effect: Take an extra turn ● Virus Below ○ Flavor text: A deadly virus has broken out below. Do you risk neutralizing the virus? ○ Yes ■ 77%: -1 crew ■ 33%: +3xp ■ If medbay module receive + 3xp automatically ● Piracy ○ Flavor text: These pirates want your cargo. Will you hand over a module? ○ options ■ Give Module ● 66%: a random module is removed from your ship. ● 33%: Lose a random module and fight pirates anyways. ■ Engage in combat (pirate ship) ● Pirate Toll ○ Flavor text: A pirate ship demands you pay their toll. Will you? ○ Options ■ Pay toll: -2xp ■ Fight (Pirate) : Double pirate ship loot after fight. ■ Escape: End turn ● 66%: fail to escape and must fight ● 33%: Escape ● Rogue Weapon ○ Flavor text: A functional weapon just float by. Without any question you take it aboard. ○ Weapon quality ■ 50%: medium quality ■ 50%: High quality ● Scrape Neutral Military Vessel ○ Flavor text: They insult your flying, after you hit them. Will you make them pay? ○ Options ■ Attack (Military Ship) ■ Ignore: End turn ● Ship Graveyard ○ Flavor text: Valuable cargo scatters the surroundings you to decide to salvage. ○ Possible rewards and combat ■ 50%: Fight pirates ■ 33%: +1 xp ■ 17%: medium quality and +2 xp ● Space Junk ○ Flavor text: Space junk slows your navigation. ○ Possible outcome ■ 50%: Skip next turn ■ 50%: Player takes next turn on their next turn ● Merchant ○ Flavor text: A merchant flies by. Are you interested in his wares? ○ Options ■ Yes: Purchase the module you are interested in and make repairs. ■ No: End turn ○ Prices ■ Low Quality: -1 xp ■ Medium Quality: -2 xp ■ High Quality: -3 xp ■ Repair all hull: -2 xp ● Mining Colony ○ Flavor text: The miners here are trapped by a cave in. Will you offer aid? ○ Options ■ No: End turn ■ Yes ● 50%: -1 crew ● 50%: Medium Quality module ● If Laser module is owned autosuccess receive +1 xp and medium quality module. ● Escape Pod ○ Flavor text: You bring an escape pod aboard your ship. Will you open it? ○ Options ■ No: End turn ■ Yes ● 50%: Hostile alien kills 1 crew. ● 33%: + 1 crew ● 17%: + 1 crew and +3 xp ● Hostile Slaver ○ Flavor text: This slaver wants one of your crew. Will you hand him over? ○ Options ■ Send crew member over: -1 crew ■ Attack (Slaver Ship) ● Lone Scout ○ Flavor text: You warp in on a lone scout, before he detects you. Will you risk combat? ○ Options ■ Attack Scout ■ Escape before they detect you: End turn ● Infamous Pirate ○ Flavor text: The infamous pirate Blackstar wants a telepathic duel with one of your crew. Will you accept? ○ options ■ Accept ● 33%: + 1 High quality module ● 50%: -1 crew ● 17%: -1 crew and combat with Blackstar ■ Decline ● 50%: escape and end turn ● 50%: Combat with Blackstar ● Loyal Settlement ○ Flavor text: A loyal settlement offers equipment to aid your mission. ○ Rewards ■ 50%: +1 xp ■ 33%: medium quality ■ 17%: high quality and +2 xp ● Empty space ○ Flavor text: You find yourself floating in empty space ○ Effect: End turn ● Distress Beacon ○ Flavor text: You find a castaway by a distress beacon. Will you save him? ○ Options ■ Leave him: End turn ■ Take aboard ● 50%: +1 crew ● 33%: -1 crew ● 17%: -1 crew and -1 hull ● Decommissioned Space Station ○ Flavor text: This place looks like no one has been here for years. Will you salvage equipment? ○ Options ■ No: end turn ■ Yes ● 50%: Low quality module ● 33%: +1 crew and +1 xp ● 17%: -1 crew ● Deserters ○ Flavor text: You encounter a group of deserters. What will you do? ○ Options ■ Offer supplies: -1 xp and take an extra turn ■ Attack (Defender ship) ● Bonus loot ● 50%: +1 xp ● 33%: +2 xp ● 17%: +3 xp ● Damaged Civilian Spacecraft ○ Flavor text: You come upon a badly damaged civilian spacecraft, in need of repairs. Will you help? ○ Options ■ Repair: - 1xp, lose next turn, and receive reward ● 66%: medium quality ● 33%: Nothing ■ Leave ship there: End turn ● Deactivated Drone ○ Flavor text: A deactivated Drone appears. Will you risk activating it by stripping modules? ○ options ■ No: End turn ■ Yes ● 50%: receive random module. ● 50%: fight drone (Drone ship) ● Civilians in need ○ Flavor text: A military ship needs aid saving the crew of a damaged civilian ship. ○ Options ■ Leave them: End turn ■ If Defense drone is owned player may aid ● 33%: civilians die anyways ● 50%: +1xp ● 17%: +1 crew and +2xp ● Black Market Weapons ○ Flavor text: This weapon trafficker wants to trade with you. Will you associate with him? ○ Options ■ Yes: Purchase HQ module for 2xp ■ Attack (Black Market Trader) ■ No: End turn 5.6 NPC Ships Ships the player may not play as. ● Black Market Trader ○ Stats ■ maneuverability: 2 ■ Power rating: 5 ■ shields: 7 ■ Hull: 5 ■ Crew: 1 ○ Weapons ■ Burst Cannon ■ Missile Launcher ○ Missile Capacity: 3 ○ Loot ■ 50%: 1xp ■ 33%: 2xp ■ 17%: 3xp and random module ● Blackstar ○ Stats ■ Maneuverability: 6 ■ Power Rating: 6 ■ Shields: 5 ■ Hull: 5 ■ Crew: 4 ○ Weapons ■ Missile Launcher ■ Laser ○ Missile Capacity: 4 ○ Loot ■ 50%: 2xp ■ 33%: 4xp and random module ■ 17%: 6xp and 2 random modules ● Drone ○ Stats ■ Maneuverability: 6 ■ Power Rating: 7 ■ shields: 3 ■ Hull: 4 ■ Crew: 0 ○ Weapons ■ Burst Cannon ○ Loot ■ 50%: 1xp ■ 33%: 2xp ■ 17%: 2xp and random module ● Military Ship ○ Stats ■ Maneuverability: 5 ■ Power Rating: 4 ■ Shields: 6 ■ Hull: 7 ■ Crew: 3 ○ Weapons ■ Burst Cannon ■ Missile Launcher ○ Missile Capacity: 3 ○ Loot ■ 50%: 1xp ■ 33%: 2xp ■ 17%: 3xp ● Pirate ○ Stats ■ Maneuverability: 5 ■ Power Rating: 4 ■ Shields: 4 ■ Hull: 4 ■ Crew: 3 ○ Weapons ■ Burst Cannon ○ Loot ■ 50%: 1xp ■ 33%: 2xp ■ 17%: 3xp ● Slaver ○ Stats ■ Maneuverability: 2 ■ Power Rating: 7 ■ Shields: 7 ■ Hull: 6 ■ Crew: 4 ○ Weapons ■ Laser ■ Missile Launcher ○ Missile Capacity: 5 ○ Loot ■ 50%: 2xp ■ 33%: 4xp and random module ■ 17%: 6xp and 2 random modules 5.7 Player Ships Ships the player may control ● Scout ○ Stats ■ Maneuverability: 10 ■ Power Rating: 10 ■ Shields: 4 ■ Hull: 4 ■ Crew: 2 ○ Starting Weapons ■ Laser ○ Missile Capacity: 3 ○ Loot ■ 50%: 1xp ■ 33%: 2xp ■ 17%: 3xp ● Defender ○ Stats ■ maneuverability: 4 ■ Power rating: 7 ■ Shield: 7 ■ Hull: 7 ■ Crew: 5 ○ Starting Weapons ■ Burst Cannon ○ Missile Capacity: 3 ○ Loot ■ 50%: 1xp ■ 33%: 2xp ■ 17%: 3xp ● Interceptor ○ stats ■ Maneuverability: 7 ■ Power Rating: 10 ■ Shields: 4 ■ Hull: 6 ■ Crew: 3 ○ Starting Weapons ■ Burst Cannon ■ Missile Launcher ○ Missile Capacity: 4 ○ Loot ■ 50%: 1xp ■ 33%: 2xp ■ 17%: 3xp 5.8 Combat Turn Order ● The ship with the highest maneuverability rating goes first ○ In the case of a tie RNG determines which ship goes first, and the turn order continues in the same order for the