EmptyEpsilon - Le Bottin des Jeux Linux

EmptyEpsilon

Specifications

Title: EmptyEpsilon Type: Linux Game
Genre: Simulation Status:
Category: Simulation ➤ Flight ➤ Combat ➤ Space Commercial:
Tags: Simulation; Space; Exploration; Space combat; Procedural Generation; Starship; Bridge; Star Trek; Sci-fi; Open World; Massive World; Local Multi; Online Multi; Local Co-op; Co-op; PvE; Competitive; PvP Demo:
Released: Latest : EE-2019.11.01 / Dev : 6824d10 Package Name:
Date: 2019-11-17 Extern Repo:
License: GPL v2 Deb Repo:
View: Third person Package:
Graphic: 3D Binary:
Mechanics: Real Time Source: ✓
Played: Single & Multi PDA: ✓
Quality (record): 5 stars Quality (game):
Contrib.: Goupil & Louis ID: 15293
Created: 2018-01-05 Updated: 2019-12-02

Summary

[fr]: Un simulateur de pont de vaisseau spatial (de type Star Trek) inspiré d'Artemis Spaceship Bridge Simulator, solo / multi (surtout, en équipe, en Lan/Wan, en coop vs des vaisseaux NPC, ou en PVP, contre d'autres ponts de joueurs), libre et multi-plateforme. Le PC du Capitaine (serveur du jeu) affiche l'écran principal visible de tous (si possible sur grand écran), et les PC des officiers (3-5 par vaisseau : Barre, Armes, Transmissions, Science, Ingénierie) agissent chacun comme une station d'un même pont de vaisseau. Un maître de jeu peut aussi injecter des dangers, et modifier les scénarios à la volée. [en]: A free/libre, cross-platform, SP / MP (mostly, in team, on Lan/Wan, in coop vs NPC starships, or in PVP, against other player bridges) starship bridge simulator game (as in Star Trek), inspired by Artemis Spaceship Bridge Simulator. The Captain's PC (game server) displays the main screen visible for everyone (if possible on a big screen), and the officers' PCs (3-5 per ship: Helms, Weapons, Relay, Science, Engineering) each act as a station of the same starship bridge. A game master can also inject hazards, and change scenarios on the fly.

Videos

Trailer :


Présentation (d'une partie) des développeurs / (Some of the) Dev presents (Joe Greene @ Gen Con 2016) :


Gameplay (MP) [en] :

Links

Website & videos
[Homepage] [Dev site] [Features/About] [Screenshots] [Videos t ts gd gu id r lp mp mp g[fr] g[de] g[ru] g[pl] g[cz] g[sp] g[pt] g[it] g[tr] g] [WIKI] [FAQ] [RSS] [Changelog 1 2 3]

Commercial : [Support their work (Donate)]

Resources
• (empty)
Technical informations
[Open Hub] [PCGamingWiki] [MobyGames]

Social
Devs (EmptyEpsilon Team [fr] [en]) : [Site 1 2] [mastodon] [twitter] [PeerTube] [YouTube] [Interview 1 2]
Game : [Blog] [Forums] [twitter] [YouTube]

On other sites
[Debian Requested packages]

Reviews
[metacritic]

News / Source of this Entry (SotE) / News (SotN)
[Changes with v. EE-2019.09.10 (20190910)] [Gaming on Linux (20181207)]

Description [fr]

Un simulateur de pont de vaisseau spatial (de type Star Trek) solo/multi en Lan/Wan, par l'EmptyEpsilon Team, initié par daid.
En C++.

EmptyEpsilon est un simulateur de pont de vaisseau spatial (de type Star Trek) inspiré d'Artemis Spaceship Bridge Simulator, solo / multi (surtout, en équipe, en Lan/Wan, en coop vs des vaisseaux NPC, ou en PVP, contre d'autres ponts de joueurs), libre et multi-plateforme. Le PC du Capitaine (serveur du jeu) affiche l'écran principal visible de tous (si possible sur grand écran), et les PC des officiers (3-5 par vaisseau : Barre, Armes, Transmissions, Science, Ingénierie) agissent chacun comme une station d'un même pont de vaisseau. Un maître de jeu peut aussi injecter des dangers, et modifier les scénarios à la volée.


