daysofvalorprealpha's People
daysofvalorprealpha's Issues
Add Economic Deal Layer UI
import from other code base.
Create resource generating deals.
Buy or sell resources
Intel missions
Intel Screen UI
Intel is viat part of the game you can accomplish task that you have to resort to military force otherwise. Intel will take longer but result in you not being attacked openly.
Overt military force will be reacted to differently then the use of covert and intelligence forces.
To the end the game will treat these as separate things.
Selecting a country and thing click Intel will display the intelligence available about the selected country.
There is a bar which determines the budget per country out of the total country intel budget allocations.
intel is a default 20% percent of the Defense budget line and 80% Homeland budget line. this combines to produce a number of points which you can allocate towards you intel operations. that total could be for example 20000
then to recruit a new agent in that country it will cost 4000 points. you set the allocation to recruit one agency, and in time one agent will unlock in the UI screen for that country, once that happens the agent is available for operations. Depending on the country you can have more than one agent,
you can only carry out one operation per agent, but agent can set up and leave in place many operations, this could in theory allow a single agent to setup a network of car bombings and then carry out all of those bombings, if the agent is capture or killed then al of those car bombings will abort and not longer be operational.
Agents can accomplish various missions based on their own skills, the more exp and skilled a agent the faster the missions will be completed, and some agents have betters for certain types of missions, Agents are randomly generated using the character generator. Assigned a Gene profile, and Family history, and vice/skill perks.
Agents can be discovered by other countries services and plots uncovered.
Offensive missions are broken down further into 4 main categories
Intel
Intel missions will pinpoint the locations of various objectives which will allow you to take control and better understand the enemy forces you are fighting
Mayhem
Mayhem missions will lower the stability of a province and make it open for annexation and other ways to take over. Mayhem requires a very well funded intellgience and security services.
Politics
Politics has various types of options either blackmailing or assassinations political missions can carry the greatest risk of all types of operations
Theft
Steal of technology, secrets, personnel. or other materials spies can be used to achieve research goals or steal economic information.
Actual Missions are broken down as follows:
Defense
Counter Espionage - attempts to detect spies in your own country, by attacking the country directly, if the mission is successful then it will reveal the spy network , if the missions is successful it will disclose all the spies.
Security Sweep - this doesn't require having any agents, but prevents agents from working while its being conducted, if its successful it will uncover one enemy spy.
Political Propaganda- this will increase the favorability rating of the country to the selected country
Intel Training - this will increase the agent's ability to complete intel missions faster
Mayhem Training - this will increase the agent's ability to complete Mayhem missions faster
Politics Training - this will increase the agent's ability to complete politic missions faster
Theft Training -this will increase the agent's ability to complete theft missions faster
Intel a intel mission will unlock one of the national security secerts of the country, this could be nuclear weapon program of the location of high value targets etc
Gather Resource Intelligence - this mission will display information about the countries economic data, like the price it paying for imports and exports
Gather Empire Intelligence this will give info about the AI next moves for this country and where it intends on invading etc
Gather Operative Intelligence this will give intel about other missions against the country, if the mission is successful it will allow you to arrest operatives working against you.
Rescue Comrades - this will free spies arrested in the country
Bugout - this will return a agent to your country
Mayhem - this will result in a terrorist attack in the country, either a car bomb or suicide bomber
Sabotage Network - this will result in the disruption of the host country internet this will only work for few days
DDOS attack - a more advanced attack, you can toggle it on and off and then the provinces internet on and off, this will give you tactical unity in that you can unplug a country before a attack with you military. the DDOS is useful to prevent another country from attacking you.
Hack Banks - this will severely depress economic activity in the province and increase instability
Hack Water -
Hack Power -
Hack Sanitation
Hack Medical
Hack Food
Hack Air Control -
Sabotage Resources this will prevent the exporting of a resource for a given number of wks
Sabotage Infrastructure this will destroy a power station/seaport/any infrastructure
Sabotage Defenses this will destroy a defense slot in a military base in a country
Assassinate Operatives this will kill other enemy agents in the country
Sabotage Satellites - this will disable the country's ability to use its satellites and information.
