Combat - Angels Fall First

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DESIGN DOCUMENT:
Angels Fall First: War in Heaven
Welcome to Angels Fall First War in Heaven, a real-time, hybrid tacticalstrategy and flight-simulation game set in a science-fiction universe. The game is
played on two levels, and involves the player in the all aspects of the planning and
execution of interstellar-war with activities ranging from diplomacy, managing fleet
dynamics, to actually commanding or flying combat missions. All manner of spaceborne vessel are at the player’s disposal as he or she vies for galactic dominance in a
richly populated universe.
What sets AFF: WiH apart from existing games on the market is simple, total
control of a galactic military effort coupled with absolute freedom for the player to
play and experience the game as they choose to do so. While campaign oriented, the
universe around the player is meant to be dynamic, therefore an individual player
can set his or her own strategic goals as long as they satisfy the overall victory
conditions of the mission.
James Morris-King
Creator and lead Designer
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– TABLE OF CONTENTS –
1. Overview
1.1. Story
1.2. General
1.3. FAQ
1.4. Feature Set
1.5. The Game-World
1.6. The Engine
2. Gameplay
2.1. Modes
2.2. The Basics
2.3. Technical overview
3. Factions
3.1. United League of Planets
3.2. Antarean Empire
3.3. Solesian Hegemony
3.4. Free Planets
4. Planets
4.1. Planetary Resources
4.2. Planetary Structures
4.3. Planetary Climates
5. Ships
5.1. Ship Configuration
5.2. Ship Conscription
5.3. Ship Repair
5.4. Ship Movement
5.5. Ship Systems
5.6. Missions
5.7. Combat
6. Tactical Situation Controller
6.1. Overview
6.2. Crew Management
6.3. Fleet Operations
6.4. Supply Chain
6.5. War Theatre Analysis
6.6. Mission Planning
7. Combat Simulator
7.1. Command Layer
7.2. Control Layer
8. Artificial Intelligence
8.1. Overview
8.2. Framework
8.3. Algorithms
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Section 1: Overview
1.1 Story
The United League of Planets, the greatest peaceful union mankind has ever
known, lies in shambles. The once proud coalition of humanity's greatest superpowers now wage bitter war across the cosmos. Now, a devastating war threatens to
tear apart all that has become of nearly two centuries of peace.
In grand, imperial fashion the Antarean Empire and its allies seek no less then
the utter destruction and domination of the space-ways. Having grown disillusioned
with the stagnant pseudo-democracy of the ULP having been disgusted by the
League Navy's treatment of so-called "rebel-factions" (The Crowning Day Massacre),
the Antarean Empire seceded from League. This precipitated a split, and eventually
dissolution of the ULP as a single entity. As such, the Antareans see themselves as
the rightful heirs to supreme galactic power and regard their fellow former League
members as guilty by consent, and thus criminals.
Now, the scattered remnants of the ULP are now locked in bitter struggle with
the Antarean Alliance, the single largest "empire" in all known space. As the massive
armadas of the depleted, but still sizeable, United Space Navy and Antarean Allied
Navy grapple with another, the rest of the galaxy watches with alarm. All pray that
the winning side will not turn its gaze outward once again. However, as years of war
and tragedy begin to take their toll, new powers have begun to emerge.
Alliances are formed and broken; conspiracies are hatched and foiled, all in
the shadow of the longest recorded battle in mankind's space-faring history. Both
sides have prepared daring and desperate bids to attain victory, but the question is
no longer who will be crowned the victor, but rather how many will die ere the last
battle is fought. A famous keeper of knowledge put it best "In a war on heaven,
angels fall first".
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1.2 General
With the setting out of the way, we can delve into a more general outline of
AFF: War in Heaven, its technologies, features, and game-space. WiH is, at its core,
a sand-box styled single-player experience. Due to its semi real-time nature, it seeks
to strike a tension balance both on the strategic and tactical aspects of battle.
The TSC (or Tactical Situation Controller) is the center-piece of War in
Heaven’s strategic planning. It is responsible for processing player and AI actions, as
well as delivering statistical projections, as well as quickly crunching the hard
numbers into data and actions that reflect player changes to the system. Examples
include deploying a vessel, accessing diplomacy information, combat statistics or
detailed information about a particular fleet or planet, laying minefields and ordering
combat sorties. Players have the freedom to control all of these aspects and more,
but are not required to, as the TSC is also responsible for invoking AI reactions
should the player opt out of managing particular aspects of the game.
This game is being designed using DirectX, and is meant for the Windows
XP/Vista (PC) platforms. This choice is not only take advantage of the visual features
offered by DirectX 9 and 10, but also aid market penetration, as Windows is a
popular platform for gaming.
In general, the game is designed in a way that gives players as much or as
little control over their experience as possible, while simulating complex interactions
between the player, NPCs, and individual vessels. The scaling nature of the play
experience is meant to be, literally, in the hands of the player. As a result WiH hopes
to use this to appeal to a broader audience than a traditional RTS title.
1.3 FAQ
What is Angels Fall First: War in Heaven?