Voir aussi / See also : EmptyEpsilon, Space Nerds In Space,


Qu'est-ce que c'est ?

EmptyEpsilon est un jeu de simulateur de pont de vaisseau spatial. Il est entièrement open source, il peut donc être modifié de la manière souhaitée.

Qu'est-ce que ça veut dire?

EmptyEpsilon vous place dans les rôles d'officiers de pont d'un vaisseau spatial, comme dans Star Trek. Bien que vous puissiez jouer à EmptyEpsilon seul ou avec des amis, la meilleure expérience implique 6 joueurs travaillant ensemble sur chaque vaisseau.

Chaque officier remplit un rôle unique : Capitaine, Barre (NdT: direction), Armes, Transmissions (NdT : Communications), Science, et Ingénierie. À l'exception du Capitaine, chaque officier exploite une partie du vaisseau au moyen d'un écran spécialisé. Le commandant de bord compte sur son fidèle équipage pour rapporter des informations et suivre les ordres.

Comme Artemis Spaceship Bridge Simulator?

EmptyEpsilon s'est inspiré d'Artemis Spaceship Bridge Simulator. C'est un assez bon simulateur de pont, mais nous voulions régler certains problèmes. Comme Artemis n’est pas open source, notre seule solution était de tout recommencer par nous-mêmes.

Par exemple, la station de "communication" d’Artemis est assez limitée et peut être ennuyeuse pour le joueur. Le jeu pourrait se désynchroniser, déroutant les joueurs. En outre, son écran de Maître du Jeu ne faisait pas tout ce que nous voulions.

Dans l'ensemble, Artemis est un bon jeu. Nous avons écrit notre propre projet pour pouvoir implémenter de nouvelles fonctionnalités et une extensibilité.


LANCER UN JEU

CONFIGURATION STANDARD

Pour exécuter un pont standard pour EmptyEpsilon, vous avez besoin du matériel suivant :

• 4 à 6 appareils, 1 pour chaque officier sauf le capitaine. Ceux-ci peuvent être des ordinateurs portables, des ordinateurs de bureau ou des appareils Android.
• Un grand écran (grand écran, téléviseur ou projecteur).
• un réseau stable. Le Wifi peut fonctionner, mais nous recommandons un réseau local câblé.
• Si vous jouez sur Internet, le chat vocal est fortement recommandé.

Tous les officiers sauf un, opèrent des "stations" qui contrôlent différentes parties du vaisseau. Le dernier ordinateur est destiné à l'écran principal, qui ne nécessite aucune saisie et doit être visible pour tous les joueurs.
Désignez 1 joueur comme Capitaine, dont l'ordinateur peut servir d'écran principal du vaisseau. Le seul devoir du capitaine est de communiquer avec les autres officiers et de leur dire ce qu'ils doivent faire.
Les autres officiers exploitent chacun l'une des stations du vaisseau, décrites dans l'onglet Stations (NdT : recopié la section Feature).

Lancer une partie

Après avoir démarré le jeu sur l'ordinateur servant d'écran principal, vous pouvez également le configurer en tant que serveur de jeu. Les autres stations peuvent ensuite se connecter au serveur de jeu en tant que clients.
Après avoir démarré le serveur, sélectionnez un scénario (nous recommandons les scénarios "Waves" ou "Basic" pour les premiers jeux), puis générez un vaisseau joueur que tout le monde peut rejoindre.
Tout le monde devrait choisir le même vaisseau et choisir sa station désignée. C'est tout ! Vous êtes maintenant aux commandes d'un vaisseau spatial entièrement fonctionnel.