rest of combat. Firing ● Modules hit or miss based on RNG with the specifics for when certain odds come up being listed in the module section. This occurs once the module has been chosen to attack with. ○ Power Rating ● When a module is fired power rating (listed under the ship section for the respective ship) is subtracted from the ships total power rating. Each weapon module has its own power rating cost(listed under the module section) ● Combat actions may continue to be made as long as the ship has power rating to power weapons. ● After each turn power rating restores to its full value. Damage Mitigation ● As long as shields are up they mitigate damage from attacks. ● Once shields go down the hull begins taking damage. 5.9 Attributes ● Maneuverability: Maneuverability: determines turn order in combat and between factions with the highest rating going first. In the case of a tie a RNG determines the first to act. ● Power rating: determines the amount of actions capable per turn. Regenerates fully at the end of each turn. ● Shields: Acts as mitigation against offensive actions, absorbing damage until depleted. Missiles can pierce through shields, lasers are fully absorbed by shields above 0, and burst cannon bleeds through shields once shields reach 0. Shields recharge to their full value after combat. ● Hull: The amount of damage a ship may take before failure. This can only be repaired through event cards. If this reaches zero the player dies. ● Crew: Act as secondary health. If crew depletes to zero the player dies. Crew is only lost from events that specifically state –x crew. 5.10 Experience and Leveling ● Experience is earned after events ● Experience can be spent before the movement phase or at end of turn. ● After reaching enough experience to level a specific module or attribute players may raise the level of those. Exp needed to level attribute and missile capacity value ○ 1-3: 1 xp ○ 4-7: 2 xp ○ 8+: 3 xp Exp needed to level to module levels ○ Medium Quality: 2 xp ○ High Quality: 3 xp ● Experience may also be used for repairing hull when an event card specifies so. ● Players cannot level crew count with xp. 5.11 Scoring Point Values of actions taken by player out of a total of 100. ● Combats won ○ Each battle won is worth half a point ○ Max points earned: 10 ● Successful Events Participated in ○ 1 point each ○ Max points earned: 15 ● Charts Progressed through ○ First chart: 5 points ○ second: 10 points ○ third: 20 points ● Highest Damaging Attack ○ Attack greater than 10 : 15 points ○ Attack between 5 and 10 : 5 points ● Modules and Module Levels ○ Low Quality modules half point ■ Max points: 5 ○ Medium Quality modules 1 point ■ Max points: 10 ○ High Quality modules 2 points ■ Max points: 15 ● Play time of Completion ○ Less than half hour ■ 25 points ○ An hour to half hour ■ 15 points ○ two hours to an hour ■ 10 points 6.0 Asset List 6.1 Objects ● ● ● ● ● Ships Modules Star Chart Cards Events 6.2 Card Art List ● Player Ships ○ Federation ■ Scout ■ Defender ■ Interceptor ○ Rebels ■ Scout ■ Defender ■ Interceptor ○ NPC Ships ■ Blackstar ■ Drone ■ Military Ship ■ Slaver ■ Pirate ■ Black Market Trader 6.3 Event Art List ● ● ● ● ● ● ● Active Drone Alien Explorers Alien Trader Amicable Slaver Ancient Alien Tech Supply Cache Tech Savvy