265 lines
20 KiB
Markdown
265 lines
20 KiB
Markdown
# Shores of Solara
|
|
|
|
## Content
|
|
|
|
- [Shores of Solara](#shores-of-solara)
|
|
- [Content](#content)
|
|
- [Setting](#setting)
|
|
- [Introduction](#introduction)
|
|
- [Geography](#geography)
|
|
- [Systems](#systems)
|
|
- [Health](#health)
|
|
- [Inventory](#inventory)
|
|
- [Combat](#combat)
|
|
- [Progression](#progression)
|
|
- [Contracts](#contracts)
|
|
- [Notable Unlocks](#notable-unlocks)
|
|
- [Experience Categories](#experience-categories)
|
|
- [Skills](#skills)
|
|
- [Crafting](#crafting)
|
|
- [NPC's](#npcs)
|
|
- [Movement](#movement)
|
|
- [Mechanics](#mechanics)
|
|
- [Fast Travel](#fast-travel)
|
|
- [Gear \& Items](#gear--items)
|
|
- [Miscelaneous Notes](#miscelaneous-notes)
|
|
|
|
***
|
|
|
|
### Setting
|
|
|
|
In the heart of the Pacific Ocean lies a remote island known only as "Solara." It is a place that time forgot, a land untouched by the hands of any ruling government. But within its wild and untamed beauty, a fierce struggle for power, freedom, and salvation unfolds.
|
|
|
|
For years, Solara has been a clandestine arena, a battleground where the world's nations send their unwanted prisoners, pawns in a dangerous game of survival. The island is an anarchic experiment, a petri dish of human nature left to simmer and evolve without the constraints of civilization. Beneath the lush canopy and amid the sprawling ruins, factions have risen and fallen, carving their own territories out of the untamed wilderness.
|
|
|
|
Three cities, each embodying a distinct ideology, stand as the pillars of order amidst the chaos.
|
|
|
|
- **Port Avalon**, a haven for the ruthless and cunning, is home to the "Ravens," a faction of scavengers and thieves who have mastered the art of survival. They are the shadowy puppet masters of the island's black market, fueling their ambitions with the promise of wealth and dominance.
|
|
|
|
- In stark contrast, **Havenbrook** is a beacon of hope, led by the "Harmony Alliance." Comprised of former soldiers, healers, and idealists, they hold firm to their belief in a united, peaceful future. Their city is a sanctuary for those seeking refuge from the lawlessness beyond its walls, and they are willing to fight to protect their vision of a better world.
|
|
|
|
- Between these two opposing forces stands the "Survivalists," a group of rugged individualists and survivors who prioritize their own survival above all else. They navigate the treacherous waters of Solara, adapting to its ever-changing landscape and forming tenuous alliances when necessary.
|
|
|
|
At the very heart of the island, surrounded by towering peaks and concealed by dense jungle, lies the **Citadel**. Its walls are impregnable, its defenses formidable, and its leader, the enigmatic "Overlord," is an iron-fisted tyrant who rules with an iron grip. The Citadel's purpose is singular and sinister: to safeguard a dangerous relic, a weapon of unimaginable power. It is a viral agent capable of spreading destruction on a global scale, the key to unprecedented control.
|
|
|
|
The factions' motivations for acquiring the deadly artifact diverge, creating a volatile dynamic. The Ravens seek to harness its power to cement their dominance and expand their rule beyond Solara's shores. The Harmony Alliance envisions using it as a force for good, to quell the darkness and restore order to a world plagued by chaos. The Nomads, however, see the artifact as the embodiment of Solara's malevolent essence and seek its destruction, no matter the cost.
|
|
|
|
Amidst this turmoil and rivalry, you, a lone volunteer from a distant nation, find yourself on the shores of Solara. Determined to earn your freedom, you tread carefully, forming alliances and surviving the trials of each faction's city. As you navigate the political maelstrom and uncover the island's secrets, you realize that you hold the fate of not only your own redemption but also the world in your hands.