Politics Blackmail this will allow you to take control of a politican in the Selected country
Politics Assassinate this will remove that political from the country
Political Puppermaster this will allow you to take full control over a country including its military
Incite Rebellion this will cause the province instability to go up and cause civilians to fight security forces.
Incite Mutiny this will cause the military to fight itself.
Incite Insurrection this will cause a province to break away and fight against the state
Political Propaganda this will increase the favority/or not of Country A with Selected Country
Theft this will steal some military hardware from the country, ie some tanks or missiles.
Appropriate Resources, this will divide allow a trade deal with a country you are not on good relations with
Abduct Operatives, this will remove the operative from the battlefield, you can chose to return him as a double agent or kill them
Appropriate Technology this will steal technology that a country has that you dont.
Other Status
Idle, while technically also an assignment spies in this status are ready to be given another assignment. Spies left idle on a non-allied country for more than 7 days are subject to Security Sweeps.
Traveling, Spies in transport are in this status.
Infiltrating, Spies after arriving on a target world are in this status usually for at least an hour after arrival, and are also susceptible to Security Sweeps.
Debriefing, Spies that failed to defend against an attacking agent are sent to debriefing for a duration equal to half the recovery time of the attempted offensive mission.
Captured, Spies who fail on missions are sometimes captured and given a 1 weeks prison sentence. During this sentence the spies may be sold, executed, released, or used in the Gene Lab. After 1 week the spy will be released onto whatever planet they are currently on at the time.
Prisoner Transport, Captured, but the empire holding them are transferring them, or they were sold.
Recovery, After attempting an offensive assignment spies go into recovery for a time depending on their level and the assignment.
KIA (Killed in Action), Spies who fail either on offense or on defense are sometimes killed. After a time they will disappear from the Intelligence Ministry. Note the availibilty time is set five years in the future, but they will be cleaned off in the next few hours.
Retired, After completing 150 Offensive or Defensive missions your spy will thank you for the gold watch and go into retirement, at which point the spy is deleted from your Intelligence Ministry.
Display all Factions on the map and unaligned countries
Display all the countries on the map by there alliances
Annex Province System
When you want to capture a province you must do the following.
Provinces capture is broken into a few phases, once all them have been compete the province is yours.
Air Battle - If the province your attacking has a deck in it that has a airforce then a air battle will be required.
Air battles are simulations run against both sides.
You can limited influence on the air battle by telling your squadon where to attack and using your units to your advantage. AWACS EW drops MALDs etc
The AIR BATTLE can be won, lost or drawn, depending on who withdraws their units first they will be declared the winner, but at great cost as losing aircraft is very expensive. When a battle is conducted the EXP of the AI commander will determine when they surrender, as long as you can kill X number of aircraft they will withdraw.
If you WIN the air battle then in the ground phase of taking the province you will have no much greater advantages during the ground phase and can use your air power to your advantage, the AI can still field Air units but with a reduced numbers.
Wing a air battle over a province also gives you major advantages before you attack you can operate a no fly zone, which will prevent the enemy country from fly over that province, while the province will remain in the control of the other government you can still
Deck Have order content menu which gives it options on what it can do
On the deck I can click and get to move the deck or tell it to do something.
Each Faction should have there own Garage specific details
Each garage should look different enough that they all dont look the same.
Clicking on a deck List item should load the deck menu for that deck,
When i click on a deck in the list it should open the deck view.
In the deck view it should have all the units loaded, the buttons should display the option to edit the selected deck.
If you click edit it should open the master unit list and the edit button should say Save
Display the resources of a country these are used for trade
Research Tree
City Sprawls
Each city will have a 3d model slum block for every 500k people so large cities will have it so the camera view is completely cover and doesnt have it.
Create a list of terrains to create for air battles
Deck List Need to display all characteristic of a Deck
The decks displays on the global map need to display all the deck from the Deck model.
