Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Rheyah on July 24, 2013, 05:23:09 pm

Title: Contraband
Post by: Rheyah on July 24, 2013, 05:23:09 pm
Fifty four years ago in the Altair system, Vasudan scientists discovered remnants of a civilization we now call the Ancients.

The Second Great War came and went.  The destruction of the Capella node bought time that civilization had not previously known, but at great cost.  For ten years, the GTVA fought fire after fire with their weakened fleet, struggling to hold on to newly emergent, terrified civilian organizations driven by local warlords to doubt the protection that the Beta Aquilae Convention offered.  Vasudans returned to their religious ways in great numbers.  The Hammer of Light, once driven to extinction, re-emerged as old hatreds reignited.  As Vasudans fled into the arms of religion, Terrans found solace in an unlikely figure - the long vanished Admiral Bosch, re imagined as a martyr for a greater cause.

For a time, peace itself lay prone upon a knife edge.  A force that had faced down the greatest threat in human history was not something to be taken lightly, however.  One by one, the warlords and their personal armies were snuffed out.  The volatile cults were silenced.  The populace calmed and order returned one city at a time to GTVA space.  Terrans and Vasudans once again began to co-operate, mega-corporations began to trade openly once again and twelve years after it began, the GTVA formally ended its application of martial law on the final rebellious settlement.

Remnants of that manic time still litter known space in the form of charred hulks of old warships.  Civilian docking installations turned into military training grounds hang dead in space.  Frozen bodies float in the void between worlds, their eyes lifeless and fixed upon stars they cannot see.  The dead of three wars mingle in their final rest.

One such remnant made its home far beyond the Altair system.  Armed with little more than resourcefulness, one hell of an engineer, an appropriated asteroid base deep in the outskirts of the Oort cloud, an old NTF Fenris and whatever Great War era fighters they could rustle up, a pirate crew is about to make the score of their lives.

The trouble is, it might claim them as well.


This is something of a marker for myself as well as anyone else.  I'm developing my fredding skills in association with my writing and rather enjoyed coming up with a plot for this.  Expect missions filled with interesting dialogue, fun little asides, a branching campaign to the extent Freespace will let me get away with it, LOTS of out of date and underpowered weapons and enough engineering breakdowns to sink a Nimitz.

I hope it'll be a bit unique in amongst a lot of the high tech stuff.
Title: Re: Shetland
Post by: Nyctaeus on July 24, 2013, 05:43:47 pm
I was always wondering about a campaign about GTVA divided on multiple independent factions. Pirates, fanatics, mercs, and... Something much bigger waiting in the darkness. Campaign in feel of Firefly or Starcraft 2: Wings of Liberty. Life of the outlaw. I don't know how much this vision matches Your project. I just found it cool anyway.

Good luck on Your project.
Title: Re: Shetland
Post by: Lorric on July 24, 2013, 06:25:11 pm
I'm actually intrigued by this. Yes, something different. I also like the battles to go longer than they do in FS2 with all the top weapons blowing everything apart in seconds, so I approve of the underpowered weapons. Branching too.

I wish you the best of luck!  :D
Title: Re: Shetland
Post by: Lepanto on July 24, 2013, 08:19:54 pm
This character-driven, lower-tech setup you've got going here is intriguing, and might present a lot of plot opportunities. Personally, I'm more of a fan of the high-tech-huge-ships-lots-of-BEAMZ approach, but still, I'll be following this.
Title: Re: Shetland
Post by: Rheyah on July 25, 2013, 07:44:35 am
Gameplay and Mission Design

The thing that stuck with me about the original Freespace 2 campaign was the moment the Colossus overcharged her beams.  What if you didn't have an entire war effort sat behind you to repair your ship every single time it took a beating?  I just had this image of a Fenris with her back against the wall firing her main gun at five times the normal charge level and blowing out every power conduit on the ship, being reduced to drifting while her fighters desperately tried to keep her alive.  A variation on the usual "protect ship, stop it blowing up."  One of the things I'm going to try and do is use SEXPs to choreograph beam hits so they disable critical systems during battle.

My main gameplay goal in this campaign is to reverse a bit of the bad ass decay cruisers suffer throughout the games and restore a bit of the "gnats around an elephant" feeling we got the first time we played Freespace.

In Blue Planet and other mods of a similar type, this situation is taken to its logical end.  Cruisers are outdated and mostly considered gunboats - disposable assets that just exist to fire their shot and die or flee if they have the appropriate tags.  That's definitely one way to go and a valid one considering the canon thus far.  I'd like to try the opposite approach.

The little plucky Fenris you're with is going to be a proper weapons platform, considered a capital ship good and proper.  Since I'm going to be pushing this campaign in the direction of a low tech piratey duct tape and boot straps approach, that ship and other ships like her are going to be hard to kill.  Heavily armed transports are going to be a handful for a wing of fighters.  Military grade weapons are going to be a godsend, IF you can get hold of them.

 A Corvette arriving in a mission is an"Oh ****" moment.  A Destroyer is a genuine "right we need to get the **** out of here" moment.  To that end I'm going to be playing with the tbms to try and achieve this kind of balance, where an extension of combat time between capital ships and a rebalancing of the relationship between fighters and cruisers is achievable without just inflating everything's hitpoints fifty fold and giving everything a big ship flag.

My end goal on this is to allow missions time to tell the story of relatively small numbers of ships in interesting environments.  Ships will have power outages.  They will retreat from combat ala Blue Planet before they get too low and you will have to disable them by some means other than brute force.  Armed military transports will be an existential threat and something you have to plan around.  Cruisers will be proper capital ships capable of more than holding their own against a few pokey fighters.

Oh and should the GTVA show up?  Good luck.

It'll be a little different from the standard Freespace combat.  You'll feel like you're in a hokey, battle damaged fighter and taking out a cruiser will be a major event.  There will be lots of low tech ships for you to take out though and plenty of juicy transports.  Depending on how the story goes, anyway.  Hell, maybe it'll start a trend? :)
Title: Re: Shetland
Post by: Luis Dias on July 25, 2013, 08:49:45 am
Between the Ashes (play their 2 mission demo NAU! (http://"http://www.hard-light.net/forums/index.php?topic=81210.0")) also seems to go for that kind of low-key route. I like your ideas so far and your plot points are really interesting. I especially like the irony of having Bosch play like a kind of martyr for a godlike cause. After all, he was the only one in FS2 who was aware of the gap between our species and the shivans.

I also appreciated your criticism of BP in the other thread, so I think you have the brains to perhaps build up something smart and interesting! Consider myself hyped :yes:


ALSO a shameless plug for my own narrative interpretation on Bosch's figure in FS2 in this thread (http://"http://www.hard-light.net/forums/index.php?topic=84821.0"), which could give you random ideas for your martyr characterization of him.
Title: Re: Shetland
Post by: Rheyah on August 03, 2013, 03:55:14 pm
Okay So Where Am I Up To?

Story's pretty much mapped out.  I know where I'm going, what the characters are doing, why they are doing it and their characterisation is more or less solid.  One of the things I'm concentrating on in dialogue is to have a handful of characters aboard the pirate cruiser who you will come to rely on, discuss tactics with and even argue with given the opportunity to do so.  I want to personalise the ship.

I am squashing bugs in the mod files.  I've had to pull in a lot of external resources to get the right "feel" and not everything has gone as smoothly as I would have liked.  For example the primary weapon the player character first uses is currently unable to fire.  Think that might just be a newbie mistake.

Capital ship combat has been lengthened (on the order of a factor of two).  Blob turrets are quicker and substantially more powerful.  A cruiser can relatively overwhelm a wing of fighters now.  Bombing is much harder.

My first real test mission is about 50% complete.  It is that mission which lead me to make a proper mod for this.

In terms of where the GTVA stand, I'm using a very, very rough Blue Planet technological progression using exceptional community assets like the Titan and the Raynor though their justification will be radically different - taken from the mod pack on Freespace mods rather than BP itself.  The Deimos and a new cruiser class will be the backbone of the fleet along with refurbished old Leviathans and Vasudan warships.

In terms of where you stand, as a player, you have the following problems:

- your weapons are rubbish, pre-Second Great War rubbish for the most part.  Either old mass production weapons unsuitable for military combat or cobbled together bombs and missiles.
- your ship is..  maintained by a crew with a lot on their mind.  Expect failure.
- ships break.

Missions will be designed like that.
Title: Re: Shetland
Post by: Luis Dias on August 03, 2013, 03:59:56 pm
That's a lot of opportunities for golden comedy moments :yes:.
Title: Re: Shetland
Post by: MatthTheGeek on August 03, 2013, 04:22:07 pm
Remember when your Kent primaries failed in WiH ?

That's just one proof of concept for what you seem to be aiming at here.
Title: Re: Shetland
Post by: Mongoose on August 03, 2013, 05:21:05 pm
Two points for duct tape quotes!
Title: Re: Shetland
Post by: Lorric on August 03, 2013, 05:27:08 pm
I hope that if I play this I won't end up sat there helpless like you are if you
Spoiler:
linger around too long in that one mission in Silent Threat Reborn.
Title: Re: Shetland
Post by: Rheyah on August 04, 2013, 10:06:42 am
Remember when your Kent primaries failed in WiH ?

That's just one proof of concept for what you seem to be aiming at here.

That style of thing - in fact in order to figure out the SEXPs for dialogue choices, I had a long, long look at how BP does it since it remains the most marvelous mission design I've seen so far.

Since the pace of combat is going to be a little slower than usual but the ships and weapons are weaker compared to capital ships, you might find depending on when this kind of error happens, you might be offered a choice to reboot one or two of several systems that failed.

Designing missions that work with this ethos is going to take a looong time by the way, but I hope to have something to show soon :)
Title: Re: Shetland
Post by: Rheyah on August 04, 2013, 10:16:18 am
I hope that if I play this I won't end up sat there helpless like you are if you
Spoiler:
linger around too long in that one mission in Silent Threat Reborn.

More important to me is the image of fun.  If something is unfun or too player independent then I won't put it in.  My biggest problem is going to be the difficulty.
Title: Re: Shetland
Post by: Lorric on August 04, 2013, 10:29:22 am
Sounds good to me.
Title: Re: Shetland
Post by: Rheyah on August 04, 2013, 02:30:28 pm
Another blogish post to let people know what to expect given the changes I'm making to the base combat of Freespace.

Armour And You

There was one little phenomenon  that always got on my nerves.  It's a phenomenon I like to call The Quadruple Maxim Hornet Cruiser Bombardment.  Essentially four fighters would appear out of nowhere, fire a bank full of Hornets, fire a few rounds from their Maxims or whatever and whatever cruiser you were guarding was down 50%.

Which lead me to think the following.  Those cruisers are three to four hundred metres long.  They must have several hundred people on board AT LEAST.  What in the living hell are they even doing out there if 4 fighters with a few anti-fighter missiles can hole them?  It makes telling a story of a cruiser a work of immense irritation.

