-
Notifications
You must be signed in to change notification settings - Fork 16
Spaceship
See in-game content (and/or issues) for the description of Victoria-class cruise ships, a general overview of Allure of the Stars spaceship and the history of the ship (in particular the accidents and ownership changes). These and any extra texts are included in content as cave descriptions and item descriptions (either items embedded in tiles, explosions, such as short-lived holograms, or ordinary items, e.g., paper leaflets).
The ship is rotating at 2.5 rpm. Contemporary drugs and easy exercises counter the Coriolis effect problems for the few that experience them already above 2 rpm. To get 1g at the floor of the first outer level, the diameter of the disc has to be 288m. That's above half the length of the New York's Empire State Building and of the largest oil tankers, and more than two thirds of the ship's namesake sea vessel length. The thickness of the main disc is 45m, which is somewhat below the width and the height of the namesake, but gives over 3 times the volume. The disk's radius is 144m. Since decks are 3 meter high, it's potentially 48 decks, but the inner ones would have negligent gravity, terrible Coriolis force and enormous curvature. Gravity as little as that on the Moon (0.165g) appears at level 40 towards the centre and the remaining 8 inner decks are taken by the nuclear reactor and engines, which protrude far from the rear of the ship.
The first outer level hosts multiple airlocks and supply stores and acts as a meteor and radiation shield buffer. Docking of shuttles is performed under autopilot via a tangent line flight with a speed matching that of first level walls (the floor and the walls on the engine side, because that's where the airlocks can be placed, the other wall taken by the meteor shield, even though fairly thin at this point and not yet backed up by the nonpressurized cargo hull, which starts at level 2, nor covered with glued on asteroid debris). At the very moment of contact the clamps are engaged and the passengers experience immediate transition from free fall to 1g gravity. First dozen levels have a bit less than 1g on average, which is considered comfortable and fun. The longest decks are around 900m long, divided into multiple sectors, many of them not pressurized and so not habitable. The 38th deck is around 180m, which is 5 times shorter.
TODO: Was there any shady motive in the millionaire's purchase of the ship? How was it refurbished? What extra, secret installations and vaults? What experiments and what space exploration was accomplished? Did the millionaire invite the aliens? How soon was he aware of the alien infestation? Why didn't he alert authorities? Why did he want the aliens killed?
See the alien backstory for what happened to the ship between they took control and had to temporarily relinquish control again to avoid detection.
All this is very tentative. Parts of the layout defined in game Cave and Mode content files are final, parts are provisional and will be improved using ideas below. Some of this content should be conveyed via places with special tiles with descriptions and/or effects.
Allure of the Stars has 40 decks divided thematically into areas, each a few levels deep (currently 1 level deeps and it may stay that way). Each level is divided into sectors (or sections?), between 20 and 80 meters long, most of them 42 meters wide, but a few narrower where the disc gets thinner, some sealed machinery takes space or sectors partially overlap. All sectors are hermetically sealed, visible on the screen only one at a time (so, in effect, separate levels at the same depth). Some sectors are depressurised and so effectively inaccessible. The mix of the decks and sectors reflects the history of this ship: first a luxury cruise liner, then extravagant private flying island, private trans-jovian space laboratory, alien fortress, alien reconnaissance and transport vessel.
A tentative draft of areas:
- Level 1: airlocks and a buffer against meteor hits and radiation, so there are no human cabins. Double height to fit the storage and water-treatment basins that act as radiation shields, too.
- Sectors: water recycling basins, with plants and water-liking animals, water filters, some chemistry stuff. Life support machinery rooms (for simplicity, breaking these does not ever disrupt life support), various supplies storage rooms.
- Weapons: fists and clubs.
- Enemies: animals, most of the assassin type (low HP, high damage, attack from hiding). Most die if two players hit them at once or one hits them twice; they incapacitate a hero in two blows, but the medical bay is close and they can't open doors, so it's easy to avoid serious danger.
- Levels 2-3: navigation panels and other areas where space crew officers hang around.
- Sectors: navigation area with lots of open space and various other equipment for running the ship, captain's and owner's apartments, officer's studios, a common kitchen with no cutlery and an eating room, gym, medical bay.
- Weapons: fists and clubs.
- Enemies: animals, as on level 1, but much less, only in remote and closed rooms. One or two mildly deranged unarmed domestic robots.
- Levels 4--5.5: passenger area.
- Sectors: cabins and apartments of various sizes, small restaurants, open lounges around lifts. Exceptionally, this area can be entered without a hard fight, using just the welding equipment found on level 1 and the counterattack wave is very weak. On level 4 a big server room with navigation computers. Whomever controls the room, controls the ship engines.
- Weapons: knives and other implements from the restaurants, TODO: more?
- Enemies: less, but much stronger animals. Some reprogrammed human robots, some with weak weapons.
- Level 5.5--8.5: greenery, only one level, but thrice the height, plants everywhere.
- Sectors: recreational areas with benches and ponds, densely overgrown areas, swimming pool, zoo gone wrong.
- Weapons: hay forks, hatchets, scythes, mowing equipment, an electric saw of course.
- Enemies: lots of strong animals, a bit of deformed animals and animal-robot unarmed hybrids, alien animals.
- Level 8.5-10.25: an area under construction.
- Sectors: lots of rubble and empty spaces.
- Weapons: electric drills, pneumatic hammers, hand rivet setters and nail shooters.
- Enemies: construction robots armed with the above weapons, all animal-like variations, alien animals, unarmed alien robots.
TODO:
- an area/time window with personal weapons, such as pistols, shotguns; hunting weapons
- an area/time window with army weapons up to small stun grenades, without RPG or rocket launchers
- an area/time window with available, working alien weapons; this may coincide with alien-built structure and/or a chaos/fractal chaos of rubble; make 3 such areas, first mostly melee weapons and close quarters levels, then mostly various strange weapons and strange rooms, at last mostly ranged weapons and quite open levels --- it's just aliens choosing weapons according to the terrain
- a very tough alien area with varied terrain, where heroes at last can and at last want to smash whole level sections to pieces, very strong alien counterattacks, which push heroes back almost to the start of the ship, most of the ship gets smashed to pieces in the process, but the newly acquired potent ranged weapons work OK in open areas
Ending:
- Level 39: the endgame battle area (TODO: special height? protruding into the cargo area? anything else?).
- Sectors: large mostly empty halls, a bit of cover can be purchased by ripping down the sparse constructions (under fire) and building week barricades from them. About the only smart tactical move possible, except the obvious frantic retreat to lower levels, is going around the level and attacking the enemy from behind. Which they may decide to do first, if you don't.
- Weapons: all alien weapons, lots of.
- Enemies: the strongest badass alien force you've ever seen; assembled in rectangles and firing in volleys. Two alien robot kinds you've never seen before.
- Level 40: the nuclear reactor servicing rooms turned alien laboratory.
- Sectors: mazes of human machinery, mazes of alien installations plugged into the reactor. One central room with main nuclear reactor controls on a wall, bumping them wins this part of the game.
- Weapons: sparse alien, including the best kind just lying on the floor, nobody expected you to survive that far.
- Enemies: only aliens nerds, half unarmed.
Legal small print: The game is released under GNU AGPL (in part because we plan to steal GPLed content from other games). Please contribute to this wiki or the source code repository only if you irrevocably agree to release your contributions under the GNU AGPL license. If you don't agree, please use the Issues interface instead. All kinds of contributions are gratefully welcome.