The year is 2492. The peoples of earth
have taken to the stars and explored the
near reaches of the galaxy. With its
strength united, the earth has established
many colonies. Two days ago, unknown
ships were sighted near the newly formed
colony of New Brazil, on Oberion II.
The United Earth Space Navy has an
orbital base at Persius, the third moon of
Oberion IV. You are an Admiral stationed
here. Command has selected you to
investigate the occurrence. You are to
select your force and make best speed to
the planet within the hour.
• The player shows up at the colony with
their fleet. A small enemy force is
bombarding the planet. They immediately
break off and attack the player. When the
battle is concluded, the survivors abandon
the colony and return with the player to the
Persius orbital base.
• The player is briefed that they will be scouting
some of the nearby systems in force. As their
squadron is launching, a medium sized enemy
heavy strike force jumps in. The player engages
the enemy, only controlling their fleet. A friendly
force that just left on a mission returns a few
minutes into the fight to aid the Earth forces.
The player must defend the base while it
launches the warships that are still docked.
• Reinforcements from Earth arrive. The
player gets orders to go with them to
attack an enemy installation. The
combined fleet gets pulled out of
hyperspace en route to the target and is
ambushed. After this battle, the player’s
force continues to the supply depot. After
a small skirmish with enemy defenders,
the player strips and destroys the supply
Resolution ( The End )
• With this task completed, the sector is
secure from further attacks. The player is
recalled to Central Command on the Lunar
Base to give a briefing on the enemy.
• The ship graphics will be sleek and
streamlined, as opposed to the clunky
view of spaceship design with function
taking priority over looks.
• Ships will have full freedom to move in any
direction on the x, y, z axes.
• A heads up display will show the hull
damage for each compartment of the
player’s ship. This display will also show
the status of each weapon on the ship.
• Another display will show which attack
method is set for orders given to the other
• In between missions, the player can
navigate displays to upgrade their ship
and add additional ships to their fleet. The
quality and amount of these will increase
with the completion of each mission.
• The primary roll of the player is to exert
total command over their ship, and give
orders to the rest of the ships in their fleet.
• A ship given orders will carry them out
based on AI coding.
• The player may order one or more ships to
attack, defend, move to, or form up on
• Ships told to attack will do so in one of
three methods, based on the option
selected in the Attack Method Display.
• The options are standoff, charge, or flank
• Should the player’s personal flagship be
destroyed, a command class escape pod
will be launched.
• The player may then select to dock with
the nearest ship, or the strongest ship left
in the fleet.
• Traveling will take a small amount of time,
but going a shorter distance will be
• The player may spend influence points
earned during each mission on personal
ship upgrades and on adding additional
ships to their fleet.
• Possible ship upgrades will include thicker
armor plating, engine upgrades, and
adding a selection of additional weapons.
• A series of levels with increasing difficulty
will take the player through the storyline.
The story will be linear, but the player can
choose which ships are added to their fleet
at the start of each level.
• Ship selection is the primary strategy
component, as the player may choose to
deploy a weak but agile fleet, or a smaller
fleet of juggernauts that will have to cope
with being outmaneuvered.
• Hardware: Standard Computer
• Software: C++ compiler, graphics
program, writing application
• Algorithms: Focused on implementing
artificial intelligence aspects.