PROJECT-X
DESIGNER NOTES ADDENDUM
In the Project-X Designer Notes, I described how Project-X began as a New Galaxy full of Cadet Sized Cruisers. These Cruisers featured Brand New Phasers, Brand New Heavy Weapons, Brand New Devices, and More. I discussed how the standard 2:1 damage to energy ratio was shifted slightly, completely changing the damage tables across all of Project X’s weapons. It was revealed that Project-X comprises Ten Era’s in totality, with the First Era being the lowest in technology. The First Cruisers of the First Era were crude ships which lacked Phaser Capacitors. It was discovered that Project-X is full of Major Empires and Minor Empires, with the Major Empires overseeing and protecting (or exploiting) many of the Minor Empires.
However, after reviewing my initial Project-X Designer Notes, I found that Two Very Important Aspects of Project-X were not mentioned.
The First Aspect is the concept of Strategic Terrain. This will take the form of Subspace “Water” Formations. Project-X will be full of Subspace Rivers, Subspace Streams, Subspace Ponds, Subspace Lakes, Subspace Creeks, Subspace Canals, Subspace Ripples, Subspace Currents, Subspace Waterfalls, Subspace Eddys, Subspace Riptides, Subspace Channels, Subspace Whirlpools, Subspace Gyres, Subspace Waves, Subspace Tides, Subspace Storms, Subspace Pockets, and More.
The purpose of these Subspace “Water” Formations is not to simply add various terrain to Project-X, but to greatly impact the game on a Tactical Level, as well as on a Strategic Level. For example, a large Subspace River and its Current might favor a location at it’s “highest” point. It is at this point that a Major Empire might construct a Starbase. The Starbase would have improved defenses against assault due to the Subspace River and its Current. This concept was inspired by an Andromedan Starbase using a Temporal Elevator to enhance its defense. In Project-X’s case, the defense is not artificially generated, but rather the result of natural forces.
The Second Aspect is the idea that some weapons fire further than others, thereby affecting the tactical game, particularly fleet formations. This Second Aspect has the most effect in the First Era of Project-X, where the technology is low and speed is extremely limited. In later Project-X Era’s, ships move much faster and all weapons have improved ranges, so the impact on tactics is much less.
For example, the Republic’s Kinetic Howitzer can hit up to Range 30 with a powerful shot, while the Republic’s standard Heavy Weapon, the Kinetic Torpedo, is limited to Range 20. The Phaser V can hit at Range 30, but only for a point of damage. The Regime’s Neutron Bolt can hit up to Range 24, but only for two points of damage at most. One can begin to see how the range of the Kinetic Howitzer might play a part in a fleet engagement. A player might keep the Kinetic Howitzer back, away from the front line, where it can freely blast away at opponents from long range. The Kinetic Howitzer might then be protected by a wall of ships who will engage any enemy ship attempting to close.
The Map of Project-X will be highly detailed, showing the Subspace Terrain and the Established Bases. Major Empires, such as the Republic, the Regime, the Senate, the Democracy, the Confederacy, the Brine, the Bastion, the Legion, and Others, will be Deeply Entrenched in their territory, making it very difficult to launch an attack against them. I may add other types of Strategic Terrain to Project-X as well, so long as each one has some sort of tactical value on the battlefield.