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GameThe game will be mostly an open world sandbox real time strategy game, but the primarily gameplay will be based on your fluid level progression, somewhat like Spore in a smaller scale.
One may progress from a fighter pilot (action shooter), to a ship captain of one ship (role playing), to a fleet commander of many ships (real time tactics), to the mayor of a floating city-fortress (city simulator), to a ruler of nation (nation simulator), to the emperor of the skies (grand real time strategy).
StoryAethernought is set in an alternate Earth in an alternate universe with a completely different history.
This Earth's dimension is intersected by another dimension, something of a cross between Narnia, Hyperspace, and the Chaos Warp, called Aethr. Intersections of this Aethr dimension are in the form of auras, time dilation and manipulation, portals, wormholes, and at worse, disastrous maelstroms and reality breaking shattering.
Because of the unstability, the civilizations on the planet have widely differing technology levels. But as the civilizations mingled into one vague Earth human civilization, the different technology, specialties, and ideologies of the cultures of the civilization became diplomatic factions. While there are disagreements and various levels of isolation from each faction, there is no open hostility. At least not yet. Under the factional system, or rather, alongside it, the mass of humanity organizes themselves as tribes, villages, cities, states, nations.
This is where you come in.
ResourcesProgression is based (but not solely) on how many units you have under your control. The more units, the more management tools come to play to equip you. The number of resources to be managed and needed will also increase. As a fighter pilot, you won't have any use for much except probably currency. When in your fleet command, the supply/food resource comes into play. Once the player gains manufacturing and economic capacity at the city level, materials become important. At higher levels, researching technology becomes important, which uses energy/power, and also allows powerful weapons to be charged. Resources will be limited to only 4 maximum so not to overwhelm the players.
InterfaceInterface in Aethernoughts will be minimal as much as possible. This is to ease the progression between game levels and also simplify RTS for mobile. The most complex command will be toggle buttons in the build menu. Micromanagement is possible, but will be intuitive and not need any extra buttons.
FactionsFactions are not the traditional factions in an RTS. Factions aren't technically in an all-out-war with each other, and cooperation or at least interaction with each is useful. Each represents an ideology, specialty, and technology tree to unlock. Pledging allegiance to a faction will allow you access to that faction's technology, equipment, and weaponry and the more aligned you are with that faction, the more benefits you gain from them. It's also possible to be completely neutral and have access to all the basic technology from all the factions, but no more buffs. You can also change allegiance to another faction at any time, though this is seen as being untrustworthy.
It's useful to see Factions as International Guilds (or various United Nation non-government organizations) that offer services to those that pay, though they are more than that. They don't solely measure their power by the property they own (and they own a lot), but the influence they have on the various societies, whether a small tribe or a large metropolis.
TechnologyA player may research technology once he is at least in city-level (Unless he has pledged earlier to the Tesla/science-based faction, then he can start at ship captain. Which brings up a point, the faction you pledge to will allow you access to different gameplay elements earlier on). Technology is partly based on random trees and mostly on blueprints. This will make starting available technology choices plentiful, while still keeping some to be reached later. So it's not a totally flat system of technology. Again, depending on your standing with a faction will determine what technologies do they choose to share with you.
ProgressionWe already covered the increasing resource management and different gameplay levels of the level progression. Again, progression is mostly tied to how many units you control, but that's not the sole indicator. One can also be demoted from one level down, though players will not lose everything at the outset from that level.
Example: A destruction of 2 floating-cities out of 3, all research has halted. However, the player does not lose the technologies he researched. However, even further destruction may erase those blueprints the next level down to fleet commander. (As unless the remaining loyalists are mostly scientists, technology blueprints are probably a last priority to store in a ship in the midst of escape).
UnitsUnits come in two classes: Ships and Fighters. Ships cover everything from frigates to battleships to floating-city fortresses to Death Star-like stations. Fighters cover everything from drones to biplanes to bombers to ground forces, simply, fighters cannot sustain themselves, while Ships can.
Turrets can be attached to either Ships or Fighters, and each Turret targets independently.
Ship sections can be built and expanded upon, while as, most of the time, Fighters are impractical to be built through modular means.
Units are modular, especially Ships. Multiple sections of a ship may be destroyed without destroying it completely.
GraphicsTop-down 2D graphics. There will be character avatars holo-projected by the flagships so that players can relate to the gameplay.
Testing the modular system and avatar (early):
Very, very early screenshot:
http://instagram.com/p/mlC3l6rRku/