|
|
|
|
The stage is set, and the clock is ticking. To bring peace to the island and liberate its inhabitants, you must face the perilous journey to the Citadel, where the Overlord resides. The ultimate challenge awaits: to defeat the tyrant and seize control of the artifact, deciding the fate of Solara and its potential impact on the world beyond. But the path to redemption is fraught with danger, and the line between hero and villain blurs in the crucible of chaos.
|
|
|
|
In "Shores of Solara," survival is not enough; to shape history, you must become a force of nature, an agent of change in a world teetering on the edge. The battle for power, the quest for redemption, and the pursuit of salvation converge in a gripping tale of courage, sacrifice, and the unyielding human spirit.
|
|
|
|
#### Introduction
|
|
|
|
Welcome to "Shores of Solara," (SOS) where your journey begins with a crucial decision. As you step onto the untamed shores of this remote island, you must choose your path by aligning with one of three distinct factions, each closely tied to a safe city within Solara.
|
|
|
|
Upon your selection, you'll be granted an initial loadout that reflects your chosen faction's identity. This gear will be your first line of defense as you embark on your adventure, beginning in the heart of your faction's city.
|
|
|
|
As you step into the open world of Solara, you'll find yourself surrounded by a rich tapestry of life. Throughout the three safe cities, numerous NPCs await your interaction, offering tasks, quests, and engaging storylines that span multiple parts. These quests might lead you to specific locations, require you to retrieve valuable items, or beckon you to delve into the island's enigmatic mysteries.
|
|
|
|
Before you set out on your journey, you'll receive an essential tutorial on the game's inventory system. Initially, your possessions will be limited to what you carry on your character. However, your very first task will be to visit an NPC who will grant you access to storage—a valuable resource indeed.
|
|
|
|
This storage facility is no ordinary place; it's an instanced home, nestled safely within the walls of your chosen safe city. At first, it will offer only the bare necessities—a cost, a small storage bin, and not much else. You'll soon learn that if you wish to acquire better gear and equipment, you'll need to venture out into the treacherous wilderness of Solara.
|
|
|
|
The journey beyond the safety of the city walls is not for the faint of heart. The closer you tread toward the enigmatic Citadel at the island's core, the more advanced weaponry you'll discover scattered throughout the unforgiving terrain. However, be mindful; danger lurks around every corner, and the risk of engaging in player-versus-player combat is ever-present.
|
|
|
|
To prepare you for the challenges ahead, you'll be briefed on the mechanics of death in Solara. Your fate upon death depends on whether you are marked as "WANTED." Should you fall in battle while bearing this infamous status, you will forfeit all your possessions. However, if you meet your demise without this label, your most prized items will remain safe in your secure and medical pockets.
|
|
|
|
The island of Solara is teeming with opportunities and secrets waiting to be uncovered. Should you find yourself unsure of your next steps, simply ask around. There are countless individuals on this island who are more than willing to trade favors for assistance, turning every interaction into a potential stepping stone on your path to redemption and power. The world of "Shores of Solara" is your oyster, and your choices will shape its destiny.
|
|
|
|
#### Geography
|
|
|
|
***
|
|
|
|
### Systems
|
|
|
|
todo: oraganize these into their own sections
|
|
|
|
#### Health
|
|
- ##### [Documentation](https://git.happytavern.co/OceanSlim/projectEli/src/branch/master/Documents/health.md)
|
|
|
|
#### Inventory
|
|
- ##### [Documentation](https://git.happytavern.co/OceanSlim/projectEli/src/branch/master/Documents/inventory.md)
|
|
|
|
- add to git issues
|
|
- right click hold drop one from stack per slot, left click drag to split stack evenly among slots
|
|
- make a dot crosshair when close to an item and pickup item comes up when the crosshair is within the pickup ranges looking at the item
|
|
- right click fill bag on containers like materials bag and tool belt
|
|
- while a stack or item is picked up: right click drops/equips one from the stack. left click drops the whole stack. if no stack is held right click brings up menu
|
|
- when loaading ammo: If you hold a stack of ammo and hover over a mag, right clicking will load one in the mag, - left click will load the whole stack one by one, (instantly in safe city)
|
|
- cells should all be measured in length width hieght LWH
|
|
- money
|
|
- Character starts with 5,000,000 Sats
|
|
- character starts with 250 storage slots in the stash (10x25)
|
|
***
|
|
#### Combat
|
|
|
|
After entering the unprotected zone, which starts at Zone 1, a player becomes invisible to others for a duration of two minutes.