Blue Planet made reference to it regarding Maxim penetration and Trebuchet launches.  They quite admirably went in the direction of just admitting how stupid it looked and making it part of the plot line.  A few other mods have gone so far as having Fenris Red Shirts and expendable cruisers left right and centre.

I'm going to the opposite direction and disregarding prior canon in this and am using armour tbms to explicitly seperate out different weapon types and armours.  The aim is to do four things:

1.  Make protecting bombers and other capital ships worthwhile in dealing with smaller grades of hardened targets.  Since all weapons are capable of dealing a reasonable amount of damage (even Blob turrets, which look much more awesome now I've played with them).  Note:  I use the term "bomber" very loosely here, as people will see when they play my campaign when it's done :)

2.  Separate out unhardened targets from hardened targets.  This means I can play with freighter armour types, make certain targets easy to take out, certain targets harder to take out.  A lot of this information can be given in tech databases and dialogue cues but it should be obvious.

3.  Increase the length of capital ship combat without rewriting every single weapon tbm entry completely from scratch.

4.  Allow for more interesting types of weapon to be regulated without messing with the numbers balance.

The aim overall is to give the game time to make combat more interesting and restore a bit of the feeling we had back at the beginning of Freespace 1 where combat felt hairy, armoured freighters with escort were a nightmare to attack and required special thinking and so on.
Title: Re: Shetland
Post by: Lorric on August 04, 2013, 02:37:16 pm
I very much like the sound of that.

I just played Operation Templar and a handful of bombers can take out a Typhon, that's ridiculous any way you look at it. A few fighters can make quick work of an Aten.

If you pull it off I might feel like messing around with your mod in FRED. I like the idea of a group of fighters seeing a cruiser as a major threat, not some big easy target. Cruisers are dangerous early FS1 with no shields and weak weapons.
Title: Re: Shetland
Post by: Rheyah on August 06, 2013, 04:22:51 pm
The Great War, Propaganda And The People

When we analyse the changes in the GTVA, it is important to remember the differences between the two wars and more importantly, how they could be painted to the populace.

The cost of the Great War had been great.  Before the war, the loss of an Orion was considered a terrifying defeat.  The immense vessels were symbols of Terran power and their very existence as a species seemed to hinge upon their immense frames.  At two kilometres long, an Orion in a non-geosync orbit could be seen from the ground.  For the millions that lived in space based installations, their dark metal shadow represented stability and the guardian of the bright future of Earth.  The loss of the Galatea made the GTA aware of how feeble even the greatest of material science could be as a source of inspiration.  A fierce propaganda effort had swiftly silenced the loss of the Galatea.  Her wings were remembered as martyrs, her crew as heroes and her final battle as a last stand.

No one wanted the horrifying truth of the Galatea's annihilation at the hands of the Shivans to ever settle in the consciousness of its people.  Guncam footage and the accounts of her survivors were classified to the highest degree possible.  In a way, it was almost fortunate that the destruction of the Lucifer had diverted the attention of the Lost Generation so completely away from just how close they came to utter annihilation.  Reports from Vasuda Prime had been scarce.  The GTVA had yet to be formalised and the only real co-operation between the two governments was through the military.  Only years after the event did the GTA's fledgling interstellar paparazi finally air the footage taken from the orbital platforms moments before the Lucifer's main beam cannons began their thirteen hour bombardment.

The Vasudans never looked back home for inspiration.  As the humans reeled from the loss of Earth, the Vasudans took to the stars and made the void their own.  Their militaries began to trade tech.  The first beam cannons came to fruition in a Vasudan lab using Terran research staff.  The first Sobek class corvette used blended materials science derived from the remarkable Reinstrom Institute, the first truly great interstellar physics research institution.  The Vasudan penchant for reactor technology merged with Terran materials science and advanced weapons tech.  Piece by piece, the GTVA became a force that in the eyes of its populace, could contain and defeat the threat that had all but wiped them out years before.  They became confidence.  They became safety.

What made the Second Incursion so much worse than the first was the civilians.

The evacuation of Capella had come soon, but not soon enough.  As they poured through the node, the civilians brought stories with them.  Not the stories of what might have been or what could have been as had existed in the Great War, but documentary evidence.  They came with tales of heroic pilots dooming themselves against vast Shivan hordes.  They spoke in hushed, terrified tones of the destruction of the Colossus, once feted as the end solution to all war.   They passed by dead cruisers and corvettes, through debris clouds.  They witnessed flak and beam fire up close.  They saw the shadow of the Sathani, the oscillating subspace field and the vibration of Capella's outer layers as it turned the star they once called home into a traitor.

The one image that stood out above all else was surprisingly deceptive, however.  It defined how the public saw the war.

One civilian contractor piloting a small Elysium captured the moment a Deimos class corvette was torn apart by a lance of Shivan beam fire.  Though the footage has been analysed frame by frame by network journalists, experts and columnists alike, it painted an unmistakable picture.  The Shivans were death incarnate.  It was even possible to see the photon discharges of flash vapourising GTVA officers within the decks of the ignited corvette.

Fear spread like a cancer throughout the populace.  The GTVA had been founded on a military pact and the military industrial complex behind it.  It owed its very existence to the Shivan threat.  Now, with less than a third of its fleet remaining intact and half of them in dry dock undergoing desperate repair efforts, the GTVA's power base upon which it had relied so much as broken.

Politics flared on both sides of the divide.  Old hatreds reignited amongst conservatives who remembered the war with the Vasudans with hatred and derision.  How dare the GTA gamble the lives of humans in an unproven alliance with them?  Liberals took hold of a chance to finally attack the military industrial complex they despised while venting bile at the "bigoted Neo-Terrans".  The loss of so much military power resulted in a greatly reduced interstellar patrol fleet.  Crime spread with the fear in great waves.  Whole settlements went dark as wide spread looting cut power to communications.

There was no sense of heroism or of relief.  To the estranged people of Earth, they were living on borrowed time.  Nihilism began to take hold in the cultural attitudes of the populace.  Food riots on starved stations wracked by piracy resulted in over a million deaths in under two months as organised saboteurs vented entire habitats into space.  Their perpetrators were old world religious fanatics who saw the Shivans as the agents of the apocalypse.

The change was more subtle amongst Vasudans.  The Vasudan parliament found itself under both cultural and political siege - how had the Vasudan Imperium changed in thirty years?  Was the GTVA truly worth the loss of autonomy?  A people drowning in artists and philosophers had lost its spirit.  It had become savage warriors as befit a universe dripping with blood.  Was this their fate?  Were they to forever avenge their fallen homeworld, only to die defending a graveyard?  Vasuda, they argued, had died with the planet that bore their name.

Any GTVA response was sluggish at best.  Unlike the Great War, both the GTA and the PVN had born virtually equal losses fighting a defensive war in a nebula.  While their economies remained intact, their ability to project power had greatly diminished.  Worse still, agitator members of the NTF still lurked in the shadows and when the first Vasudan settlement was destroyed by a briefcase nuke, a new war loomed which the GTVA was ill prepared for.  Out of every hole poured the opportunists and vultures that pick clean all battlefields.  Pirates, mercs and criminals emerged from boltholes and struck civilian and megacorp stations in every system.  Vasudan piracy, almost unheard of prior to the Great War, became common place as civilian stations commandeered what few military grade transports they could and set about raiding nearby stations for food and water.

The greatest military alliance in the history of either species balanced on a knife edge.  With threat boards lighting up red across Terran-Vasudan space, a coherent response was needed and quickly.
Title: Re: Shetland
Post by: Phantom Hoover on August 06, 2013, 05:09:35 pm
I've thought about making FS1 capships useful myself, for a campaign I might maybe possibly try making at some point. I don't think I got far beyond deciding some of the blob turrets should be replaced with those cannon things they use in ASW, though.
Title: Re: Shetland
Post by: Lorric on August 06, 2013, 05:20:13 pm
It would be interesting to see how the FS1 campaign would go if you took the shields away from both sides and left the allied side (and HOL) with basic weaponry...

Wait, scratch that. I just remembered how weak Shivan fighter hulls are.
Title: Re: Shetland
Post by: Phantom Hoover on August 06, 2013, 05:21:47 pm
"Very frustratingly for the player."
Title: Re: Shetland
Post by: Lorric on August 06, 2013, 05:25:10 pm
I modified my above post, but even that might be interesting. The Shivan fighters with their weak hulls would be very destroyable. But the Cains and the like would be challenging.

I wonder how the fighter battles would balance out. The Shivans would have weak hulls, but the friendlies would have weak weapons.

EDIT: quote due to new page:

It would be interesting to see how the FS1 campaign would go if you took the shields away from both sides and left the allied side (and HOL) with basic weaponry...

Wait, scratch that. I just remembered how weak Shivan fighter hulls are.
Title: Re: Shetland
Post by: Rheyah on August 06, 2013, 05:53:47 pm
Since a few people are discussing how to make capships useful, I eventually settled on a policy of making blob turrets a bit more effective while differentiating between different types of capships and drastically reducing the killing power of fighters against larger ships without using specialised weaponry.

This has a few effects:

1.  A wing of fighters has less than 10% of the usual effectiveness against cruisers.  I may play with the numbers but it is virtually impossible for a wing of fighters to kill a cruiser now without exceptional luck at low difficulties.  You get slaughtered.  You can equip all the Maxims and Trebuchets you want and you won't do squat without specialized weaponry.  This is the effect I wanted.

2.  The introduction of Hardened targets which represent specific, sub cruiser targets that are designed to be a threat in the field.  These necessitate the use of Impact weapons which are much more limited and reduce the amount of damage a group of fighters can do in the absence of these weapons.  They also allow a limited element of engagement for cruisers.

Further, weapons designed to knock out turrets will also carry huge energy drawbacks.  So knocking out turrets will be harder.

This was balanced by formalising the "strike bomber" role of the Athena, the Artemis and the Zeus against convoys and hardened targets as well as cruiser level targets through the introduction of an Impact class of weapon.  Impact weapons are designed to bridge the gap between bombs and normal missiles.  They are massable on bombers and allow even a small number of bombers to deliver devastating strikes to entire hardened convoys provided they are protected.  This will be a feature in missions :)

Finally, what I did to the cap ships themselves.

I seperated out the blob turrets into three different damage types:  Siege, Impact and NormalWeapon.

- Siege Weapons do substantial damage right the way up to destroyer class but fire fairly slowly and are limited to firing at larget targets.  They do virtually no shield damage so are not a threat to fighters.  They now resemble plasma artillery turrets.  Big blobs firing infrequently with long laser trials, impact shocks and explosions.

- Impact weapons are designed mainly to eliminate targets smaller than the cap ship and do some limited damage to fellow capships.  They are both big damage weapons so they can kill capships.  They fire much more rapidly but do substantially less damage to capships than the Siege weapons do.  Generally they are designed to pick off targets smaller than the capship itself.