Deck Exp
Deck Type
Deck Special
Deck Health
Deck Supply
Deck Fuel
Deck Name
Deck Location
Unit Summary
Log Sum
Inf Sum
Recn Sum
Tank Sum
Artillery Sum
Aircraft Sum
Helicopter Sum
Ship Sum
Spec Ops Sum
Rebel Sum
Umanned Sum
Clicking Disband should return to your deck
When hover over a marker for something the menu needs to go to it contextually
Im going to have a battle marker on the map i hover over it the UI needs to display the menu for it and it has the be its 2d position
Military Bases: Display a List of Military Bases
It should display a list of the players military bases.
The purpose is to give a overview of the players military bases.
The can create new bases from this.
Give information about the Base its status, and other context.
Display the weapons and defenses of the base, display the commander of the base.
Display if the base is under attack.
Display the total cost of all the bases.
Display the decks at the base.
Clicking on the Base Should Open a Base View.
New items which are important should remain on the list old items should appear and then disppear
the news feed should generate news based on a set time basis.
news items should be able to be watched by country/region/or type ie Terror News creating a basic two filter system which can be applied.
The total news is generated by the NewsEventSystem.
When i click on the map toggle for the terrian views i should see a FX
the distortion effect should display when i toggle the view to simulate switch between camera modes
Base View
The base view is a 3d map of a base it will display all the
Crew dialog
Battle Start
Battle start
Let's get this show on the road.
Auto-aim
Auto-aim engaged
Permission to engage!
Ready to fire!
Auto-aim lost
Target lost!
I can't see the target!
Target Hit
When hitting your target, multiple events can apply at the same time, but only one message is played. Unfortunately the same or very similar messages are used for different events of this type.
Ricochet with AP and APCR
Ricochet!
Bounced!
We've just dinged them! (Only on British tanks with the national voices setting)
Armor not penetrated / Ricochet with HEAT
We didn't penetrate their armor!
We didn't even scratch them!
That one didn't go through!
Enemy set on fire
Enemy on fire!
Enemy fuel tank is hit!
We've torched them!
We lit that one up good!
Enemy brewed up!
Critical Hit
Critical hit!
Great shot! (Only on British tanks with the national voices setting)
Armor penetrated / Critical hit to external module
Penetration!
Enemy armor is damaged!
Enemy is hit!
Enemy armor is hit!
Target Destroyed
Target destroyed
Enemy destroyed!
Enemy vehicle destroyed!
Destroyed!
They're knocked out!
Got 'em!
Gotcha!
Module Damage Taken
Ammunition Rack damaged
Our ammo is hit!
Ammo stowage is hit! At next hit we blow!
Ammo hit,we're lucky it didn't explode!
Engine damaged
The engine is damaged!
The engine is smoking!
We've lost half of engine power!
Engine destroyed
Critical engine damage! We're stuck here!
Our engine is knocked out!
Fire!
Fire! Put it out quickly!
We're on fire! Put it out!
Extinguish those flames!
Fire! Take it out!
Fuel Tank damaged
Our fuel is hit! We've lost half our gas!
One of our gas tanks is hit!
Gun damaged
Our main gun is damaged!
The main gun is damaged! We can't fire accurately!
Gun destroyed
The main gun is destroyed!
The main gun is knocked out!
They took our gun!
Radio damaged
The antenna is damaged! We can only talk locally!
The Radio is hit. We can't raise anyone outside this area!
Observation Device damaged
Optics hit!
The periscope is damaged!
Observation Device destroyed
We can barely see through the scope!
The range finder took a hit! We can only shoot close targets!
Track damaged
Track hit!
One of our tracks is damaged!
Track destroyed
We're immobilized!
We've lost a track!
We're stuck here !
Turret Ring damaged
The turret ring is damaged!
Hydraulics are down!
Turret Ring destroyed
The turret is jammed!
Turret jammed!
Module Damage Repaired
Engine repaired
We've repaired the engine, but we can't go very fast.