Jeu sur internet

Un équipage peut jouer à EmptyEpsilon via une connexion Internet. Cela signifie que le serveur de jeu doit être accessible depuis Internet. Le serveur fonctionne sur le port 35666, qui doit être ouvert dans votre pare-feu et transmis à votre serveur si vous êtes derrière un routeur.

CONFIGURATION LIMITÉE

Si vous n'avez pas assez de joueurs (ou de stations), vous pouvez exécuter plusieurs stations sur un seul ordinateur en sélectionnant plusieurs rôles dans le menu de sélection du vaisseau. Vous pouvez ensuite basculer entre les stations en appuyant sur le bouton en haut à droite de l'écran de jeu.

Il existe également 3 écrans spéciaux conçus pour les équipages de 3 à 4 officiers: Tactical, Engineering+, et Operations.

• Tactical combine les stations Helms (protection) et Weapons (Armement) en une seule station.
• Engineering+ prend l’activation des boucliers de la station Weapons (Armement).
• Operations reprend le fonctionnement de la station science (scientifique), mais permet aussi les communications.

Ces 3 stations peuvent également être combinées avec les 5 stations standard.

MAÎTRE DU JEU

Un maître de jeu peut modifier des scénarios à la volée en ajoutant et en supprimant des vaisseaux et des stations exploités par une intelligence artificielle, en modifiant leur configuration, en ajoutant des périls dans l'espace et en communiquant avec les vaisseaux joueurs, offrant ainsi aux joueurs une expérience plus intéressante et plus personnalisée.

Les scénarios peuvent également ajouter des fonctions spéciales de GM (MJ, Maître de Jeu) qui déclenchent des événements scriptés. Cela permet aux maîtres de jeu de créer des histoires complexes et des situations complexes et dynamiques qu'ils peuvent manipuler à volonté pendant le jeu. Les commandes de script sont décrites en détail dans l'onglet Script de mission (voir le site).

Description [en]

"A free/libre, MP oriented, starship bridge simulator game (as in Star Trek)" -- Le Bottin

What is it?

EmptyEpsilon is a spaceship bridge simulator game. It's fully open source, so it can be modified in any way people wish.

What does this mean?

EmptyEpsilon places you in the roles of a spaceship's bridge officers, like those seen in Star Trek. While you can play EmptyEpsilon alone or with friends, the best experience involves 6 players working together on each ship.

Each officer fills a unique role: Captain, Helms, Weapons, Relay, Science, and Engineering. Except for the Captain, each officer operates part of the ship through a specialized screen. The Captain relies on their trusty crew to report information and follow orders.

Like Artemis Spaceship Bridge Simulator?

Artemis Spaceship Bridge Simulator was the inspiration for EmptyEpsilon. It's pretty good as a bridge simulator, but we had some issues with it that we wanted to fix. Since Artemis isn't open source, our only solution was to start over by ourselves.

For example, the "comms" station of Artemis is pretty limited and can be boring for the player. The game could fall out of sync, confusing the players. Also, its Game Master screen didn't do everything that we wanted.

All in all, Artemis is a nice game. We wrote our own to be able to implement new features and extensibility.


RUNNING A GAME

STANDARD SETUP

To run a standard bridge for EmptyEpsilon, you need the following equipment:

• 4-6 devices, 1 for each officer except the captain. These can be laptops, desktops, or Android devices.
• One big screen (large monitor, TV, or projector).
• A stable network. Wifi can work, but we recommend a wired LAN.
• If playing over the internet, voice chat is strongly recommended.

All but 1 of the officers operate "stations" that control different parts of the ship. The last computer is for the main screen, which does not need any input and should be visible to all players.
Designate 1 player as Captain, whose computer can serve as the ship's main screen. The Captain's only duty is to communicate with the other officers and tell them what they should do.
The other officers each operate one of the ship's stations, which are described in the Stations tab (See "Features" below).

Running the game

After starting the game on the computer serving as the main screen, you can also configure it as the game server. The other stations can then connect to the game server as clients.
After starting the server, select a scenario (we recommend the "Waves" or "Basic" scenarios for first games), then spawn a player ship for everyone to join.
Everyone should select the same ship and choose their designated station. That's it! You're now in command of a fully functional spaceship.