- NormalWeapons are the small turrets and I've set them to be burst fire rapid shot turrets akin to flak.  They fire three low damage shots every recycle for low damage, all the time.  They are just about dodgable at the moment though I may slow them down a little if playtesting goes poorly.

All blobs have had their impact effects and sound effects changed to be more.. uh..  impactful.  You can now see the landing of blobs by small shockwaves that emanate from the impact spot as well as small explosions.  It looks pretty ****ing cool tbh.

This has necessitated one final change - to bombs.  I never felt the Freespace manner of bombs being launched from six feet above the target's hull and travelling immensely slowly was particularly fun.  So I'm going to be making bombs faster, harder to hit, smaller and easier to lock on with but the capital ships they are launching them at are much more capable of defending themselves.

I may also see if I can set a miss chance into the blob turrets.  Not sure if there's a table entry that will let me do it, I'm still learning.

They have been designed so beam weapons massively outdamage them against harder targets.  Beams are in their own weapon class, automatically on par with siege weapons.  Heavy beams (BGreen/SVas and above) are in the HvyBeam category and do 200% damage to civilian ships.  Set one to fire on a Triton and it instantly killed it.  I've also changed the beam penetration values so when a small ship is hit by a heavy beam, it looks like it is getting the numerical pummeling it is in the game.

So in conclusion I've tried to make things a bit more predictable, remove a few annoying immersion breaking mechanics that have stuck around for a while and tried to make weapons fit their description a bit more.    I hope people like what I've done when I release it :)
Title: Re: Shetland
Post by: Rheyah on August 06, 2013, 06:03:08 pm
I should note that initially, player implementations of these weapon types will be suitably ductape esque.  One of the reasons I wanted to make blobs a bit more threatening is because it didn't seem realistic for me to have every single pirate and civilian convoy in GTVA space suddenly equipped with military grade beam cannons purely for defending against fighters.  Similarly, your opponents have run of the mill, bog standard weaponry.  I'm trying to add a bit of flavour to the guns that you use as well - types of weapon I haven't come across in mods before and make energy useage a key thing.
Title: Re: Shetland
Post by: Lorric on August 06, 2013, 06:14:40 pm
This all sounds very nice.
Title: Re: Shetland
Post by: niffiwan on August 06, 2013, 07:24:31 pm
I may also see if I can set a miss chance into the blob turrets.  Not sure if there's a table entry that will let me do it, I'm still learning.

This setting might be what you're looking for here:  http://www.hard-light.net/wiki/index.php/Weapons.tbl#.24FOF:
Title: Re: Shetland
Post by: docfu on August 06, 2013, 11:46:15 pm
Frozen bodies float in the void between worlds, their eyes lifeless and fixed upon stars they cannot see.  The dead of three wars mingle in their final rest.

Can we get this as a graphical and/or engine improvement?

I mean, I have a 1 in 10,000 chance of engine failure due to birds in DCS. Shouldn't there be something similar using frozen dead bodies in Freespace?
Title: Re: Shetland
Post by: An4ximandros on August 07, 2013, 12:29:40 am
You don't freeze in space... http://www.damninteresting.com/outer-space-exposure/ (I would normally bother getting this stuff from NASA, for example, bit it's 1 AM and i'm goin' to bed.) That said, artistic integrity can easily trump the case in your favor for such a small instance. Real Life is so much more horrific. Everything else here sounds interesting, I'll give it the read it deserves tomorrow.
Title: Re: Shetland
Post by: Rheyah on August 07, 2013, 03:12:17 am
On a serious note, frozen in space is a bit of a sci-fi trope to describe one of two likely end states for a corpse.  Depending on exposure to the sun, the corpse is either going to become superheated due to radiation exposure and will become dessicated as what little remaining water evaporates away or it will genuinely become frozen due to being too distant/occluded from whatever star the ship is orbiting.  In this case the water within the organism is locked into place as ice crystals and it will actually become slightly bloated as the temperature drops.  Most of the moisture in the body will boil away but a substantial percentage will remain locked in place due to local vacuum pressure gradients around the body.  This evaporation of water is itself a method of losing energy to the surrounding environment.

Part of the fun of being a RL scientist is you know when to use science for dramatic effect :)

Title: Re: Shetland
Post by: docfu on August 07, 2013, 04:45:36 am
Yeah, in all fairness if you want to play the "let's be realistic" card you'd really have to scrap the ideas of space flight combat altogether since FSO isn't anything like real physics: no sound, no momentum, no shivans...

(3 hours of listing unrealistic things about the game later...)

So yeah, I want dessicated bodies that clog up my engines and bounce off the windshield leaving bloodstains...
Title: Re: Shetland
Post by: Rheyah on August 07, 2013, 04:54:36 am
Never mind the pulsed "lasers".  I came up with an in universe explanation for that, too.  Bit of a dodge but it sounds technical enough :)
Title: Re: Shetland
Post by: docfu on August 07, 2013, 09:05:02 am
Hope this doesn't cause anyone to jump off a cliff but reality is you, sitting in front of a computer, dreaming up stuff and making it real via moving pictures, sound and math equations...

To be honest, I don't like/need explanations anymore for a lot of videogames I play. A lot of games recently had their plots ruined by having them explained. Doom 3 was bad enough until you starting reading the dissection reports of creatures captured from hell. It really ruined the idea of "things not of this earth" now being "biological organisms that survive in a hot environment." Suddenly "hell" isn't magical anymore, it's just another dimension where pissed off creatures that somehow have rocket launchers for arms live...but don't work, don't have society or hospitals or rocket launcher factories that make weapons for hell-wars...no...but they are biological and have skin and organs designed for high temperatures...

Yet they lack reproductive organs...thus breaking the circle of life...oh wait, but they have organs...needed for digestion...but they live in hell...where there isn't anything to eat...but other creatures with rocket launchers for arms...

Eventually I wonder what ID was thinking by hiring a writer for the game...they honestly didn't need one, not for text anyway.

Just remember, the best way to ruin a good story is to give it an explanation.
Title: Re: Shetland
Post by: MatthTheGeek on August 07, 2013, 12:17:15 pm
Just remember, the best way to ruin a good story is to give it an explanation.
That's exactly how Bioware "ruined" the Reapers. Or at least didn't exploit them as well as they could have.

If the explanation isn't better than the mystery, then keep the mystery, at least until you can find a better explanation.
Title: Re: Shetland
Post by: Dragon on August 13, 2013, 04:45:14 pm
Never mind the pulsed "lasers".  I came up with an in universe explanation for that, too.  Bit of a dodge but it sounds technical enough :)
Simply call them plasma weapons. That's what everybody's doing, more or less, even SW retconned their lasers to this (though an actual "plasma cannon" in SW is something different). Lasers are best done as beams.
Title: Re: Shetland
Post by: Phantom Hoover on August 13, 2013, 07:10:28 pm
better still: ignore it completely and spend your time explaining things that the player hasn't already suspended disbelief over
Title: Re: Shetland
Post by: An4ximandros on August 13, 2013, 07:18:59 pm
You can always say it something like a quantum contained time-matter pellet. :P

But yeah, I support not giving a dang and working on what actually matters.
Title: Re: Shetland
Post by: Rheyah on August 20, 2013, 04:38:59 pm
The more technical stuff is just me having fun with physics.  Itll be in the tech room for anyone who wants to read it.

Thought I'd drop by and update.  The first mission was completed the other day.  Still squashing bugs in the mod files but that should go when I strip the tbl files.

Later on this week ill post a little history on where the FS universe is in this continuity and a bit of fiction showcasing some backstory.
Title: Re: Shetland
Post by: Lorric on August 20, 2013, 04:44:16 pm
The first mission was completed the other day.
:yes:
Title: Re: Shetland
Post by: Rheyah on August 20, 2013, 04:54:59 pm
Oh and just to be a pedant,  most of our modern lasers have ultra short pulse lengths.  The continuous beam variants dont have anything like the power of the pulsed variants.
Title: Re: Shetland
Post by: Rheyah on August 22, 2013, 02:32:56 pm
From the memoirs of Captain Stallon...


I was but a young child when the first rumours of dark ships and hellish weapons came leaking from the Net in Beta Aquilae.  The public had long lost interest in the slowly burning war between ourselves and the Vasudan people.  It had become a fact of life.  The military were disinterested enough to barely even consider the prospect of censorship on public debating regarding an inevitable settlement.

When the first news casts began to discuss it live on air, their response was a series of tepid Captains and Colonels who explained such drab military details as deployment schedules and potential Vasudan atrocities.  As ever, they were fought tooth and nail by the usual skeptics, rationalists and demagogues who drown the gory details of war with reason, skewering the concept with remarks regarding the cost per anti-matter bomb and better uses of the funding.

They were as correct this time as they were with every other slow burning war.  The threat, such as it was, had long since passed.  Vasudans viewed the war with as much disdain as did our populace.  The scientific establishment on both sides had already begun to unify their work despite fruitless threats by both governments.  It was no more a state of war than a state of terminal engagement.  The political and academic debate had already been settled.  Fringe elements of both powers had begun to trade.  Corporations in particular were keen to cease all conflict as soon as possible and expand into the other political association.

We may not have had the GTVA, but we would certainly have had something.  Maybe even something better.

So you will understand, dear reader, that the rumours of alien contact seemed far fetched at best.  The militaries of both powers had been slowly exhausted throughout the years and would have settled for any excuse to end what was ultimately a fruitless conflict.  It was only when Ross 128 went dark that we realised how wrong we were.

For fourteen years, the propaganda machine of the Galactic Terran Alliance had tried in vain to make a proud, philosophical people the enemy.  Some had believed it and they signed up to the military with glee, but most others had not.  Both sides lost most of their skirmishing elements in Ross 128 and Ikeya even before the Shivans had fully committed to an offensive.  The public were slow to respond.  My Vasudan pilots confirm that their own public were similarly skeptical, though their public debate was coloured by a prior knowledge of the Shivans through the discovery of ruins of the civilisation we have cunningly named The Ancients.

For those of you fortunate enough never to encounter a Shivan, you may only have knowledge of them from stories passed down by friends and family or what scant information you can derive from the Net.

When the Shivans attacked, both the Terrans and the Vasudans realised that their understanding and knowledge of war was influenced by an understanding of a fundamental morality behind the action.  Those tribes and groups foolish enough to consider genocide a viable tactic had been roundly condemned and thoroughly annihilated in return, for the preservation of the species.

This held throughout history, until the Shivans arrived.  Never before had we encountered an enemy so virulent, so singleminded and so sociopathic.  The Shivans waged war by their very nature.  How foolish are we to consider ourselves the masters of war compared to such creatures.  They did not care for conquering worlds or landing troops.  They did not care about territory other than to occupy it and sweep it clean.  They waged total war in a manner that no species reliant on reproducing could ever hope to match.