With action and strategy as a focus, War in Heaven (WiH), does away
with traditional notions of how a PC strategy game is played. In
general, the player’s goal throughout the scripted campaign is to
achieve strategic military victory in a variety of situations and
engagements.
Why Create this Game?

RTS and 4X titles in particular are often guilty of trotting out the same
design paradigms and formulas ad nauseum. More importantly, games
in either genre do not allow the player the freedom to truly engage in
the aspects of military actions he or she chooses. WiH hopes to fill the
ever widening gap between what modern technology is capable of
giving players, and what is generally delivered.
What is the Target Audience of WiH?

Confidential
AFF: WiH is primarily targeted at sci-fi and simulation fans who are
yearning for something new and exciting in the genre. In general, this
game is most directly aimed at individuals age 16+.
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Where Does WiH Take Place?

AFF: WiH is set several thousand years in the future, after the
expansion of humans throughout the galactic-arm. The game itself is
played out in combat theatres around and above human-occupied
planets and star-systems.
What Does the Player Control?

The player controls vessels ranging in size from single-man fightercraft up and including entire fleets of warships and support vessels.
What Differentiates WiH From Other Titles on the Market?

Currently, there are few RTS titles that attempt to achieve total war in
a sci-fi environment in the manner WiH plans to. As a unique hybrid of
three styles of gaming, WiH hopes to set a new standard for
immersion and player control, without pigeon-holing play-styles and
offering true strategic freedom within the AFF universe.
1.4 Feature Set
General Features:
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3D-Graphics
Huge “Living” Universe
Dynamic Campaigns
Full Ship/Fleet Management
Scalable AI-Support
Unique Art Style
3 Blended Styles of Play
Varied Combat Scenarios
Complete Player Control
Multiplayer Features:

N/A
Editor:
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Universe Editor
Mission Editor
Built-in Ship/Crew Editor
Built-in Fleet-Formation Editor
Built-in Combat-Planning Editor
Full Support for User-created/shared Missions, Vessels, and Crew
Mod-Friendly
Gameplay:

3D Command and Control
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
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Seamless Transition Between Game Modes
Vessel and Crew Management
Squadron/Fleet Level Formation Editing
Supply Management
Reconnaissance and Route Planning
Attack/Defensive Planning
Full AI-Assistance
War Theatre Control
3D-RTS Style Combat
*Flight-Simulation Style Combat
1.5 The Game World
Layers
The Game-World of AFF: WiH is divided (essentially) into two basic sections
between which players can seamlessly jump in and out of without loading.
Universe Layer
The first is the Universe level command layer, where most strategic planning
and/or fleet management can be carried out. For the sake of abstraction, the
Universe level gives players access to all the star-systems available in the mission’s
operational area as well higher functions, such as fleet movement, and other
planning tools. This can be thought of best as the macro-level of the game, where
the player manages overall war strategy.
This layer is mostly used for context, support, and battle planning, and is
primarily geared towards providing the player with information about enemy/ally
strength distribution, battle-zone, locations and military/political/geographic features
present in each potential battle-zone.
Battle Layer
Second is the battle game-space itself, which is the area in which all battles
are decided (if not left up to automatic calculation). In the battle-zone, depending on
what style of game-play the players have chosen, they may engage in combat either
from the point-of view of a single vessel, or as the overall commander of forces in
the area. Because of this, the battle-zone game-space is meant to be flexible and
gives players a multitude of options regarding how they experience and control a
particular engagement. This is best regarded as the micro-level of the game, where
the player can initiate specific battle tactics against enemy forces.
Key Locations