|
|
|
|
As you venture closer to the center, the level difference of players you can engage in player-versus-player (PVP) combat with increases. For instance, in Zone 30, you can engage in PVP with players who have a level difference of up to 30 levels.
|
|
|
|
To clarify, if you are in Zone 30 and your character is level 45, you can engage in combat with any player whose level falls within the range of 15 to 75. Players outside of this level range will not appear on your screen unless they are part of your party. In such cases, the level range is determined by the highest level player in your party.
|
|
|
|
Initiating PVP action will give you a "WANTED" status. When you come within one mile of another player with a "WANTED" status, you will receive a radio call alerting you to be on the lookout for a wanted PMC (Private Military Contractor) in the vicinity.
|
|
|
|
Players who acquire the "WANTED" status will retain it for a duration of 30 minutes from their last shot fired at another PMC. Being "WANTED" makes a player visible to anyone, regardless of the level difference.
|
|
|
|
If a player dies while marked as "WANTED," they will drop all their possessions. However, if they die without the "WANTED" status, they will retain the items stored in their secure and medical pockets, along with their most valuable weapon.
|
|
|
|
Additionally, when a player dies and drops their items, they have 30 minutes to return to the spot where they died to retrieve their items. However, during this time, these items can also be picked up by other players. If another player picks up these items, the original owner will not be able to retrieve them. If the items are not picked up by anyone within 30 minutes, they will despawn from the map.
|
|
|
|
In the event that items despawn, the player can buy them back from an NPC for 3/4 of the base full value of the items.
|
|
|
|
**add**
|
|
|
|
- If level difference for pvp is out of range for 2 players, then they will be invisable / ghost to eachother and can not damage one another.
|
|
- melee is 1 hit kill in back, 2 hit kill anywhere
|
|
***
|
|
#### Progression
|
|
|
|
The progression system is carefully designed to create a dynamic and engaging experience for players. As they advance through levels, the requirements for earning experience points (XP) to reach the next level become increasingly challenging. This means that the early levels have relatively low XP requirements, while the higher levels demand significantly more XP. The progression curve is not linear; it becomes steeper as you ascend to higher levels, making the journey to the top more challenging and time-consuming.
|
|
|
|
For detailed information regarding the XP required for each level, how much XP is earned from various gameplay categories, contracts, notable unlocks, and skill progression, please refer to the [documentation](https://git.happytavern.co/OceanSlim/projectEli/src/branch/master/Documents/progress.md).
|
|
|
|
Here is a brief overview of the progression system components:
|
|
|
|
##### **Contracts:**
|
|
Contracts are similar to quests or tasks. They provide additional XP as rewards upon completion. Some contracts may be available on a daily or weekly basis, and their difficulty will increase as your character progresses through different levels.
|
|
Contracts remain relatively consistent in their XP rewards because players will receive a multiplier from their level. They are designed to become progressively more challenging as you reach higher levels, encouraging continuous engagement.
|
|
At the lower levels (1-20), players are introduced to the game with straightforward contracts that offer small amounts of XP. These contracts may include equipping gear, visiting traders, making purchases, and engaging in short stints in the PvP zone. As players progress, the contracts will increase in complexity.