Pirates ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● ● Warning Broadcast Virus Below Damaged Civilian Spacecraft Deactivated Drone Civilians in Need Black Market Weapons Piracy Pirate Toll Scrape Neutral Military Vessel Rogue Weapon Ship Graveyard Space Junk Merchant Mining Colony Escape Pod Hostile Slaver Lone Scout Infamous Pirate Loyal Settlement ○ Federation ○ Rebel Empty Space Distress Beacon Decommissioned Space Station Deserters ○ Federation ○ Rebel 6.4 Animations ● Chart Movement ○ Fly To Next Node ■ Left, Right, Down, Up ■ ship rotation ○ Moves one space at a time ● Cards ○ Module ■ Card sized Pop up ■ When player receives it ○ Event ■ Pop up fills screen ■ When player lands on spot ● Combat ○ Card taking Damage ■ Card winces ○ Card being Crit ■ Card rapidly shakes ○ Attack misses ■ Streak of light whiffs card ○ Shields up ■ Blue aura surrounds card ○ Shields down ■ Blue aura flickers and fades ○ Ship destruction ■ Ship blows up ○ Missile Launch ■ Missile flies towards ship ○ Laser ■ Laser beam rakes across ship ○ Burst Cannon ■ Two flashes of light emit from ship 6.5 VFX ● Crew death ○ Skull rises up from ship ● Level up ○ Square flash of light radiates out of ship ● Module Level up ○ Same as level up, but icon on module changes color based on icons listed in Score Elements, under Module and Module Level. ● Power Rating Used ○ Gems subtract from power rating bar. Number is based on action used ● Power Rating Restored ○ Gem meter fills back up. 6.6 Sound Effects / Text Pop-Up ● SFX ○ Ship movement ■ Thrusters as the ship moves from node to node ○ Ship actions ■ Explosions as the ships take damage ■ Missiles/Guns/Rockets when ships attack ○ Module Card Pop Up ■ When player gets a module card, a short fanfare tone is heard ○ Event Card Pop Up ■ When player gets an event card, a short fanfare tone is heard ○ Game over/ Victory ■ Victory or Game over music plays if ship gets captured/destroyed or escapes the area ○ Power Rating used ■ Electrical discharge sound ○ Power Rating Charge ■ Electrical charging sound ○ Level Up ■ Ching sound of metal clashing ○ Crew Death ■ Angry and Depressed Grumbling ○ Burst Cannon ■ Sound of artillery shells ○ Laser ■ Laser beam noise and sound of fire ○ Missile Launcher ■ Missile Firing sound ○ Ship Destruction ■ Explosion ○ Shields Down ■ Electrical Discharge sound (Different from power rating used) ○ Shields Up ■ Electrical Charge sound (Different from power rating charge) ○ Attack Miss ■ Sound of rapid movement through air ○ Card taking damage ■ Sound of hit ○ Attack Crit ■ Sound of heavy hit ● Text Pop-Up ○ Loot Notification ■ This text triggers when the player receives loot from an encounter ■ Example: You received (certain loot). ○ Ship actions ■ Arc of numbers coming from ship ■ Damage to in red ■ Damage at in Green ○ Module Card Pop Up ■ Triggers when player gets a module card ○ Event Card Pop Up ■ Triggers when player gets an event card ○ Game over/ Victory ■ Triggers if ship gets captured/destroyed or escapes the area ● Ambient ○ Void of Space ■ Sound similar to opening of Alien ○ Engines ■ Sound of fighter pilot engines ○ Docking ■ When ships dock for an event ■ Sound of heavy metallic latch ○ Planetary Descent ■ Sound of back thrusters
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