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Generally described here;
http://www.dendezyn.net/affwiki/index.php/Category:Universe
Locations may include any planet or star-system within the AFF-Universe
Travel
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Players can move vessels under their control in-between various star-systems
in the Universe layer, or they can control the movement of individual vessels within
the Battle layer. Alternatively, direct control via input device (mouse, keyboard,
joystick, etc) is possible when in flight-simulation modes.
Scale
Generally, scale is to be kept as accurate as possible between ships and other
vessels in the Battle-layer. Distance and other dimensional scales between stellar
objects in the Universe layer will be abstracted (1/1000).
Objects


These may range from nebulas, stars, planets, ships, and debris.
A general vehicle list can be fund here;
http://www.dendezyn.net/affwiki/index.php/Ship_Directory
Time
Time is somewhat abstracted in WiH. Within the Universe Layer, time-scaling
will be implemented such that standard 7-day week passes every minute. However,
this is subject to scale. Depending on whether or not the player needs to speed-up,
slow-down, or suspend time for management and strategic concerns, time dilation
will be at his/her disposal. Within the Battle Layer, time passes more slowly with
respect to the overall game, however this is subject to supply and strategic
constraints, and thus limited.
1.6 The Engine
Angels Fall First: War in heavens plans to utilize the Cobalt X9/X10 engine, developed
internally for the use of this game. [See Section 6; Interaction Diagram]
1.7 Design Considerations and Constraints
WiH is a combination of 4X and simulation, essentially giving the player total
control over their gaming experience. We wish to include tiered play possibilities,
from manning/flying a star-fighter to commanding entire fleets in a highly varied
space environment. As a result, it is important that the design remain both scalable
and decoupled, containing similar visual elements and control abstractions (Front
End), while being as clearly-defined and component-based as possible (Back End).
Though the rendering engine will likely be the most tightly connected, it is important
that all the components be light-weight (in terms of overhead).
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Section 2: Gameplay
2.1 Modes
War in Heaven is a single-player game and it operates in three modes, each of which
is tailored for the single-player experience.
Dynamic Campaign
This mode of play operates within a pre-scripted set of events designed to tell an
evolving storyline for a set of pre-defined characters. Each scenario within this mode
becomes increasingly more open, but also more difficult, introducing players to the
wide variety of ships, equipment, galactic locations, tactics, characters, and options
present within the game until the culmination of the campaign (victory or defeat for
the player’s chosen faction in its goal). The Dynamic Campaign is unique in that its
scenario progression not only branches but is also reactive, reflecting actions taken
by the player over the course of preceding scenarios.
Scenario
Similar to Dynamic Campaign mode, scenario mode begins with a pre-scripted event
ties to events in the main storyline. However, aside from options and conditions, the
player is free to accomplish the goals set out in the beginning of the scenario by any
means possible. In general, scenario mode limits player interaction with the universe
only to a local operation area and does not support dynamic campaign progression.
Individual scenarios can be created and shared between players.
Combat Mission
Unlike Scenario mode, Combat Missions only consist of a single combat simulation
with static, predefined forces and set goals (such as the elimination of an enemy
ship, or scanning of a particular vessel). Combat missions may be created and
shared between players or be saved from actual combat missions
encountered/planned in Dynamic Campaign and Scenario Modes
2.2 The Basics
As stated before, the player’s explicit goals in a given combat-scenario may be achieved by any
means. In general, the player competes against one or more AI opponents over a fixed period of
time to determine victory or defeat. Strategic victory may be achieved on several levels, but most
of the player’s time will initially be spent outside of combat. Typical game flow can be generalized
to the following six stages;
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Analyzing the Theatre of War
Fleet Composition
Diplomacy
Managing Supply Lines
Issuing Orders
Combat
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The Galactic Theatre
AFF Universal Map
As the player begins a typical scenario, he or she will first be introduced to the area of space in
which they will be operating within. This can generally be described as a 3D-starmap, but mashed
onto a semi-2D-plane. Each star-system is characterized by a 3D-model that represents its type
and classification, along with its name in a floating tag above it. The star-map can be displayed in
two modes, either as a true-scaled 3D representation for sci-fi purists, or a semi-analogous, 2D,
hex-based map for quick campaigning. Bringing the mouse cursor over a particular system
reveals slightly more information, including current population, and any relevant status icons,
while actually selecting a system brings up its detailed information on the right-hand area of the
GUI (note this windows can be moved and often minimized/hidden at the player’s convenience).
Star Classification Chart
Class
O
B
A
F
G
K
M
Temperature
30,000 - 60,000 K
10,000 - 30,000 K
7,500 - 10,000 K
6,000 - 7,500 K
5,000 - 6,000 K
3,500 - 5,000 K
2,000 - 3,500 K
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Color
Blue
Blue-White
White
Yellow-White
Yellow
Orange
Red
Mass
60
18
3.2
1.7
1.1
0.8
0.3
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Radius
15