Internet play

A crew can play EmptyEpsilon over internet connections. This means the game server needs to be accessible from the internet. The server runs on port 35666, which needs to be open in your firewall and forwarded to your server if you are behind a router.

LIMITED SETUP

If you don't have enough players (or stations), you can run multiple stations on a single machine by selecting multiple roles in the ship selection menu. You can then switch between stations by pressing the button in the top right of the game screen.

There are also 3 special screens designed for crews of 3-4 officers: Tactical, Engineering+, and Operations.

• Tactical combines helms and weapons into one station.
• Engineering+ takes shields activation from the weapon station.
• Operations acts the same as the science station, but also allows for communications.

These 3 stations can also be combined with the 5 standard stations.

GAME MASTER

A Game Master can modify scenarios on the fly by adding and removing AI-operated ships and stations, changing their configurations, placing space hazards, and communicating with player ships, all making for a more interesting and customized experience for players.

Scenarios can also add special GM functions that trigger scripted events. This lets Game Masters build complex stories and intricate, dynamic situations that they can manipulate at will during gameplay. Scripting commands are covered in depth on the Mission Scripting tab (see on the site).


Debian Requested packages:

EmptyEpsilon is a spaceship bridge simulator game

EmptyEpsilon places you in the roles of a spaceship's bridge officers. While you can play EmptyEpsilon alone or with friends, the best experience involves 6 players working together on each ship.

Each officer fills a unique role: Captain, Helms, Weapons, Relay, Science, and Engineering. Except for the Captain, each officer operates part of the ship through a specialized screen. The Captain relies on their trusty crew to report information and follow orders.

Features

MAIN SCREEN/CAPTAIN

Without direct control of the ship, the Captain keeps the crew focused on their goal and makes tactical decisions in combat. The ship's main screen should be set up on a large monitor or projector so that all players can track their ship's status.

The Captain's tasks include:

• Planning the next actions
• Co-ordinating combat tactics
• Preventing mutiny
• Setting priorities

Controls

There are many ways to configure the main screen and define the Captain's role. You can grant any officer's station control over the main screen, but you can also give the Captain direct control over it with these keyboard controls:

• Left mouse button: Rotate the main screen 90 degrees to the left
• Right mouse button: Rotate the main screen 90 degrees to the right
• Middle mouse button: Switch between ship, short-range radar, and long-range radar views
• Up key: Set main screen to forward view
• Down key: Set main screen to rear view
• Left key: Set main screen to left view
• Right key: Set main screen to right view
• Tab key: Set main screen to short-range radar view
• Q key: Set main screen to long-range radar view
• F key: Set main screen to first-person view

Note that these controls are optional and are not necessary to play the game, but could be used in custom hardware setups. These controls are only for the main screen.

A "custom" hardware setup for the Captain could be as simple as taping a 3-button mouse to an armchair.


HELMS

Data: In the upper-left corner, the Helms officer's screen displays the ship's energy (max is 1,000), current heading in degrees, and current speed in Units/minute. Below this data are two sliders.

Engines: The left slider controls the impulse engines, from -100% (full reverse) to 0% (full stop) to 100% (full ahead). The right slider controls the ship's high-speed warp or instantly teleporting jump drives, if the ship is equipped with either.

Setting a Heading: The Helms officer has a short-range radar. Pressing inside this radar sets the ship's heading in that direction. If the ship has beam weapons, the radar view includes those weapons' firing arcs to help the Helms officer keep targets in the Weapons officer's sights.

Jumping: A jump drive teleports the ship across the specified distance along its current heading. The ship's impulse engines shut down, and after a countdown the ship disappears from its position and instantly reappears at its destination. Each jump consumes energy, with longer jumps consuming more energy. A standard jump takes 10 seconds to initiate, but depending on how much power is allocated to the drive (and how damaged it is), the time to power the jump might vary.

