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I'm developing an all new team based space shooter. Pulsar will pit multiple teams against each other in a real-time, twitch based, space shooter. Similar to the classics of the 80’s and 90’s this will be a richly detailed 3D space combat simulator. Up to 30 players will be able to compete in several game types including death-match, team death-match, capture the flag, and Universal Domination (UD).
UD will be what really sets Pulsar apart, adding a depth of strategy to the game. UD will require one team to capture another team’s base, but before doing so they will need to earn enough science credits to develop adequate weaponry to get through the competing teams defenses.
Several teams will be able to compete against each other in a UD
game. In order for teams to earn science credits they need to power their research modules. Teams can create additional research modules to increase the speed in which they earn science credits, but it comes at a cost. Each team will need to mine for resources and those resources go towards various power-ups for the team. The team leader can choose to spend resources on better shields generators, controlling energy to current shields, better defensive weapons, controlling energy to defensive weapons, better offensive weapons, improved mining equipment and additional science labs and controlling energy to science labs. How the team manages the resources can be the difference between victory and defeat.
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