7
2.5
1.3
1.1
0.9
0.4
Luminosity
1,400,000
20,000
80
6
1.2
0.4
0.04
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AFF Universal Map
Along with a 3D representation of the planet’s star and any planetoids and space-borne objects,
each system description provides an index of known planets, stations, and ships within it.
Fuel
This is the measure of remaining fuel stockpile in tons.
In a universe where massive starships fly about the universe visiting devastation upon one
another in the vacuum, refueling is critical if ships want to stay in the fight. The primary fuel of all
starships is liquid water, which is stripped of its electrons via electrolysis to power minor systems
(in support of more traditional fusion-based reactors), while raw plasma is extracted from its
hydrogen component and stored to fuel both propulsion and plasma-based weapon systems. Not
only is it important in propelling and arming a vessel, it is also critical to life-support functions.
While most military vessels can survive for months without refueling during peace-time, after a
battle it is not uncommon to see a vessel’s fuel reserves stretched thin. Water remains the most
abundant fuel source, and is a highly prized commodity that must be secured if the war effort is to
be successful.
Supply Level
This is a measure of the amount of military supplies available in the system. This amount is
increases at a slow rate over time. It is affected by the state of local supply lines, numerous
production facilities, and trade.
Repair Rate
This is the rate at which injured ships will be repaired while they are stationed in-system. This rate
is positively or negatively affected by the facilities present in the system, the presence of other
allied ships in the system, supply level of the system, and repair capacity of the ship.
Salvage Capacity
Ships damaged below this percentage threshold within the system can be repaired without
allocating a fleet-tender to the task. This is usually affected by the presence of production/repair
yards or support vessels.
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Sample System Information Chart
Name
Star-type
Planets
Population
Fuel
Supplies
Repair Rate
Salvage-Capacity
Affiliation
Status
Asset Index
Epsilon Eridani
A
Eridane I
Eridane II
575,623
34,000
11,000
450
15%
Free Planets
Neutral
EECV Corsair
STA Artemis
FTR Rodia
FTR Homeguard
LRFB Trinity
FRT Bolo
Additionally, the player has access to more specific information on each planet as well as the
option to view a fully scaled simulation of the system’s layout. For each planet, the player has
access to even more detailed information that is of critical strategic importance.
Planet-Type
This is a simple description of the planet’s climate.
Public Order
This is current level of public order on the selected world (from 0 to 100).
Garrison Index
This is a list of all garrisoned ground units on the selected planet.
Each planet is capable of supporting or raising a certain number of garrison troops. Both the USN
and Imperial commanders have the ability to conscript troops from loyal worlds during war time,
however most planets need even a minimal garrison to ensure their loyalty to a given faction. A
garrison may be assigned to a world from the ground-forces a player currently commands, or may
be raised on sight. Freshly conquered worlds need a significantly higher number of garrison
troops to maintain order, whereas loyal worlds do not. Additionally, stationing ships or other
orbital defenses within a system drastically increases public order.
Facilities Index
This is a list of all facilities that have either been built or are in the process of being built/repaired.
Because no new ships may be built by the player during a campaign scenario, keeping one’s
forces supplied, armed, and repaired is of top priority. Facilities are important in this respect.
Each system/planet has a certain number of military and civilian facilities associated with it from
the start. Though players can construct temporary military facilities such as bases, as well as
requisition static defenses from central command. Each of these facilities cost precious command
points, so as a rule its better to capture something rather than build it yourself.
Sample Planet Information Chart
Name
Planet Type
Population
Public Order
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Eridane I
M2
121,169
88.5
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Garrison Index
Facilities Index
Militia 1
Militia 2
INFBase 1
FTRBase1
FTRBase2
Individual pairs of systems are connected by a colored line indicating all safely explore
hyperspace routes between the two. For strategic purposes, most inhabited systems are
separated by numerous dead or uninhabited systems and anomalies. This means that usually
there are multiple entry and exit routes to most systems, each its own unique length and hazard
rating.
In general, the hyperspace line colors correspond to how hazardous a particular route is. This
hazard-level can be attributed to a combination of factors, including; gravitic flux, presence of
space phenomena, large bodies of mass (stars, etc), piracy, and hyper-band gradient. As a
result, there is much strategy to be found even in picking a movement corridor between systems.
The universe view also gives players access to information statistics about the war-zone,
including the location of allied forces, their current orders, any on-going battles, message alerts,
enemy movement information, battle statistics as well as allowing the player to set and manage
supply routes between worlds. Its important to remember that the game can be played without
delving too deeply into statistics, these exist mainly for players interested in knowing the minutiae
of their vessels as well as for balancing fleets.
Fleet Composition
After getting a feel for the theatre of operations, the player may then turn to manage their fleet.
The options here are very wide and robust, so it is best to outline them in a two basic sections;