|
|
|
|
##### **Notable Unlocks:**
|
|
Your character will unlock various features and improvements as they level up. These include enhanced med pouch sizes, health multipliers, stash size increases, and more. The exact unlocks and their associated XP requirements can be found in the documentation.
|
|
|
|
##### **Experience Categories:**
|
|
XP can be earned through various gameplay categories, such as combat, exploration, treatment, looting, crafting, and more. Each category rewards XP for different in-game actions, providing a comprehensive and diverse progression experience.
|
|
|
|
##### **Skills:**
|
|
Your character's skills, such as endurance, attention, weapon handling, health, and crafting, will improve as you level up. These skills affect various aspects of gameplay, from stamina and jump height to looting speed and crafting efficiency. Skills become increasingly important as you reach elite levels, offering substantial advantages.
|
|
|
|
For further insights into the specific XP values, unlockables, and skill improvements related to the progression system, please consult the [documentation](https://git.happytavern.co/OceanSlim/projectEli/src/branch/master/Documents/progress.md). This comprehensive guide will offer a more detailed understanding of how the progression system operates and the strategies you can employ to advance through the game.
|
|
|
|
***
|
|
|
|
#### Crafting
|
|
|
|
Crafting is divided into several categories, each requiring specific workstations. Players can create essential medical items at a lab workstation. For weapons, materials, and ammunition, workbenches and reloading benches are essential, offering the freedom to craft a wide array of items, with crafting speed and capabilities improving as players level up. Equipment can be fashioned at a sewing bench, while cooking is a skill mastered at either a kitchen or campfire. The crafting system is not solely about mere recipes; some can only be unlocked upon completing specific in-game tasks.
|
|
|
|
The scrapping mechanic in the game adds a layer of complexity. Junk items need to be processed at a designated scrapper bench, with varying durations for different items. The time it takes to scrap an item correlates with the value of the materials it yields. For instance, breaking down an AK47 into its constituent components will take a considerable amount of time but yield materials like wood, steel, aluminum, oil, adhesive, screws, gears, springs, rubber, and plastic. Players can choose the order in which these items are scrapped.
|
|
|
|
This comprehensive crafting and scrapping system provides players with an engaging and rewarding experience as they gather, create, and deconstruct items to progress in the game world.
|
|
- ##### [Documentation](https://git.happytavern.co/OceanSlim/projectEli/src/branch/master/Documents/crafting.md)
|
|
|
|
***
|
|
|
|
#### NPC's
|
|
|
|
- trading
|
|
- tasks
|
|
- investigate area
|
|
- retrieve items
|
|
- reputaion
|
|
- Hostile
|
|
- Scavenger
|
|
- PMC
|
|
- Passive
|
|
- Trader
|
|
- item retrieval
|
|
- Funa
|
|
- Mammal
|
|
- Wolf
|
|
- Bear
|
|
- Deer
|
|
- Squirrels
|
|
- Racoon
|
|
- Fox
|
|
- Opossum
|
|
- Bird
|
|
- Eagle
|
|
- Reptile
|
|
- Aligator
|
|
- Snake
|
|
- Fish
|
|
- Bass
|
|
- Bees, other insects? swarm ?
|
|
|
|
***
|
|
|
|
#### Movement
|
|
|
|
##### Mechanics
|
|
|
|
- movement
|
|
- Headbob
|
|
- Sliding Down Slope
|
|
- Prone - x
|
|
- Adjust Speed with Scroll Wheel
|
|
- Adjust crouch height with c+scroll wheel
|
|
- open door
|
|
- climb ladder
|
|
- vaulting
|
|
|
|
##### Fast Travel
|
|
|
|
- To fast travel you have to call it in
|
|
- You can only call in a fast travel every 30 minutes real life time.
