Project Space Kittens: A 3-game series that has nothing to do with kitttens
The first game is the one I want to focus on and make the money with, essentially, a Freespace 2 clone meets battlefield. Single and Multiplayer modes
User can take the perspective of either one type of strike craft, heavy strike craft or bomber. HUD and controls would be similar in experience to freespace 2 with some minor changes, most notably that constant thrust does not equal constant velocity. back thrusters, removable missile pods which result in increased acceleration when spent. Different classes would one or two roles in taking out other strike craft, frigates, or capital ships.
User can also take perspective of Frigates, although user interface would resemble third person with freely rotating camera. Depending on the frigate's role, user as the ability of setting multiple targets and numbered priorities through a mouse interface. Based on Frigate's role and weapons systems, targeting would be easier for certain craft above others, although manual fire can be available.
Frigate movement would generally be of a control style similar to homeworld 2, although certain keys are reserved for maneuvering thrusters (such as the fighter movement keys)
In addition, there would be two or three types of support frigates, one type of AWACS frigate which would increase greatly range and quality of fire control for a certain number of units in the area, all units would have similar interfaces, but less ability to defend themselves, and would rely on units they are supporting to do so. Support frigates would specialize also in ammunition, repairs, and parts replacement for parts destroyed or burned out.
Main focus would be multiplayer, with multiple scenarios including station assault/defense, equal cap-ship attack where each team has a certain level of resources, and any (Reinforcing jump in ) respawn after the initial engagement would lessen resources available to team in a tokyo wars fashion. Frigates would take many more resources than strike craft and would be more resistant to damage, but strike craft can change the balance of battle through well-placed hits.
For this game, teamwork and the proper balance would be key. Obviously a lot of production time would have to be spent to ensure a proper balance of ships so that no one class would be the all-powerful and that support craft become an advantage or even required in order to last.
Second game would be a squad-leading FPS in an enviroment of capital ships frigates and bombers. objective would be to hop from ship to ship and disable or capture. Any babylon-5 Thirdspace fans out here?
Third game would be an inexpensive minigame that allows you to control a fleet as a fleet commander. Would involve direct control of one or two capital ships as well as the ability to order priorities to frigates and strike craft, to which they can follow if they choose. Single player element in this game would have to show admiral how to deal with less-than-cooperative task forces.
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I have been putting most thought so far into first game concept. The second and third one are not even on the drawing board, but the only major feature I want if all three can be created is multiplayer interoperability through centralized servers. If possible I want this through stealth so that no one figures out that these three games were meant to go together until they hit the market - not an advertised feature or selling point, but an easter egg.
I_M, Buge, Fredward, I have already started to talk about this to you and have expanded a little bit since.
Thoughts?