This mere fact alone leads me to believe one of two terrifying conclusions.  Either the Shivans do not have children, or the Shivans are more vast and more expansive and aggressive than any strategist has openly stated they have considered.  I believe I am far from alone in this conclusion.

We won the Great War.  It was far from a decisive victory but it was enough.  It bought us thirty years of peace.  We rebuilt without our blue planet and we stabilised and began to explore once again, bolstered by powerful new technology, new tactics, new strategies.  How foolish do I look, writing those words.  We should have learned from the first time.  We did not.  We went into the cosmos and we were burned, once again.  We barely saved ourselves from utter extinction and lost seventy eight million people in the process.

There are no more chances.  The calculus puts an absolute limit on the territory the GTVA is willing to defend while nodes remain uncharted, unsimulated and unsecured.  The Red Zones, as they are now called, are beyond those boundaries.  The GTVA thinks of them as a no-mans land as exploration efforts continue beyond, but people still live here.

For as long as humans and Vasudans have lived, there have been those that dwell on the cliff above the precipice.  Someone, somewhere has to look after them.  That is my duty and that is what I will die doing.  In my pilot days I blew Shivans out of the heavens in the hope of preventing the apocalypse.  Now I leave that duty to others.  The GTVA has abandoned these people.  I will not.
Title: Re: Shetland
Post by: Luis Dias on August 22, 2013, 05:09:53 pm
Will Captain Stallon be a character in the campaign, or is he just an outsider giving us some wider context?
Title: Re: Shetland
Post by: Rheyah on August 22, 2013, 06:38:28 pm
Stallon is the commander of the Shetland and the highest command authority the player answers to.
Title: Re: Shetland
Post by: Rheyah on August 26, 2013, 04:33:54 am
Since I'm working on this on my own, I plan to release the first five missions or so before committing to anything more.  This has a few advantages in that my time invested isn't wasted on say a 25 mission campaign that may never be released.  Secondly it gives me the opportunity to seek experienced FREDer feedback on my mission design and balance as well as how much dialogue and what choices are involved.

It does have the unfortunate effect of being little more than a demo of the world I've written but there isn't a single story to be told here.  I'm focusing on one habitats crew and their pet cruiser.  The GTVA has assets in two dozen systems as well as activity beyond the Petrarch Nodes (the gateway nodes to GTVA space).

Not committing to a release date either, but I'm working on the second mission.
Title: Re: Shetland
Post by: Rheyah on September 01, 2013, 03:42:36 am
Mission Design

It is quite hard within the context of Freespace to really pull off the whole "I want to play how I like" approach and have it stick.  It requires a lot of effort.  However I will say a few things regarding this.

You're largely considered a pirate by the legitimate authorities within the system but they aren't particularly legitimate so there's no moral blood on your hands.  You live in an area of the GTVA known as a Red Zone.  Red Zones are systems beyond the Petrarch nodes which are the fortified gateways to GTVA space designed to fend off Shivan invasion.  When you think of a Petrarch Node, imagine the node the NTF stumbled into, times ten.

The GTVA is happy to have economic activity beyond the Petrarch node, but they will not commit to defending it.  In fact, central to their anti-Shivan battle plan is that they will determine if the Shivan threat is sufficient to challenge their blockade and if it is, give a twelve hour warning and then Meson bomb the Petrarch node in question.  So Red Zones are economic free zones where corporations get their shady business done and people live right on the frontier of space.

But there needs to be a way to track how you go about doing things.  If you're a reasonable person, you let civilian workers or corporate shills live, you let people surrender and so on, the security response is proportionate.  Ships will surrender to you easier.  Of course, intimidation might be harder too.  You'll have options.  You'll be negotiating in diplomacy, you'll be talking your way out of spots and more importantly - your wingmen will react to you differently.

If you're wondering right now if it's Paragon/Renegade here, it's not.  I'm tracking two things in the mission:  Fairness and Fame.  Fairness goes both ways.  Fame goes one way.  If you're a complete bastard and do unthinkably Darwinian things, you'll get famous as a bastard.  If you pull off stupidly difficult mission objectives, you'll gain fame in general.  If you somehow manage to pull off the same thing but are completely fair in the process, you'll be some kind of paladin I think.

This is only an overview but it's an idea of where I'm going with this.  I want to see if I can get closeish to a reasonably decent RPG within Freespace.
Title: Re: Shetland
Post by: Rheyah on September 05, 2013, 09:15:03 am
Just posting for five minutes from work but I should have some fun WIP screenshots going on.  On the mod front I'm beginning to slim down some of the assets I downloaded in an attempt to make a believable "civilian world".  Some are proving quite hard to slip into the mod (sadly, the beautiful Europa station will be left out of the first release).  One or two others are being added but I have a nice look to the place now.

If anyone has any cool civilian style ships they'd love to see in a gritty mod, shout me!

Combat balance is pretty much where I want it to be.  The addition of the Cretheus gunship has given me a catch all enemy I can use in missions.  One of the models appears to have no useful physics which means it spins out of control .  Might have to get rid of that unless I can figure out what's wrong.  I'll also be playing with bomber design at some point in the next day or two, increasing the emphasis on long range, lower damage torpedoes to counteract the more powerful blob turrets.  I may also play with the Terran Turret design so it doesn't attack fighters.

Can't get the Demeter superfreighter to work properly for some reason.  Will work on that.

Orkney station itself is complete and I have maps of the entire system where the first half of this campaign takes place.  Second mission is about a third complete.
Title: Re: Shetland
Post by: Lepanto on September 05, 2013, 10:19:26 am
One of the models appears to have no useful physics which means it spins out of control .

Have you tried opening that model in PCS2 and re-setting its moment of inertia?
Title: Re: Shetland
Post by: Rheyah on September 05, 2013, 11:33:17 am
One of the models appears to have no useful physics which means it spins out of control .

Have you tried opening that model in PCS2 and re-setting its moment of inertia?

I was never very good at 3D modelling when I was young.  I'll have a look but it'll be later on.  Thanks! :)
Title: Re: Shetland
Post by: Rheyah on September 06, 2013, 05:10:08 pm
(http://i.imgur.com/F2Wo6F4.jpg)
(http://i.imgur.com/aBMAWoT.jpg)
(http://i.imgur.com/rOTIRVT.jpg)
(http://i.imgur.com/aQkUB9A.jpg)

Mission 1.  Not the prettiest mission ever, but it gets the story started :)
Title: Re: Shetland
Post by: MatthTheGeek on September 06, 2013, 05:14:59 pm
y u no proper HUD
Title: Re: Shetland
Post by: Lorric on September 06, 2013, 05:20:30 pm
y u no proper HUD
? It looks normal to me. Aside from him using ship icons for the radar, but that's optional.
Title: Re: Shetland
Post by: MatthTheGeek on September 06, 2013, 05:21:49 pm
I mean the stretching. There are tables for proper non-stretched HUD supporting most resolutions all over the forums.
Title: Re: Shetland
Post by: Rheyah on September 06, 2013, 05:30:52 pm
I haven't done anything to the HUD aside from change the font and it's easy to read and comfortable for me on this ****ty laptop for the time being.  I'll do little things like that later :)

Also bear in mind I'm a relative newbie so while I've trawled most of these forums for useful things, I haven't seen the hud tables you're talking about so if you could point me to them, I'd appreciate it.

One final thing.  I'm undecided on which name I like better between Epsonia and Epsilon so I ended up using both of them.  I'll eventually just "findcopypaste" the mission file directly when I decide.
Title: Re: Shetland
Post by: Rheyah on September 08, 2013, 01:39:34 pm
Weekend update:

Mission 2 coming along fine, about 50% complete.

I've designed some interesting new bombs and tested their effectiveness with the AI.  I disliked Freespace's bombing mechanics and always thought it worked best when teams of bombers were able to bombard from a distance - as they did against EVERYTHING other than actual capital ships.  As such I've added low damage mass volley mercenary torpedoes to play against and a weapon that if intercepted detonates prematurely into bomblets that do about 40% of the damage of the original bomb and it looks awesome too.

Also readjusted a few weapons.   I sat there in a GTF Atlanta (think the one from Blue Planet, but rethought so it can take on an SF Dragon toe to toe) tanking one of my new weapons forever so it needs to be buffed.  Other than that, happy with how things are going.

Will have more fun for later on this week.  A few interesting tech entries :)

EDIT:  If you're wondering why I'm updating so often, it's for a few reasons.
1.  I like updating and it's a progress report for me.  Thus I can keep my mental space tidy and uncluttered so I know what I've done.
2.  Sometimes people go silent and missing for months while doing stuff.  Then people wonder if the mod or mission is ever coming out.  Updating reasonably frequently, even with minor work, stops that effect.
3.  It gives me the chance to world build a bit and share what I'm thinking/get feedback from anyone interested.
Title: Re: Shetland
Post by: Luis Dias on September 08, 2013, 02:28:40 pm
Update as much as you can. I for one am entertained and psyched by your reports. (I'm also a fan of Limit Theory's development process, and the dev makes an update of his game every single day... and I like to read that kind of stuff!)
Title: Re: Shetland
Post by: Lorric on September 08, 2013, 03:00:53 pm
I also like this style.
Title: Re: Shetland
Post by: SypheDMar on September 08, 2013, 07:52:13 pm
My main gameplay goal in this campaign is to reverse a bit of the bad ass decay cruisers suffer throughout the games and restore a bit of the "gnats around an elephant" feeling we got the first time we played Freespace.
Wow, that's something I've been waiting to see for a long time!

Quote
...The little plucky Fenris you're with is going to be a proper weapons platform, considered a capital ship good and proper... Heavily armed transports are going to be a handful for a wing of fighters.  Military grade weapons are going to be a godsend, IF you can get hold of them.
YES!

Quote
... To that end I'm going to be playing with the tbms to try and achieve this kind of balance, where an extension of combat time between capital ships and a rebalancing of the relationship between fighters and cruisers is achievable without just inflating everything's hitpoints fifty fold and giving everything a big ship flag.
OH YES!

Quote
My end goal on this is to allow missions time to tell the story of relatively small numbers of ships in interesting environments.  Ships will have power outages.  They will retreat from combat ala Blue Planet before they get too low and you will have to disable them by some means other than brute force.  Armed military transports will be an existential threat and something you have to plan around.  Cruisers will be proper capital ships capable of more than holding their own against a few pokey fighters.
I'm pretty stoked!
Title: Re: Shetland
Post by: Rheyah on September 09, 2013, 05:18:43 pm
"This won't work."
"Of course it will."
"You can't just swap the parts in from an old Valk and expect the Apollo's regulators to cope.  The Valk was a bloody interceptor, man."
"So?"