|
|
- Once called in, a vehicle with a driver spawns in out of sight of any players
|
|
- Player has 10 minutes to get to the fast travel point
|
|
- His location will determine where he can fast travel to from there (see map)
|
|
- when spawning into an area, you spawn out of sight from any other players you and everything else is invisible for 10 second timer
|
|
**A player can only innitiate fast Travel once every 30 minutes**
|
|
|
|
1. Travel from any Safe City to another Safe City:
|
|
Safe Cities are designated as secure and well-connected locations, allowing travelers to easily journey from one to another without restrictions. This provides a convenient and safe means of transportation between these urban centers.
|
|
2. Travel from any City to the nearest Safe City:
|
|
If you find yourself in a City and wish to reach a Safe City quickly, you have the option to fast travel to the closest Safe City. This facilitates efficient travel for adventurers seeking refuge or resources.
|
|
3. Travel from any City, Safe City, or Town to the nearest City, Safe City, or Town:
|
|
In urban environments like Cities and Safe Cities, as well as in smaller settlements like Towns, you can fast travel to the nearest location of your choice within the same category. This versatility allows you to adapt your travel plans to your immediate needs.
|
|
4. Travel from any Town to the nearest Safe City, City, or Town:
|
|
For those journeying from Towns, there is the flexibility to fast travel to the closest Safe City, City, or Town. This broadens your options when departing from less populated areas.
|
|
5. Exemption for Safe Cities:
|
|
A unique exception exists for Safe Cities. After fast traveling to a Safe City, you have the privilege to fast travel from that Safe City to another location immediately or at any time in the future. This exception acknowledges the exceptional security and infrastructure within Safe Cities.
|
|
6. Discovery Requirement:
|
|
To utilize fast travel, you must have previously discovered the destination you wish to reach. This means that you must have visited and become familiar with the location before you can fast travel to it.
|
|
7. Specific Travel Permissions by Settlement Type:
|
|
8. Village to Village or Town: If you are in a Village, you can fast travel to another Village or Town, making it easier to explore nearby settlements.
|
|
|
|
Town to Safe City, City, Town, or Village: Travelers in Towns have the flexibility to choose from various destination types, accommodating a range of travel goals.
|
|
|
|
City to City or Safe City: For those within Cities, fast travel options include traveling to other Cities or Safe Cities, reflecting the connectivity of these bustling urban centers.
|
|
|
|
***
|
|
|
|
### Gear & Items
|
|
- move sidesrm to the left side
|
|
- remove melee weapon
|
|
- melee will work
|
|
|
|
### Miscelaneous Notes
|
|
|
|
- Havenbrook based on Fallador, Survivalists safe city based on ardougne, Ravens safe city based on varrock.
|
|
- various towns and villages roughly scaled from rs towns barb village, draynor ...
|
|
- Fauna drops food
|
|
- deseases from wilderness or bad or uncooked food
|
|
- birds drop feathers that can be used for fishing
|
|
- snake skin, aligator skin (luxery barter good)
|
|
- mamals are a good source of leather. pelts must be broken down
|
|
- time
|
|
- time is generally 16x faster than real life
|
|
- day 1 hour night 30 minutes
|
|
- misc
|
|
- airdrops
|
|
- wanted contracts
|
|
- Fishing Minigame
|
|
|
|
|
|
| Weight | Status | Effect |
|
|
| -------- | -------- | -------- |
|
|
| 60-79.99 | Heavy Load | you make more noise `25%`, reduced jump height `50cm`, stamina drain increased `50%`, fall damage increased `5%`, movement speed decreased `25%` , walking drains your stamina.|
|
|
| 80-109.99 |Overweight | Cannot sprint, prone movement drains stamina, energy drain increased when moving, movement speed decreased `50%` |
|
|
| 110-150 |Critical Overweight | movement speed decreased `75%` ; energy drain increased ; turn speed reduced, max stance height reduced |
|
|
|
|
- weight
|
|
- 150Lbs is max lv 1 carry weight
|