Lol on pic.
Originally, 3 years ago when I started the project, the plan was real-time movement on a strategic level, yet almost being turn-based in a way. When mulitple units on the strategic level ended up in the same area, the actual battles would actually switch to real-time tactical screen. I may switch this yet, but I do want some real chess-like strategy involved with the actual real-time combat.
Here some old documentation that would describe some of what I was originally trying to accomplish long ago.
Some Early Galactic Uprising Concepts. I wouldn't have it quite like decribed there anymore, but that might give you an idea of why I originally was creating the game. I doubt it will actually be turn-based anymore, but it will be atleast paced for the strategic part of the game. Tactical combat will be full-speed though.
This would give an idea of the units involved in the game. There is some planetary action and battles too, altough limited in the first release.
Basic Unit data, Excel Not that all that garbage will make any sense, but you should be able to find tha planned units there.
I am getting all my documentation that was lost due to a computer malfunction back on my computer, thank goodness for paper hard copies. After I get all the documenation back, I get with everyone and they should have a much better understanding of the original concept. Everything about this game, every unit, well, everything, is just documented down to the last detail and was tested, altough, originally in board game format, unit strengths, speeds, etc for each race, should pretty well be set to make each race be equal, although they all have different strengths, weaknesses, etc.
Loco