The engine is fixed, but it's not going to hold up its speed.
Fire extinguished
The fire is out!
We've put out the flames!
Gun repaired
We fixed the main gun, but it's still not very accurate!
The main gun is up, but accuracy is off!
Observation Device repaired
The periscope is fixed, but it's still fragile!
We've got the rangefinder working, but it's marginal!
We've cleared the view ports! Keep your eyes open!
Track repaired
We've fixed the track!
Track fixed!
Track repaired!
Both tracks repaired
Drive on!
Track repaired! Drive on!
Track fixed! Let's roll!
Track fixed! Get going!
We fixed the track! Get going!
Get going!
Let's roll!
Let's go!
Turret Ring repaired
We fixed the turret, but it's still not turning very fast!
Try rotating the turret slowly, it should be working now!
Crew Losses Suffered
Commander killed
The commander is hurt! He can't focus!
The commander is hit!
The commander is knocked out!
The commander is hit, we can't see what's going on!
Driver Killed
They killed our driver! We're covering his position, but not very well!
They killed our driver!
Gunner killed
The gunner is dead! We're trying to cover for him!
The gunner is wounded! He'll have a hard time hitting anything!
The gunner is dead! We're shooting blind!
Loader killed
The loader bought the farm! We can't reload as fast!
The loader is hit - he's moving slowly!
Radioman killed
The Radioman is down! We can only signal nearby vehicles!
The Radioman is bleeding! We can't rely on him!
Out of Action
Vehicle destroyed
Bail out! This vehicle has had it!
We're done for! Everyone get out!
All Crew killed
Crew is knocked out!
Crew members are killed!
Bail out!
We're done for!
we've lost all of our men!
Teamkill
Ally killed by you
That was one of ours!
We've killed a friendly!
Unused Messages
Crew messages which are in the game client but are not being used (anymore).
Gun reloaded
Reloaded!
Loaded and ready!
Ammo up!
Ready to fire!
Locked and loaded!
Enemy destroyed by your team
Another one down!
Enemy vehicle eliminated!
Scratch another bad guy!
Enemy destroyed!
Enemy sighted
Target spotted!
Enemy exposed!
There's one!
I see one of them!
Enemy detected!
Explosion next to you
That was close!
They almost got us that time!
They're right outside!
Ally killed
Friendly vehicle knocked out!
One of the vehicles destroyed!
One of our vehicles destroyed!
They destroyed one of our tanks!
Battle lost
Fall back men, this mission is over!
We can't hold on!
We may have lost this one, but we'll be back!
Nothing more we can do here!
Fall back men, the mission is over!
Battle won
Victory is ours!
Great job, men!
Mission accomplished!
We've won!
View Mode
Global Mode
Theater Tactical
Real Time Battle Tactical
Critical Hits
When a vehicle is hit by enemy fire, it may suffer from a critical hit. These usually take the form of debuffs that last a certain duration, and negatively effects the way a unit operates unit the timer expires. Some critical hits have no timer and take effect instantly, such as Ammunition Hit and Turbine Failure.
Stabilizer Malfunction: Vehicle is treated as having no stabilizer until the timer expires.
Fuel Leak: The unit rapidly loses fuel for the effect's duration, even at a standstill.
Critical Hit: The shot inflicts double damage.
Firing Computer Reset: The unit cannot fire for the duration of the effect.
Ammunition Hit: All rounds for one or more of the vehicle's weapons is instantly depleted.
Optical Failure: The unit cannot see or fire on enemy units until the timer expires.
Weapon Jammed: One or more of a vehicle's weapons cannot be used until the timer expires.
Gearbox Hit: The unit has considerably reduced speed until the timer expires.
Engine Stall: The vehicle is immobilized until the timer expires.
Turbine Hit: Affects helicopters, reducing their speed unit the timer expires.
Turbine Failure: Causes the affected helicopter to crash regardless of remaining hit points.
Tail Rotor Hit: Affected helicopter loses control and spins until the timer expires.