Ships
Crew
Ships
Warships are the heart of AFF: WiH, their care, upkeep, and organization are as key to the game
the battles they fight. When a player opens the Fleet Manager, the number of tweak-able options
at his or her disposal are meant to be generalized and easy to grasp, as well as support the
ability to fine-tune statistics about ships should a player so choose.
Class
This is the actual class-name of the ship.
Type
This is an abbreviation for the class designation of a selected vessel. This is generally shorthand,
with entries in the following style; Fighter = FT, Assault Ship = AS, Destroyer = DD, Corvette =
CV, Frigate = FG, etc. These abbreviations are seen throughout the game (strategic map, battle
map, etc).
Affiliation
This is the shorthand abbreviation for the political affiliation of the selected ship.
Crew
Provides the current total of living crew members divided by the total number the ship may house.
Mass
This is the mass of the ship in tons
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Armor
This is the armor class of the ship.
Power
This is the maximum power output of a particular ship. This is directly related to the type, number,
and status of a ship’s generators.
Hyper
This is the hyper-space speed of the selected vessel. The higher this number is, the faster the
ship can move between worlds via hyperspace.
Sub
This is the sub-space speed of the selected vessel.
Max Accel
This is the maximum sub-light acceleration this vessel can safely attain.
Shield
This is the overall strength of this vessel’s particle shield system
ECM
This is the overall strength of this ship’s Electronic Counter-Measure system. In practical terms,
this is the strength of the ship’s ability to mask its energy signature.
ECCM
This is the ship’s ability to detect other vessels hiding under ECM stealth.
Combat Rating
This is a general rating collected by comparing the values of the ship’s offensive and defensive
systems (This the main statistic displayed for an individual ship unless the player wishes to see
additional statistics).
Component List
This is a listing of all Non-weapon components on a ship, including their current status and
damage.
Weapon List
This is a listing of all offensive components on a ship, including their current status and damage.
In the ship class view, the player is afforded a fully scalable and rotate-able view of the ship with
functioning weapon hard points clearly marked.
Sample Ship Data Chart
Name
Type
Class
Affiliation
Crew
Mass
Armor-Class
Power
Hyper
Sub
Max Accel
Shield
Sensor
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Corsair
CV
Helion
EE
52/52
8,200
2
440
7
3
3.5
1000
3
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ECM
ECCM
Combat Rating
Component List
Weapon List
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4
2
1279
SNSR II
ENG III
GEN IV
GEN IV
ECM ARRAY
M PC Magellan ER
M PC Magellan ER
L IA 2CLUSTER
L IA 2CLUSTER
L IA 2CLUSTER
L IA 2CLUSTER
L RC T QQ9B
L MISS
L TORP
L TORP
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2.3 Technical Overview: Interaction Diagram
Global UI
sits on top (or behind) most parts of the game engine, drives all functionality of menus, and acts
as an entry point to all user interfaces (including mouse and keyboard activities)
Universe Simulator
The global backend to most game functions during campaign play. It drives most systems
involving decision making and combat. It makes calls to the Global AI and feeds information to
the Galactic View and Combat Simulator. Most importantly, it manages time dilation between
zoom levels.
Galactic View
The galactic view drives nearly all player interaction with the world environment, fleet
management, and combat functions. It is an interactive map and a situational awareness tool all
in one and allows the player to seamlessly zoom into and out of combat zones, engage in mission
planning, collect information in the battlespace, and issue orders.
Global AI
Controls all high level decision processes in the game for both allied and enemy fleets and star
systems. Its most important task is to regulate the use of the Deterministic AI decisions.
Fleet organization Tools (Mission Planner)
Provides an extension to the Global UI and is a repository for all the information and
management/planning tools available to the player throughout the game-space. These range