To say Waters was exasperated was to direly understate the withering stare he directed upon the wayward jock.  "You do know what an interceptor is, right?"  A heavy wrench wrought a harsh note from the steel of the old fighter.  It echoed through the cavernous hangar.

Alex folded his arms, the dull fabric of his flight suit creasing in the dim overhead lights.  "I'm familiar."

"The Apollo's an old bird.  A good one, yeah, but her fusion drives weren't cooled like the Valks were."  Waters jabbed an accusing finger at a black tagged pipe within the bowels of the machine.  "I'll give you the events as they happen.  You start her up, everything's fine, get out into space, go for a burn."

The wrench slammed down again for emphasis.  "Then you burn.  Boom.  Explosion.  Lots of blood and guts all over space and I will be annoyed because you blew up my goddamn fighter."

"Right and what if you're wrong and I get an extra 20% out of the burn because of the uprated unit?"
"Oh yeah, you will.  That corpse of yours will be extra crispy."

Breathing a sigh of frustration, Alex eyed the craggy engineer.  To give the man his due, he was rarely wrong on this matters.  "So what the hell do I do with it then?  We don't HAVE a Valk to jam it into."

"That's your problem, sunshine," came the gruff reply, "not mine.  Fine me one of those corp birds that are based on the old biddy and I'll jam this into her socket with gladness.  It just ain't going in an Apollo."

"You're an awkward git when you want to be."
"You're an idiot every day of the week.  Sufficed to say, I suffer more."
Title: Re: Shetland
Post by: Lorric on September 09, 2013, 05:22:16 pm
Made me smile reading that. :)
Title: Re: Shetland
Post by: Rheyah on September 09, 2013, 05:47:03 pm
"Another station went dark this week.  Wednesday, 21:35 hours."
"Which one?"
"Segraga."
"Eldan Combine?"
"Yes.  One of their bio domes."

The Commander scratched his stubble.  The Shetland's CIC was an old, battle worn place at the best of times, but it never seemed more so than when her fusion drives were down.  Emergency lighting cast a dull, red glow upon the wrought steel and carbon fibre workdesks, accentuating every pit and scar the warship had earned through her years of service.  The only counter balance was the green and blue light of the tactical display, hanging in the air portraying a holographic mockery of Orkney stations' fortunes.

"Strike it off.  That is three in the last month."  His dry lips pursed.  "Have we any recent communiques regarding their situation?"
"No, Sir."
"This is concerning."
"Sir."

Renard leaned back from the tactical display, rising to his full height.  He'd never been the stoutest of men even in his years of military service and twenty years on the frontier had done nothing for his complexion.  However, at six foot two, he still had a presence.  His second had it too, though sometimes she was unaware of it.  He also knew her too well.

Ella Laresil was not a tall woman but she'd have fit neatly into the GTVA's ranks with nary a whimper of male protest.  Five foot two of sharp features and shorn blonde hair returned his look with one of her one - one he'd seen in many officers during his career.  It was a practiced one.  She had something to say.

"You've been my XO for fifteen years, Ella," he said.  "Speak your mind."
"I have no evidence of it, but I think this is a campaign."

He arched a brow.  "Indeed?"

"Yes."  Laresil started forward and reached into the hologram.  The plane of the system shifted and with a few gestures, a handful of icons rose to the foreground, blinking.  "I have been keeping my ears close to the ground - as you suggested, Commander."
"Good to know an old man's advice is still taken."
"Sir.  A lot of these attacks have been written off as pirate attacks - that's the rumour, anyway.  The assaults appear random at first inspection, but their timing is deliberately intended to coincide with periodic food shipments to five major Oort conglomerates and two inner system syndicates."

The Commander's brow creased.  "The profile of the attacks suggests massed fighter assaults.  No real firepower to suggest a sustained campaign."

"Sir," she said automatically, "except that certain allied stations have gone dark which my tactical analysis suggests could not have been accomplished without major tactical, bomber or capital ship support.  Pirates cannot sortie cruiser class vessels on a fancy, Sir."
"Some can."
"Not against such a varied range of targets, Sir."
"Hrm.  So assuming this campaign continues, what do you believe the end goal is?"
"To cut off food supplies to most of the Oort cloud and begin a containment or elimination operation."

"That's all very well," he said, scratching his chin, "but give me a prediction, Ella.  Where next?"
"Well, Sir, most probably Highfavour Station."
"That'd be ambitious.  The Combine's headquarters."
"Yes Sir."
"If they go dark, how long do our food supplies last?"
"Twelve days, Sir."

"Then," he said with finality, "we have a problem."
Title: Re: Shetland
Post by: Rheyah on September 09, 2013, 05:55:49 pm
"So what are you thinking?"

"Nothin'.  You?"

"I just caught you staring."

"An' so?"

"I thought you were lost in thought."

"That weren't what I were doin' though were it."

"No, you were staring."

"Sactly."

They stood as a pair, watching the distant boulders of the Oort cloud hang in the heavens.  Starlight rept across the dark metallic grit and grime that had caked their world for so long.

"Sometimes I wonder if I will ever see home again."  Her ragged jumpsuit, fraying at the creases, curled delicately beneath her folded arms.

"Gone, innit?" came the curt reply.

That earned the man a Look.  "I don't mean Capella."

He grunted.  "So what do yer mean then?"

"Somewhere solid?"  She shrugged.  "I don't know.  Somewhere I can put my feet down and feel earth?"

"Deckplate's solid enough f'me."

"You've got feet like hooves."  She smiled faintly.  "You would never understand the difference."

He shrugged and scratched at his ragged beard.  "Dunno.  Never belonged anywhere, me.  Jus' here.  Good people.  Good food.  Good booze.  Loads to do."

The woman paused, contemplating a stray fibre hanging off the sleeve of her jumpsuit.  She made it dance with a fingertip.  "You never feel trapped out here?  The rest of civilisation wrote us off years ago."

"Nope."

A long moment later, the woman breathed a sigh.  "Sometimes I envy you, Darell."

The old, crooked lips curled.  "Yeah, see love, that's somethin' to feel **** about."
Title: Re: Shetland
Post by: Rheyah on September 09, 2013, 05:58:03 pm
That's it for tonight :p
Title: Re: Shetland
Post by: niffiwan on September 09, 2013, 06:19:49 pm
 :yes2:  I like it, it's really whetting my appetite to play the campaign :)
Title: Re: Shetland
Post by: Lorric on September 09, 2013, 07:32:30 pm
:yes2:  I like it, it's really whetting my appetite to play the campaign :)
Watching with interest. :)
Title: Re: Shetland
Post by: Rheyah on September 13, 2013, 05:24:56 pm
Slow week this week.  Been too busy with project work to make any real progress beyond fixing a few events.

However I will be posting something on the GTVA soon - the Distributed Warfare Protocol otherwise known as the Petrarch Doctrine.
Title: Re: Shetland
Post by: Rheyah on September 14, 2013, 05:04:06 pm
CLASSIFIED LEVEL RHO:  ACCESS PUNISHABLE, DENEB CONV: 21-3-5
Presentation:  GTVA Security Council Central Chamber
September 18th, 2369
Distributed Warfare And The Concerted Response
Fleet Adm. R Petrarch

**WOULD YOU LIKE TO VIEW THE RECORDING?**
**PLAYING**

Thirty four years ago, we defeated the Shivan armada which presented an existential threat to our home systems.  This victory came at a materiel cost but the effect upon the stability of the GTVA has been lasting.  Our holding action in the Capella system was a success in so far as we managed to cut off an overwhelming military incursion with relatively minimal losses compared to the scale of the aggressor.  However, as the members of this Council are no doubt aware, this opinion is not widely shared.  We lost the bulk of our fleet defending Gamma Draconis and Capella including the Colossus.  These materiel losses have had a documented effect upon GTVA civilian morale.

Our fleet strength stands at 27% of its pre rebellion readiness with the loss of the Psamtik and the Colossus particularly notable.  Our corvette and cruiser fleet assets have diminished significantly in number and the damage inflicted on the Vega yards in the recent bombings have resulted in both a backlog of repairs and an inability to project power over wide areas of GTVA space.  At present, GTVI considers 79% of our territory to have ceded to locally vested interests.  While these vested interests are limited in scope and power, they provide a logistical difficulty in that they are both wide spread and have control over local supply lines.  In a number of theaters (CASE REPORTS ATTACHED) NTF squadrons have begun to act as local mercenaries and represent an effective deterrent and challenge to any small scale incursion our forces can present.

GTVI Numerical Operations have determined that without an effective solution to this logistical dilemma, the GTVA will effectively cease to exist within thirty six months.  Further, our chances of successfully resisting a third Shivan incursion should this occur become vanishingly small.  The situation is clear.  We must return our political, economic and military control to contested theaters while simultaneously exacting a solution to future Shivan incursions.  To do otherwise would be to doom both of our races to extinction.

To this end, we present a feasible solution to this dilemma:  The Distributed Warfare Protocol.

**STOP**
Title: Re: Shetland
Post by: Luis Dias on September 15, 2013, 05:21:10 am
So they only came up with this new protocol 2 years after Capella? Man, these suits are as incompetent in 2367 as they are in 2013!!
Title: Re: Shetland
Post by: Rheyah on September 15, 2013, 05:26:48 pm
Today's update.

I have almost completed mission 2.  Missions 3, 4 and 5 are planned and mapped out.  Still working on the story emphasis since I have about four or five competing plot-lines that I am sorting into place within the story line.  Just a case of preference for the most part.
Title: Re: Shetland
Post by: woutersmits on September 15, 2013, 05:33:06 pm
if you need a tester count me in
my xfire username is: wssmits
Title: Re: Shetland
Post by: Rheyah on September 26, 2013, 06:14:22 pm
I have levelled up in FRED!  On the mission design front I completely redesigned the second and third missions to avoid what I have come to term Story Creep which is six minutes of talking and 20s of action.  As such I have made certain encounters more interesting and reward good players more.

The tone I want to set is one of limited resource.  You will not find unlimited waves being thrown at you in this.  You don't have military grade weapons and fights are slower and based around support craft.  If you take out a target the attendant fighter wings will withdraw and so on.  The numbers should make sense.

Recently I have been occupied with The Big Move but am now settled in my new place with deadlines behind me.  As such I have begun determining the extent of branching I want within the campaign.
Title: Re: Shetland
Post by: Rheyah on September 30, 2013, 04:57:39 pm
As I journey deeper into the abyssal realm of the Destroyers, I cast my mind to my successes and to my failures.

With each transition into the realm that the Destroyers seem most at home within, I grow further and father from my own.  I do not know how long or how far we have travelled.  The Shivans have little need to inform me.  As a young pilot, I battled the GTI and their insurgency.  Their secrecy and their singleminded intent are familiar to me.  Their motives and morals, their dream of a mankind freed from the chains of a rudimentary, primate existence.  Elevated beyond Gods and emperors, masters of subspace and the phenomenal forces that the Destroyers control.