Ammo Box Hit: Affects helicopters, causing them to lose half of their remaining ammo.
Collective Malfunction: Affected helicopter changes altitude randomly until the timer expires.
Some critical hits are not caused by enemy fire, but by the environment. Most are caused by vehicles moving through rough terrain such as forests.
Rough Ground: The unit moves slower until the timer expires or the unit leaves the forested area.
Mud: The unit moves slower until the timer expires.
Stuck in the Mud / Track in the Mud: The unit is immobilized until the timer expires.
Detracked: The unit is immobilized until the timer expires.
Battle modes
Deck combat is broken down into three parts
Any of switch can be skiped and autoresolved
When you attempt to take over a grid square you must follow the order of battle.
If you have bonus you can skip and cards also allow you to skip.
Secure airspace. First thing is a air battle. If the enemy has a airbase nearby they will contest this if they have none
Once air superiority has been gained you can start land battle.
The land battle phase plays you main deck.
They can be played as a Real Time Tank Battle World of Tanks Style.
Or in a turn based slower mode. Either mode lets you capture the cell.
Once you capture the cell you own it.
If the cell has a city inside of it you must also capture the city or the power station etc
Each city will
Air battles where you watch simulated of fighters between your fighters a
Map Animation, support climate change map
The world map needs to look different 100 years into the future.
Make 3d icons for all the battle types
the air battle should be a 3d model of the air fight
Resource List
MajorInstallation, //unlimited decks can stay here the look is a modern military base with office buildings and scaled sites, as you expand the base can hold more decks, all ordered military hardware comes to these bases to then be sent somewhere else.
Electrical
Water
Roads
Fuel Storage
Ammo Holding
Helipad
Airfield
Barracks Buildings
Recreation Building
Motor pool Building with Hangar
Aircraft Hangar
Solider HealthCare Center
Fire Protection
Tower
Heavy Wall
Offensive Weapons Slots
Defensive Weapons Slots
Bunker
Armory
MinorInstallation, //decks can stay here up to per size, the default is three
MajorNavalBase, //refuel ships here and ship can dock and refuel, including nuclear ships
Naval Base will have a seaport docks etc
MajorAirBase, //store aircraft here any cargo can land and its can host X number of aircraft
MainOperatingBase, //This is your central command, it will have all your officers and generals
SupportBase, //supplies transfer from here to another base, and resupply reload here
ColocationBase, //joint base with allied country, if you lose alliance etc this goes away
This asset depends on if the site is in a city or in the country and if the host country is hostile or not.
ElectronicSupportBase,//this is a covert facility designed to capture signals intelligences it can be anywhere but can also be discovered and disabled.
this can be a building or a camo netted remote site, or some type of mobile site that is fixed during operations, the models will be as such
CovertSupportBase, //this is a covert facility that can be used to launch intel and covert operations, it can be anywhere, but can be detect by hostile countries intelligence services
This should be a "safe house" should be a buidling in hostile or friendly countries and depending on the countries bulit up either a hut to a villa style. can use the OBL models and others villa etc
ForwardOperatingBase, //this is a base in an allied country that can be used to launch attacks you must move decks to forward bases a Operation base has a specialization as you expand then you can host more, ie a DECKS you can only carry one deck per FOB, unless you expand the FOV
these are built with expeditionary foritcations and temporary things like hesco and concrete barreris.
ForwardSupportBase, //this is a base in a llied counry that can resupply others they cost more and resupply faster but have less overall supplies
FSB are the same but can't host decks they can resupply decks and other FOB the must be defended with defensive weapons, they can also have offensive and launch attacks on behalf of FOBs
Electrical - generators and fuel drums
Water - water filters and water tanks
Roads -
Fuel Storage
Ammo Holding
Helipad gravel
Airfield
Barracks Buildings
Motor pool Building with Hangar
Aircraft hangar
Mess Hall
Medical Tent
Tower
Heavy Wall
Offensive Weapons Slots
Defensive Weapons Slots
Bunker
Armory
Create NewsEventSystem
The news event system will drive player actions and world events.
