Resources

Resources
Numbers are to show relative strength and may not be final.

Health / Hit Points (HP)

 * What: A measurement of toughness. When it reaches 0 the object is destroyed. For the player it will slowly refill over time. Arriving at a friendly planet fully heals the player. Enemy ships only heal if they destroy the player. This is one of the stats the player can upgrade.
 * Base measurement: 100
 * Base regen: 2 HP / 5 seconds
 * Who: Player, enemy ships, asteroids/space junk





Speed (Movement)

 * What: Determines how fast a ship can move. Increasing move speed on a ship gives it more power, as it can dodge attacks easier. The player will be able to increase their speed later in the game via upgrades. Speed can also be found projectile weapons.
 * Base measurement: 5
 * Who: Player, Enemy ships, projectiles (missiles, bullets)

Energy (Time Dilation)

 * What: The resource for how long a player can sustain Time Dilation: the temporary slowing of time by the player to obtain a window to preform actions at a more precise time. This resource regenerates quickly after a period of not being used. The player may upgrade this resource for an additional 2 seconds, to a max of 20 seconds.
 * Base stat: 10 seconds
 * Base regen: 1 second / second after 5 seconds of not being used
 * Who: Player



Missiles (guided projectiles)

 * What: objects fired from a ship that home in on nearby enemies. They are fairly slow moving and have a poor turning radius. Medium damage, medium cooldown. Missile upgrade paths include speed, turn radius, and damage.
 * Base damage: 10
 * Cooldown: 3 seconds
 * Who: Player, enemy ships



Non-guided projectiles

 * What: Objects that are fired in a straight line from a ship's front. They are fast moving, low cooldown, small damage. Upgrade paths include speed, reduced cooldown, and damage.
 * Base damage: 1
 * Cooldown: .5 seconds
 * Who: Player, enemy ships

Lasers

 * What: A line attack that deals damage based on how optimally charged it was. High damage, long cooldown. Upgrade paths include reduced cooldown, damage, and laser width.
 * Base damage: 10-30 in suboptimal range, 50 optimal range.
 * Total charge time: 4 seconds
 * Optimal charge range: 3 - 3.3 seconds
 * Cooldown: 15 seconds
 * Who: Player, enemy ships.



Shields

 * What: a protective barrier that blocks damage. It blocks more damage when in optimal spots in its Life time. Upgrades include suboptimal damage reduction, cooldown, and shield up time (this will also change the optimal zone to the middle of the time).
 * Lifetime: 3.5 seconds
 * Optimal range: 2 - 2.2 seconds
 * Damage blocked: 10-50% suboptimal, 100% Optimal
 * Cooldown: 10
 * Who: Player, enemy ship



Flares

 * What: Bright points of light that distracts all incoming enemy missiles for its duration. Also can light up dark areas. Upgrades include cooldown and lifetime.
 * Base damage: 0
 * lifetime: 5 seconds
 * Cooldown: 15
 * Who: Player

Scrap (currency)

 * What: The game's currency. It is dropped by destroyed enemy ships and some space junk. Its used to purchase ship upgrades.
 * Who: Player