My greatest success was achieving that which no species had ever accomplished.  A dialogue with the Shivans.  For a moment, if nothing more, the Destroyers were halted.

My greatest failure is that I may never know if my sacrifice and the sacrifice of the millions that suffered under the unavoidable tyranny of the Neo Terran Front is ultimately to bear fruit.  An alliance may be beyond my ability to provide.  I was always little more than one man.  A man with power, yes.  An Admiral and a soldier for humanity with a love eclipsing that of any self effacing patriot.

However, I  believe I have awakened something that I did not expect within the Destroyers.  In sifting the ashes of their prey, they have grown curious.  I believe that curiosity is why I still survive.

Perhaps, then, I may awaken enough of a curiosity such that when the Shivans return to the crumbling GTVA, they may only wreak vengeance, not genocide.  I have yet to determine if the Shivans can feel hate, despair, anguish or anger, if they can feel at all.  Their unblinking visage is a haunting one.  Their eyes do not appear to recognise my existence.

What are they?  What is their purpose?  Are they nomads?  Wanderers without a home?  Or are they something else, something more fundamental?  Are they a force of nature or of entropy?  If so, why do they take the form that they do?  What if the Shivans themselves are not Shivans?  I have considered for a moment that perhaps the Shivans are not who they appear to be.   Perhaps this is a cosmic facade. some avatar of a greater power.   I chasten myself at such thoughts.  They lend more of their rationality to the irrational than to the science that brought me here.

Perhaps then, the answer lies not in who the Shivans are, but in what makes the Shivans.

My greatest regret is that I share these thoughts with myself.
Title: Re: Shetland
Post by: Husker on October 02, 2013, 06:25:30 pm
Whoa. That's pretty deep.
Title: Re: Shetland
Post by: Rheyah on October 03, 2013, 12:44:44 pm
I am having a rare few days of being able to work on creative projects for once.  I reworked part of Mission 2 that I didn't like on playthrough - I may need some balance testing, however.  I've also had to replace the Spinning Claymore of Death fighter because it kept killing me on collision.  I'll use that in later missions once I've sorted out why it is spinning in circles.

Fixing the HUD this weekend I think.  Also working on missions 3 and 4 simultaneously since 3 is not too complicated and 4 is just an interesting mission.

Question I'd like to ask:  what methods do mods use to keep you involved with the combat?  I am struggling with this in my own head because what is happening is I am losing track of what is going on because of creative use of geometry.  I'm not sure if I'm over analysing or not.  I may release a mission so people can judge for themselves.
Title: Re: Shetland
Post by: MatthTheGeek on October 03, 2013, 03:16:31 pm
I've also had to replace the Spinning Claymore of Death fighter because it kept killing me on collision.  I'll use that in later missions once I've sorted out why it is spinning in circles.
Try to recalculate the moment of inertia in PCS2, or increase the mass of the ship in PCS2.
Title: Re: Shetland
Post by: Rheyah on October 04, 2013, 04:17:04 am
Thanks!  You also mentioned HUD files.  I've been looking for them but I'm not sure what I'm looking for.  Any chance you could point me in the right direction? :)
Title: Re: Shetland
Post by: niffiwan on October 04, 2013, 04:37:04 am
Here's the wiki page that describes the HUD gauges that are available: http://www.hard-light.net/wiki/index.php/Hud_gauges.tbl

Some example tables are attached to this ticket: http://scp.indiegames.us/mantis/view.php?id=2672

Lastly, you can open other mods VP files to see what they're using (data/tables/hud_gauges.tbl or data/tables/xxx-hdg.tbm)
Title: Re: Shetland
Post by: Lorric on October 04, 2013, 05:46:46 am
<Bosch talking>
So is Bosch actually going to show up in this?

Intriguing take on the Shivans.
Title: Re: Shetland
Post by: Luis Dias on October 04, 2013, 05:53:29 am
Not necessarily. Might well be just a background to Shetland's main story, and if it isn't I don't want to know until I see it. :)
Title: Re: Shetland
Post by: Lorric on October 04, 2013, 05:58:00 am
Not necessarily. Might well be just a background to Shetland's main story, and if it isn't I don't want to know until I see it. :)
Hmmm. Yes, on second thoughts it might be best if my question goes unanswered. Let the intrigue build. :)
Title: Re: Shetland
Post by: MatthTheGeek on October 04, 2013, 06:06:14 am
Thanks!  You also mentioned HUD files.  I've been looking for them but I'm not sure what I'm looking for.  Any chance you could point me in the right direction? :)
What Niffman said. BP, FSPort, Diaspora and BtA are examples on top of my head of mods you can find HUD tables in.
Title: Re: Shetland
Post by: Rheyah on October 04, 2013, 07:08:51 am
Sorted the HUD now.  It scales properly.  Only thing I need to figure out now is how to get it to do what Blue Planet does - warble text in a readable font, other text in BankGothic.

As for Bosch, as I previously implied, Bosch has become a mythical, pseudo-religious figure amongst some Terrans.  However what I would like to explore is why and how he formed the Neo Terran Front.  Bosch was obviously criminally charismatic, but I loved how he represented himself in Freespace 2 as a tyrant who felt he had no choice but to condemn himself to history.  The Boschites themselves are only a generalised term for what has become a wide spread but largely secretive cult that believes Bosch ascended and become an avatar of the Shivans consciousness and that he will return to deliver them all into the salvation the Destroyers offer.

As such they have friction with the Hammer of Light (who saw a post Capellan resurgence).  Further, in the Red Zones where GTVA governance is not an absolute, these doomsday cults run rife.  They join the array of mercenary bands, extralegal operations of stellar corporations, independent operators, miners, frontier stations, deep space exploration probes and pirates that exist beyond the Petrarch nodes.

In tone, I'm aiming at exploring the world after Capella a little more than events after Capella - more I War 2 than Blue Planet.  The civilians know everything the military does about the Shivans.  Both civilizations underwent an existential crisis known as the Disillusionment.  We are now 20 years post that event.  The Shivans are a bogeyman used to frighten children.  The GTVA has fortified her walls, but it hasn't secured them yet.  You are far beyond those walls, part of the Ornkey Array, a region of mining and way stations spread through the Oort cloud of a system four jumps beyond the Petrarch node at Altair.

That's the background of Shetland.
Title: Re: Shetland
Post by: Rheyah on October 09, 2013, 04:06:34 pm
CLASSIFIED LEVEL RHO:  Unauthorised access punishable under the GTVA Security Act, Deneb Convention:  Section 21-3-5

Structural And Materials Analysis on Shivan Beam Cannon System Noting Heuristic Patterns and Crystalline Indices
Nature 2368-Vol 34-2324(124) - REDACTED
P Malgan, S Alan, L Anubisan (Institute of Plasma Research, Vega III Research Outpost Omega)

Abstract:  We subjected a captured Shivan large scale materiel plasma beam acceleration weapon to heuristic analysis.  The general structure of the material surrounding the weapon mount is probed using neutron analysis and a QF3D  QED plasma wakefield beam acceleration system with high energy electrons.  The mechanical and material structures of the weapons system are found to be uniform to an extent never before seen on a large scale construction effort with magnetic domains aligned down to the atomic level with little loss in domain energy.  Subspace domain probing efforts suggest large scale energy conservation violation occurs in unusual crystalline circuits with no known superconductive properties.  No method of projecting of magnetic field without entropy loss of stochastic plasma particle selection is found.

Body:  REDACTED
Title: Re: Shetland
Post by: Mongoose on October 09, 2013, 04:47:52 pm
So how much do you have to pay to download a copy? :p
Title: Re: Shetland
Post by: MatthTheGeek on October 10, 2013, 12:48:32 am
Sorted the HUD now.  It scales properly.  Only thing I need to figure out now is how to get it to do what Blue Planet does - warble text in a readable font, other text in BankGothic.
You can find the BP fonts in bp2-core.vp/fonts
Title: Re: Shetland
Post by: Luis Dias on October 10, 2013, 08:14:23 am
Why do you use the exact same code authorization for every piece of intel you have (the same as the colly obviously...)?
Title: Re: Shetland
Post by: Phantom Hoover on October 10, 2013, 10:31:04 am
what's the connection between all this and Scottish islands anyway
Title: Re: Shetland
Post by: Black Wolf on October 10, 2013, 11:34:59 am
I suspect nothing. The real connection is with teeny tiny horses.
Title: Re: Shetland
Post by: Phantom Hoover on October 10, 2013, 12:51:05 pm
ah, but rheyah previously mentioned something called orkney as well (what i want to know is if the hebrides will be getting a showing)
Title: Re: Shetland
Post by: Rheyah on October 10, 2013, 07:29:30 pm
Why do you use the exact same code authorization for every piece of intel you have (the same as the colly obviously...)?

The Colossus cutscene suggests that authorization classified level RHO is standard GTVA military officer ranks or higher.  The GTVA Security Act, Deneb Convention, Section 21-3-5 governs the punishment of unauthorised leaks of military and strategic intelligence :)

Its something the GTVA doesn't want getting out into the general populace.
Title: Re: Shetland
Post by: Rheyah on October 10, 2013, 07:37:04 pm
The Hebrides will feature as well.  The naming convention is intentional.

I would also like to add that I will be doing a little writing for the Earth Defence project so if you like some of my writing, some of it will show up in that project as well :)  Other than that I plan to do my mission every few weeks pace that I've been maintaining for Shetland due to having ideas of my own that I want to get out.

And of course, I will continue to update this every day or two just to continue to build the story of Shetland up in peoples heads :)
Title: Re: Shetland
Post by: Rheyah on October 20, 2013, 06:06:05 am
Okay!  So I've been helping Earth Defense get some of this stuff together but in the meantime I played through Vassago's Dirge and did some FREDsploitation to get a feel for how to make my missions feel more exciting.

I have also decided to release a two mission demo with truncated assets which will be going live in the next two weeks or so.  This will serve as a means to give feedback on my general mission design, solve a few things that are bugging me personally and will also serve as a pre-pre alpha.  These missions will introduce the narrative style and a few of the characters and will form part of the first campaign.

It will also give me the opportunity to get a ton of criticism on my FREDing.

Watch this space.
Title: Re: Shetland
Post by: woutersmits on October 20, 2013, 12:00:13 pm
do you need a tester count me in
Title: Re: Shetland
Post by: Rheyah on October 20, 2013, 03:31:41 pm
I don't need one right now, since I will be publicly releasing something for people to play for the purposes of FRED critique.  I will need beta testers later though :)

Just as a point, there'll be no custom music because I remain completely in love with the Freespace 2 soundtrack and think it perfectly suits everything I'll want to do.
Title: Re: Shetland
Post by: Rheyah on November 05, 2013, 01:23:51 pm
GTVI-23-4-67B PRIORITY ONE COMM
FAO CO, GTD IMPERVIOUS, IRF 4TH FLT, CMMD EYES ONLY
*****, GTVI Security Branch

SIGHTING UNCONFIRM:  SHV FGT, vol. 34-30-40-37.  Src:  civ contractor (DETAILS ATTACHED).  Second hand.  No vis.
Be advised.  GTVI-CLAUSE 37 in effect.  Investigate.