The game has two storyline systems.
One is a random event system which has a range based approach to graduale escalte the random type of events into a progression.
The other is a scripted date timer, which will trigger events based on chained Event system.
Random Event System:
The RES will generate a series of random events on a daily basis which will come in three time blocks to the player, 6am, 6PM, 10PM, these events will be produced by a random set of countries which will be selected and have these events created for them.
Events will be composed of Markov samples with country and organization switching.
Markov will generate a title
The samples are all controlled within the types Ie terrorism news
Markov Terrorism -> generate
"Terrorist attack in {Country} claims {KIA} lives. "
It will generate this and then swap in the parameters to generate a headline.
The Scripted Campaign headlines will also trigger cutscenes which will display different stuff to carry on the narration, this will include dialog screens which will communicate events to the play and dialog between characters
Click on the suply level should set the new level amount
If Decks are in combat they can't be resupplied
Click on the map adds a Military base
When i click in the UI build base it takes time to construct and then i can put missiles there.
units and spy etc
Add Days Night and weather system
Define Battlemodes
Battle Types: there are a few limiting types of battles which limt the scope of the units that can be used, such as sea battles or air battles.
Some ground battles limit the weight or type of units
Sea Battle - only sea subs and aircraft can be used
Air Battle - only aircraft can be used.
Border Skirmish No heavy armor
Raid only airborne or maine decks can be used
Hoverover battle icons needs to disable the map Highligh behind it
Create Unit Editor for build new configs
Create Scene where you can create prefabs of all content and json data files for beta testing
Decks need to draw a circle of control, the more firepower in the deck the larger the circle
As you add units to the decks the radius gets bigger and the ability of the deck to control via a battle that much territory, to control a country you have to completely control the via decks covering the whole country then it becomes yours.
Make units lockable and unlock when certain things happen
Add Pause and Settings UI
I need to access the settings menu UI.
Define Deck Types
Deck Types
Airborne - can deploy from anywhere on the map, doesn't require to be adjacent or in a military base.
Marine can attack from the sea as long as the Naval Battle Group is adjacent to the Province
Naval Battle Group a special deck for ships and subs
Air
At differnt scales the map should display the models
for a air battle the icon for the battle should only display when your zoomed in
Currency Game Mechanic
The countries currency go against each other and that effects your ability to buy stuff foreign money etc
When i click on a new item it should fly me to the country
clicking on a news item should open the ticker and or the alert message display, then fly you to the country.
orbital defense platforms
you can buy them and view them from the global view
Base on Base Combat
You can engage and warfare that doesn't involve your decks, bases themselves can direct fire at other bases cities power stations and other decks in order to soften them up before you attack them.
Bases have weapons slots which can be upgraded or added when created, this includes a list of base exclusive units which can only be used in the base, they include a range of defense and offensive weapons.
Base combat is divided into offensive and defensive slots.
Offensive slots are for weapons like artillery, MLRS, Missile batteries,
Bases have defensive slots to for weapons like Point defense systems, machine guns, missile launchers etc, these are used to protect the base from direct attack from Decks and from other bases, a base has to balance this.
Each base gets 4 slots each and then expands to 6 when the base is fulled developed.
The UI for the Base on Base Combat is
Click on the base and then click Attack or Base Info
Attack will open list of weapons and then you select;
SS-21 then the line arc will draw on the map and you pick a target in the range of the missile.
Then you order the attack. It will cut scene of the missile firing and striking the base, the damage will happen in real time.
Need limit the ability to do this, missile strikes will have a timer after which you have to wait to do another. the timer changes based on the skill of the base personel, which can focus on missilery or artillery, or medical etc base have skill speccilizes.
Air BAttle: when you overview the air battle lower the voulmne of the chatter pbetween the pilots
Hoverover Country should display information about the country
it should display if the coutnry is in the alliance with the player.
maps for game
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