from purely informational registries (character profiles, intelligence reports, fleet/ship statistics), to
integrated management planners (mission planners, fleet/formation editors, etc).
Combat Simulator (high-level)
The combat simulator is responsible for simulating all aspects of combat at the macro level
(active when the player is not directly participating in real-time battle, but rather is occupied at the
galactic level, or participating in separate in a separate conflict elsewhere). The combat simulator
decides fleet positions, damage, events, morale, and sortie actions dynamically and can take into
account direct input from the player and/or deterministic decisions based on mission profiles.
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Section 3: Factions
3.1 United League of Planets
Following its successful defeat of the Antarean Empire during the Unification War, the
ULP re-emerged as the pre-eminent power amongst the third-Exodus worlds. Hailed as a model
of peace, democracy, and freedom for nearly two hundred years, its unity has proven surprisingly
fragile. Though currently teetering on the verge of total political collapse, The ULP still possesses
a powerful military and a solid economic base that could be the key to victory if utilized correctly.
3.2 Antarean Stellar Empire
The Antarean Empire is an interesting and diverse nation with a rich history of triumph
and loss. Though it has the pedigree of being an expansionist military power, the true strength of
the Empire lies within its robust social and economic systems, strong central government, and the
efficient organization of its armed forces. Having been reborn nearly two-hundred years after its
destruction and annexation by the United League of Planets, the new AE is struggling to rebuild
its former glory in the face of incredible odds.
3.2 Solesian Hegemony
Though founded as a parallel to the old [federal] Terran Colonial Authority in the wake of
the Second Exodus, the centuries have seen the Solesian Hegemony transform into an autocratic
state whose vast population and military power is cast in sharp relief to its relatively low level of
economic growth. Its fiercely independent, militant-oriented culture is mirrored by a rigid, castebased society whose complex structure of moral strictures and honor codes provide a solid
foundation for military expansion and stable leadership. Despite its size, it is still considered to be
a second-class nation by its principle neighbor, the United League of Planets, despite having
fought several un-declared wars with the rival state. Tired of forever playing second-fiddle, the
Hegemony has new allies and new plans to claim supremacy in the region.
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Section 6: Tactical Scene Controller
6.1 Overview
TSC is not only responsible for helping the player manage the war-effort, it
also takes advantage of an active GUI to display all sorts of relevant data, providing
direct menu access to basic game operations such as loading and saving, as well as
giving access to internal editors such as the Galaxy and Mission editors.
The TSC’s GUI is a graphical overlay that at the same time stylish and
elegant. While its primary purpose is to provide the player with critical play
functionality, it is also a key statistical tool, as well as acting as the lens by which the
player examines objects within the game-space. Without it, fully half of War in
Heaven is unplayable. It is key to note that the TSC’s GUI is laid out in such a way as
to maximize the players view and control of the starmap and system map areas to
allow quick and easy access to the universe and interactive objects within it.
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Interaction Diagram
Player Entry Point
(Tactical Scene
Controller)
Universe Simulator
(Engine)
Feeds info to
Global UI
(Engine)
Implements
Implements
Feeds info to
Overlays
Galactic Sim
Global AI
(Engine)
Feeds info to
Implements
(main interface)
Fleet Organization
(toolset)
Implements
Interfaces with
Deterministic AI
*(Engine)
*Mission Planner
Overlays
Combat Simulator
(High-Level Engine)
Interfaces with
Command
& Control
Interfaces with
(interface)
Overlays
Combat Simulator
(Low-Level Engine)
Interfaces with
*Flight
Simulator
Confidential
Page 18
3/7/2016
DESIGN DOCUMENT:
Confidential
Page 19
3/7/2016
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