>>

FAO CO, GTFG ROMA
CO, GTD Impervious

Lilian,

Received this from GTVI Sec at 2340 yesterday (FWD).  Unconfirmed sighting beyond the Petrarch.  Seven systems distant.  Should be a hop skip for the Roma.

Probably another false alarm but GTVI has had odd reports coming out of that sector for a while.  While you're there, try and calm the locals.  If it's Etos again, don't be afraid to step in.  Deal with them or whoever is antagonising them as you see fit.

Fleet will remain at condition two.  Report back every twelve solar hours.  You have full theatre command until relieved.  Operate under GTVI Clause 37 - you have complete control of local law enforcement.  Direct them as you see fit.

We will be convening for the annual CXO dinner at 1600 on the fifteenth.  Try to get back by then.

Good hunting,

Wilson

>>

FAO CO, GTD IMPERVIOUS
CO, GTCv Roma

Will do my best, Sir.
Title: Re: Shetland
Post by: Rheyah on November 15, 2013, 01:09:02 pm
<< DELETED >>
Title: Re: Shetland
Post by: Rheyah on November 30, 2013, 05:15:47 pm
An update. I am currently working on the scripts and plot events for missions 3, 4, 5 and 6 with both 3 and 4 being done in FRED at the moment.  I think people will like where I am going with this whole series.  Sadly decided to nix the demo - I didn't see the point until I have something that people can really get their teeth into :)

Since I intend to complete this mostly as a solo project unless people -really- take a shine to the story, it will be a while before I have anything worth delivering.  However, when I do, I will post here :)

A few spoilers of note:

- the Shivans will be dealt with.  I already know how they are going to work into the plot but it'll be dealt with on a much more personal level than a lot of campaigns choose to.  The bulk of your time, you are going to be fighting privateers, pirates, security forces, PMCs, mercs and even the GTVA.  Shivans, however, are ultimately the backdrop to all of this.  Expect them to retain a mystique.  You will not be defeating them on their own turf.

- each faction or group has their own method of working.  Don't expect waves of ships.  Defeating 20 fighters is a serious victory.  Don't expect to do it very often.

- there is an incomprehensible series of events which can occur in Mission 2 which has a bonus event attached to it.  If, by some miracle, you managed to actually pull this bonus objective off, expect a logical conclusion.  In other words, have fun in the missions!  I'm taking a MUD approach to what players can do and aim to do.

- missions are being designed from the perspective of a faction with extremely limited resources.  Anything you can do to alleviate will be scripted into a mission.
Title: Re: Shetland
Post by: Rheyah on December 05, 2013, 12:54:57 pm
Hello!

Small update.  Due to some of the conversation trees present in my missions, it has become apparent that the Training Message is no longer suitable for those conversations. As an example, the first nested conversation tree you come across includes some 30 events including 7 prompts for user interaction.  As such I have spent the last day or so figuring out how to use Axems PromptBox and I can report that I now have it working which means that every conversation in this mod will have a mouse clickable conversation system!

I will be posting screenshots of my progress most likely tomorrow including pretty screenshots of Orkney Station and some use of PromptBox.

I am also beta testing another Axem script and hope to be able to show this off soon with his permission :)  It'll make certain missions I have planned much more engaging.  Again I'm thankful to Axem for being so generous with his hard work and time.
Title: Re: Shetland
Post by: Lorric on December 05, 2013, 01:06:25 pm
Looking forward to seeing it.
Title: Re: Shetland
Post by: Axem on December 05, 2013, 05:33:20 pm
I am also beta testing another Axem script and hope to be able to show this off soon with his permission :)

DO IT BRO! DOOO ITTTT!
Title: Re: Shetland
Post by: ZeroCooL on December 06, 2013, 07:21:49 am
Rheyah i read all this, this can be a very powerful campaing. i am a very newbie in all this ( Fredding and writing in english) xD
if i can help you with little things., like tech descriptions, weapons, beta tester or, anything. in order to adquire experience and also start to help with something.


bye  :D


Title: Re: Shetland
Post by: Rheyah on December 06, 2013, 04:09:08 pm
I think what I'd like more than anything is for people just to continue enjoying my updates and for Axem to be happy with the occasional bit of whining about FRED.

Script you sent me looks really good, btw.  I can make serious use of this :)
Title: Re: Shetland
Post by: Luis Dias on December 09, 2013, 02:41:14 pm
I enjoy it :yes:
Title: Re: Shetland
Post by: Rheyah on December 13, 2013, 12:59:50 pm
So the screenshots are a little late and for good reason.  My PhD kicked into overdrive this week so I had a lot of stuff to be getting on with.  However it's weekend now so I finally have a little free time.  I'll post some WIP stuff tonight so people can see a little bit of what I'm seeing and writing.
Title: Re: Shetland
Post by: Rheyah on December 22, 2013, 03:34:28 pm
(http://i.imgur.com/U8IjtZK.jpg)

This is Orkney Station - a former manufacturing, processing and mining outpost.
Title: Re: Shetland
Post by: perihelion on December 23, 2013, 12:24:43 am
Looking very nice!
Title: Re: Shetland
Post by: Rheyah on January 02, 2014, 05:58:42 pm
So the question of what it is I am doing arises periodically.  I ask it myself.  So here is the update:

I will have a series of screenshots of a completed mission very soon.  I scrapped a lot of the work I had done and put some of it back to later campaigns because it didn't fit, felt too early or I didn't feel the story was fleshed out enough.  As such, the story is now in its final form and won't be altering other than minor alterations.

Loads of new weapons with weapon effects are in the game.  This slowed me down A LOT.  There is also much more coherant styling for ships of various factions.  I may be doing a bit of reskinning but not until Act 1 is out.  I don't plan to change much in the tbls from now on, which is thankful because it was driving me slowly mad.

Finally, I have also substantially changed the mission structure.  The story of "Shetland" will be split into 4 acts of ~8-10 missions each.  I have plans beyond this, but I would like to complete Act 1 first and show what my story is going to be about.  I had originally planned on a campaign of 25 missions split into two, but decided that this was telling the story too quickly and

At present, Mission 3 is almost complete.  Mission 1 is going to be the hardest to write and FRED so I will be doing that last.  I am finally happy with everything and am making good progress on that.

Previous missions I have mentioned are being put in a cupboard for now for later acts.  If you are wondering whether this mod is just treading water, it isn't.  I've done tons of work on it and it's getting much quicker to build missions now.  Very pleased with the way things are going :)
Title: Re: Shetland
Post by: Luis Dias on January 02, 2014, 06:51:23 pm
:yes: good luck man!
Title: Re: Shetland
Post by: Lorric on January 03, 2014, 11:05:17 pm
Good luck from me too. It seems unusual to finish the first mission last and for the first mission to be the most complex. That's intriguing.

I hope to resume work on my own campaign at some point, and I might just give your style of updating a try in my own campaign thread if I can get going, I quite like it. It is something that would be nice to look back on if and when the project is completed.
Title: Re: Shetland
Post by: Rheyah on January 06, 2014, 03:46:09 am
Update.

FREDing is bloody hard work!
Title: Re: Shetland
Post by: Lorric on January 06, 2014, 01:13:49 pm
Update.

FREDing is bloody hard work!
:lol:

Yes it is! :)
Title: Re: Shetland
Post by: Rheyah on January 10, 2014, 02:34:24 pm
Update nine million and one.

I spent the last few days completely debugging my tbms and getting certain weapons working.  Now I am just working on missions and mission design.  This is the hard part - balancing and so on is actually fairly difficult.  Got some interesting ideas though.  At present I'm working on mission 4 which is one of the simpler missions to FRED.
Title: Re: Shetland
Post by: Rheyah on January 30, 2014, 03:18:47 pm
Minuscule update.  I've been working on the narrative structure of the campaign the last few days in order to make it fit my own prejudices a bit more, particularly the world building aspect.  There were some elements of the campaign I felt were out of order and inhibited narrative progression.

As such, very little visible progress has been made other than tweaking and so on.  Which is annoying since I hoped to have a ton to show by now but nothing I make is satisfying to me.  Ah well.  I should have something to show for all my effort soon enough.  It's been a long road, learning everything from scratch as I have done.
Title: Re: Shetland
Post by: Rheyah on January 31, 2014, 11:30:27 am
Etos Industries Celebrates Bumper New Year But Experts Warn of Malingering

Etos Industries released its 2387 first quarter results to considerable fanfare after years of lackluster performance.  Net sales have increased to GCD 1.3 trillion (+17.2% on Q1 2386) with profits increasing by 8.4% to GCD 97 billion.  This is a recent up turn for Etos Industries, which for the last thirteen quarters has been a consistently average prospect for investors and potential business partners alike.

A little history is required for those of you more rooted in Core Zone prospects.  Etos Industries was founded in 2371 as a merger between two Altair-based mining magnates.  As with most corporations founded during that time, little state funding was available due to the pressures of the recession and the Disillusionment.  To paraphrase local business news, they grew "parasitically but organically", taking over weaker rivals and growing larger without any significant industrial oversight.  They were named the Treasury 2374 "Prospect To Watch" and this trend continued year on year until 2378 - the year the GTVA formalized the Petrarch Doctrine.

Etos Industries underwent a shift in strategy during those years.  As old investments grew under the new GTVA climate, Etos was one of the first adopters of the notion of Red Dipping - GTVA registered corporations investing in infrastructure beyond the Green Zones.  The Red Zones experienced large scale migration in both directions during those years and Etos was able to confirm its presence in a number of systems.  This strategy paid dividends until recent years saw a downturn in those markets.  Market analysts believe this is due to the manner in which native Red Zone organizations have begun to organize - often forming co-operatives and alliances of their own which are able to compete for and control local resources.

So why the sudden change in profitability?

There are a few reasons that present themselves.  First is Etos' own proclamations.  Their recently appointed CEO, Ms Lynda Barker states "Our financial results are the result of a long underway and extensive re-branding and slimming strategy, focusing chiefly on our core competencies and extending our reach to new markets.  We are proud to be at the fore front of industry beyond the Petrarch Nodes and are committed to our long term strategy of developing undeveloped systems."

Etos amongst a number of Red Dippers have become more aggressive in the way they deal with privateers.  Red Zone founded corporations are not afforded full GTVA business protection clauses and are invariably unfavoured compared to Core or Green Zone organizations.  This strategy is commonly known as Dip Padding, which means upping your profit margins through squeezing independent contractors and aggressively pursuing debt.