Warping: A warp drive propels the ship straight ahead several times faster than impulse engines, but drain energy at a much faster rate. A warping ship can still collide with hazards like asteroids and mines, but a ship can enter warp very quickly for rapid escapes and advanced tactical maneuvers.

Combat Maneuvers: For ships capable of performing combat maneuvers, the Helms screen includes up to two special sliders at the bottom right. The vertical slider rapidly increases the ship's forward speed above its maximum cruising speed, but generates lots of heat in the impulse engines and consumes energy quickly. The horizontal slider moves the ship laterally but can quickly overheat the maneuvering system. Combat maneuvers can be exhausted but recharge over time.

Docking: The Helms officer can dock with a friendly or neutral station (or in some cases, a larger ship) when it is within 1U. While docked, the ship can't engage its engines or fire weapons, but its energy recharges faster, repairs take less time, the ship's supply of probes is replenished, and the Relay officer can request missile weapon rearmament. The Helms officer is also responsible for undocking the ship.

Retrieving Objects: The Helms officer is also responsible for piloting the ship into supply drops and other retrievable items to retrieve them.


WEAPONS

Data: In the upper-left corner, the Weapons officer's screen displays the ship's energy (max is 1,000), and the strength of its front and rear shields.

Targeting: To fire beam weapons and target guided missile weapons, the Weapons officer can select ships on the screen's short-range radar.

Missiles: Missiles are one of a ship's most destructive weapons. Before a missile can be fired, the Weapons officer selects it, then selects one of the weapon tubes to load it. Loading and unloading weapon tubes takes time. (Mines are also be loaded into a special type of weapon tube.) Weapon tubes face a specific direction, and some ships only have tubes on certain sides of a ship, making cooperation with the helms officer's maneuvers especially important.

To fire a missile, the Weapons officer presses a loaded missile tube. Except for HVLIs, missiles home in on any target selected by the Weapons officer. Otherwise, the missile is dumb-fired and flies in a straight line from its tube. The Weapons officer can choose to lock the tube's aim onto a target or click the Lock button to the top right of the radar to manually angle a shot.

There are several types of missile weapons:

• Homing: A simple, high-speed missile with a small warhead.
• Nuke: A powerful homing missile that deal tremendous damage to all ships within 1U of its detonation.
• Electromagentic Pulse (EMP): A homing missile that deal powerful damage to the shields of all ships within 1U of detonation, but don't damage physical systems or hulls.
• High-velocity Lead Impactor (HVLI): A group of 5 simple lead slugs fired in a single burst at extremely high velocity. These bolts don't home in on an enemy target.
• Mine: A powerful, stationary explosive that detonates when a ship moves to within 1U of it. The explosion damages all objects within a 1U radius.

Beam Weapons: The location and range of beam weapons are indicated by red firing arcs originating from the players' ship. After the Weapons officer selects a target, the ship's beam weapons will automatically fire at that target when it is inside a beam's firing arc. The officer can use the frequency selectors at the bottom right, along with data about a target's shield frequencies provided by the Science officer, to remodulate beams to a frequency that deals more damage. Note that you can change the beam frequency instantaneously.

Beam weapons fire at a target's hull by default, but the Weapons officer can also target specific subsystems to disable an enemy. If you simply wish to destroy an enemy, however, it's best left on hull.

Shields: The Weapons officer is responsible for activating the ship's shields and modulating their frequency. It might be tempting to keep the shields up at all times, but they drain significantly more power when active. Certain shield frequencies are especially resistant to certain beam frequencies, which can also be detected in targets by the Science officer. Unlike beam weapons, however, remodulating the shields' frequency brings them offline for several seconds and leaves the ship temporarily defenseless.


ENGINEERING

Power Management: The Engineering officer can route power to systems by selecting a system and moving its power slider. Giving a system more power increases its output. For instance, an overpowered reactor produces more energy, overpowered shields reduce more damage and regenerate faster, and overpowered impulse engines increase its maximum speed. Overpowering a system (above 100%) also increases its heat generation and, except for the reactor, its energy draw. Underpowering a system (below 100%) likewise reduces heat output and energy draw.

Coolant Management: By adding coolant to a system, the Engineering officer can reduce its temperature and prevent the system from damaging the ship. The ship has an unlimited reseve of coolant, but a finite amount of coolant can be applied at any given time, so the Engineering officer must budget how much coolant each system can receive. A system's change in temperature is indicated by white arrows in the temperature column. The brighter an arrow is, the larger the trend.

Repairs: When systems are damaged by being shot, colliding with space hazards, or overheating, the Engineering officer can dispatch repair crews to the system for repairs. Each systems has a damage state between -100% to 100%. Systems below 100% function suboptimally, in much the same way as if they are underpowered. Once a system is at or below 0%, it completely stops functioning until it is repaired. Systems can be repaired by sending a repair crew to the room containing the system. Hull damage affects the entire ship, and repair crews can always repair it, but hull repairs progress very slowly.


SCIENCE

Long-range Radar: The Science station has a long-range radar that can locate ships and objects at a distance of up to 25U. The Science officer's most important task is to report the sector's status and any changes within it. On the edge of the radar are colored bands of signal interference that can vaguely suggest the presence of objects or space hazards even further from the ship, but it's up to the Science officer to interpret them.

Scanning: You can scan ships to get more information about them. The Science officer must align two of the ship's scanning frequencies with a target to complete the scan. Most ships are unknown (gray) to your crew at the start of a scenario and must be scanned before they can be identified as a friend (green), foe (red), or neutral (blue). A scan also identifies the ship's type, which the Science officer can use to identify its capabilities in the station's database.

Deep Scans: A second, more difficult scan yields more information about the ship, including its shield and beam frequencies. The Science officer must align both the frequency and modulation of each scan type to complete a deep scan. The helms and weapons screen can also see the firing arcs of deep-scanned ships, which help them guide your ship from being shot by their beams.

Nebulae: Nebulae block the ship's long-range scanner. The Science officer cannot see what's inside or behind them, and while in a nebula the ship's radars cannot detect what's outside of it. These traits make nebulae ideal places to hide for repairs or stage an ambush. To avoid surprises around nebulae, relay information about where you can and cannot see objects to both the Captain and the Relay officer.

Probe View: The Relay officer can launch probes and link one to the Science station. The Science officer can view the probe's short-range sensor data to scan ships within its range, even if the probe is far from the ship's long-range scanners or in a nebula.

Database: The Science officer can access the ship's database of all known ships, as well as data about weapons and space hazards. This can be vital when assessing a ship's capabilities without a deep scan, or for help navigating a black hole, wormhole, or other anomaly.


RELAY

Sector Map: The Relay station can view a map of the sector, including space hazards and ships within short-range scanner range (5U). It can also see the short-range sensor data around other friendly ships and stations, potentially spotting distant ships before the science station does. The Relay officer cannot scan ships, however.

Probes: The Relay officer can launch up to 8 high-speed probes to any point in the sector. These probes fly toward a location and transmit short-range sensor data to the ship for 10 minutes. Probes work inside nebulae, and thus are powerful tools when faced with an area blocked by nebula. The Relay officer can also link a probe's sensors to the Science station, which lets the Science officer scan ships within the probe's sensor range even if the probe is beyond the ship's long-range scanners. Probes cannot be retrieved and can be destroyed by enemies; your ship's stock of probes can be replenished only by docking at a station.

Waypoints: The Relay officer can set waypoints around the sector. These waypoints appear on the Helms officer's short-range scanner and can guide the ship toward a destination or on a specific route through space. Waypoints are also necessary when requesting aid from friendly stations.

Communications: The Relay officer can open communications with stations and other ships. Friendly ships hailed by the Relay officer can take orders, and friendly stations can dispatch backup and supply ships. While your ship is docked at a station, the Relay officer can request rearmament of the ship's missiles and mines. Some of these requests can cost some of your crew's reputation, which is also tracked by the Relay station.