More concerning to potential investors is the rumours concerning possible Red Zone connections with the Wayward Sons of Capella, a well known and established paramilitary syndicate.  Etos denies these rumours in the strongest possible terms, stating that their official company policy "is to rigorously investigate all connections with Blacklisted organizations and report them to the central regulator".  This has done little to reassure sentient rights campaign groups who claim to have evidence of active collusion with criminal elements in at least three systems.

The recent acquisition of a number of smaller competitors in a variety of markets joins the complete change of staff in the boardroom.  Recent CEO Ausar Bastbadru was ousted after overseeing the final years of poor financial results.  While he could not be reached for comment, the Vasudan CEO was pivotal to a softening of a number of Etos policies relating to social inclusion and was popular in those communities within which Etos operated.  Perhaps it is indicative of the more aggresive approach they intend to take with their business strategy that they oust a well loved CEO in favour of a younger and if rumours are to be trusted, far more fiery CEO.

Watch this space.
Title: Re: Shetland
Post by: General Battuta on January 31, 2014, 11:35:26 am
What's your Petrarch Doctrine, pilot?
Title: Re: Shetland
Post by: Black Wolf on January 31, 2014, 11:49:50 am
Might want to fix a couple of those dates. :P
Title: Re: Shetland
Post by: Luis Dias on January 31, 2014, 11:51:41 am
2697 first quarter results? Wow wasn't aware this mod was so far out in the future! :D
Title: Re: Shetland
Post by: Rheyah on January 31, 2014, 12:29:34 pm
Hah.  Good point.  Why did I even write 26?  What was I thinking?

Fixed now :)
Title: Re: Shetland
Post by: General Battuta on January 31, 2014, 12:41:48 pm
For the love of God, I'd have posted it if I thought it was useful advice rather than pointless low-level nitpicking.
Title: Re: Shetland
Post by: Luis Dias on January 31, 2014, 12:43:51 pm
For the love of God, I'd have posted it if I thought it was useful advice rather than pointless low-level nitpicking.

No idea what you are talking about. NO IDEA.
Title: Re: Shetland
Post by: Rheyah on January 31, 2014, 12:48:41 pm
For the love of God, I'd have posted it if I thought it was useful advice rather than pointless low-level nitpicking.

I genuinely missed it and I'm a stickler for details :)  It would have annoyed me and I would have gone back to fix it anyway.

With that said, the next update I do is going to have some actual FREDing.  I keep using this as a dump for thoughts and little stories from the setting but I would like to prove I've actually made progress :)
Title: Re: Shetland
Post by: General Battuta on January 31, 2014, 12:52:03 pm
Well now Luis has gone and deleted it so I look a bit mad.
Title: Re: Shetland
Post by: Rheyah on January 31, 2014, 12:58:50 pm
Was there something else?
Title: Re: Shetland
Post by: General Battuta on January 31, 2014, 01:05:34 pm
Yeah, some discussion of sentence level prose construction and how to build sentences actively. Not a big deal.
Title: Re: Shetland
Post by: Rheyah on February 04, 2014, 05:37:56 pm
Hello!

I am aware that this project is disappearing interminably into the distance in some peoples minds and for good reason!  After all, while I love writing the fiction (and can only hope some people like reading it) ultimately the meat of a Freespace campaign is in the missions.

Further, three things have come to mind:

1.  I am never happy with the technical mechanisms present in my missions, particular the pacing.
2.  I have a lot of ideas but I want to prove I can execute them and thus, keep my own interest in the campaign up.
3.  I need feedback from people better than myself.

As such, I will be releasing a demo (MediaVPs 2014 required, sorry) on or before the 28th of February.  So why bother?  What's the point?

1.  There's a story to tell.  It will be 3 mission campaign exploring some of the history of the Shetland and how she came into her current ownership.
2.  It'll give me the chance to trial and show some of my FREDing skills and get critique on pacing and otherwise.
3.  I will be including modified weapon, armour and other tbms so there will be a limited exposition on my Blob Improvement Project. 

You will be taking a role of a pilot from the 349th Silent Banshees flying out of the GTD Ephesus.
Title: Re: Shetland
Post by: niffiwan on February 04, 2014, 05:50:55 pm
sound cool - looking forward to seeing it :)
Title: Re: Shetland
Post by: Luis Dias on February 04, 2014, 06:09:03 pm
:yes:
Title: Re: Shetland
Post by: Black Wolf on February 04, 2014, 10:37:15 pm
End of the month huh? Awesome - I'm guessing that there's still work to be done, so putting your cock on the block like that and picking a date is ballsy, but I really, really hope that you pull it off.

Remember too, people here are generally happy to help, so if you do need something done to make that date happen, don't hesitate to ask!
Title: Re: Shetland
Post by: Rheyah on February 22, 2014, 06:13:58 am
Brief update.  I'm still more or less hoping to get this out on time but I had some personal annoyance at how mission 1 of my demo was panning out so I had to rewrite that as well.

At present I am beginning to realize that my own perfectionism is getting in the way, so I plan to release as close to the 28th as possible just to get some feedback.
Title: Re: Shetland
Post by: Rheyah on February 24, 2014, 04:41:41 pm
Well I did my best but it's unlikely I'm going to hit my self imposed deadline and release something worth playing.

A little frustrating for me seeing as I wanted to get this demo out, but I'll keep plugging away.
Title: Re: Shetland
Post by: Axem on February 24, 2014, 05:32:44 pm
I wouldn't worry too much about it. I've blown across many a self imposed deadlines, the secret is just to keep making new ones. Eventually you'll hit one and it'll feel like a victory. ;)
Title: Re: Shetland
Post by: Luis Dias on February 25, 2014, 04:31:34 am
exactly, self-imposed deadlines are great tools for self-motivation, if they start becoming depressing and unmotivating, then you're doing them wrong!

Take your time, make new deadlines, keep it up! There's nothing like finishing personal projects.
Title: Re: Shetland
Post by: Rheyah on March 17, 2014, 06:54:17 pm
Decided the best way I can make myself feel better is to do an SVN commit of the day like on the BP forums so people know what I'm doing and why.  Especially since I now actually have a working SVN :)

- Fixed Ipu's asteroid pathing so it correctly evades the right asteroidal body while helping Shawcross search for the jamming source in all randomised positions.
Title: Re: Shetland
Post by: Rheyah on March 18, 2014, 08:14:41 pm
- Corrected an event where the Carthage would veer off and smash into an asteroid.  Still don't know why she was doing this but now it doesn't seem to happen.
Title: Re: Shetland
Post by: Rheyah on March 19, 2014, 09:01:57 pm
- Altered the ACO strike on the Qaa to be multi-stage.  Its previous iteration was too easy and straightforward for the player.
Title: Re: Shetland
Post by: Rheyah on March 28, 2014, 06:34:54 am
Okay so I took a little time off to write a voting system for a society I am involved with.  With that more or less over and done with I'm hoping to continue my push towards my new (secretive) deadline.    I am promising nothing seeing as every single time I try and promise screenshots or something I end up hating the ones I take.  However work is progressing and fairly rapidly at this point.

Ephesus (the prelude campaign) is more or less self contained and set around 4 months into the NTF rebellion.  It'll have 6 missions, the last of which is set in the time of Shetland.  in case you're wondering why it extended from 3 to 6 missions, I liked what I was writing and doing and felt it would serve me better as a more complete campaign with a beginning, middle and end rather than a 3 mission sortie where you barely have time to get attached to anyone.

Narrative wise, I'm fairly interested in exploring the strategic victories that lead to the NTF gaining control over three core systems and the hard military doctrine of the GTVA fighter corps with the effect this has on its pilots.

I am not trying to make these missions perfect or overly refined.  I am just going to do my best guess at what I think is entertaining and see what people make of it.  The whole point of releasing it is to get some critique and feedback.  It's not a demo of "what I can do" but more a chance to get some feedback :)
Title: Re: Shetland
Post by: Luis Dias on March 28, 2014, 07:16:28 am
"What I can do" is something that is constantly changing so don't worry no one will "evaluate" your campaign, at least if I play it I will merely contribute with opinionated feedback that I'll hope will be helpful for your creativity.
Title: Re: Shetland
Post by: Rheyah on April 26, 2014, 05:13:21 pm
Hello!  It's been some time since I updated.  Since the last time I updated I dislocated my shoulder and got playing both Dark Souls II and XCOM EW The Long War.  However, I continue to make slow progress on each mission and continue to adjust both my little designs and write bits of history as they take my fancy.

I don't have an SVN on this machine at present so no fancy little SVN commits (it'll be one big commit I make when I get back to Belfast).  However, I thought I'd share a little bit of historical detail with you all.  It's not particularly major, but it is a bit of backstory, lore and helps set the scene for a lot of the later developments that occur in Shetland.


Vasudan And Terran Weapon Designs Over The Years

GTVA military historians have long argued over the eventual end state of the Terran Vasudan War, not just from a political or socio-economic perspective but also from a technological perspective.  It can be said that the T-V war was one in which the technological advancement of both species was heavily stunted in favour of military growth and there is some evidence to support that conclusion.  Weapons manufacturing was one of the few scientific regimes that suffered in neither organisation and both governments were in a constant arms race to find the advantage, right up until the moment the Shivans arrived.

There is an argument for a certain amount of technological convergence.  Both species realized early on that advancements in materials science brought about by subspace and zero gravity manufacturing techniques were beginning to greatly exceed the capabilities of kinetic action weapons.  As both species spread into space, the relative ease with which anti-matter could be produced through solar energy acceleration rigs made it an apparent weapon of choice, the difficulty of storing and producing anti-matter offset by the tremendous power storage capacity it allowed.  Both species fed their need for power with banks of ultra high energy fusion reactors, whose waste products were pumped through huge reactor baffles and used to drive the million ton machines both races used as warships.

The discovery of subspace advanced materials science by close to one thousand years inside of fifty.  Terrans and Vasudans first left their systems using small, unmanned rocket propellant launched spacecraft.  They now voyaged through the stars in indestructable titans, powered by fusion and anti-matter.

As warships became bigger and more powerful, new methods of inflicting damage on them were required.  Conventional explosives were hopelessly outmoded.  The battlefield of the Terran-Vasudan war was a nuclear one, where more firepower was exchanged in single capital ship duels than by the whole of human civilization up until that point combined.  The only effective way of delivering nuclear strikes was by projectile.

Here is where the two species diverged.

The Parliamentary Vasudan Navy rarely drifted from their initial approach to the war.  Dating back to the days of being a planet bound species, the Vasudan obsession with flexibility had always tempered their largely religious warfare with a respect for their body's natural durability.  Vasudan warfare was a brutal affair but it was not without its charm - the Vasudan's bony forearms and prodigeous strength allowed them to forgo the Terran innovation of the shield until late in their discovery of ranged combat.  As such, the standard Vasudan combat stance for generations was that of two weapons.  An old proverb amongst the Vasudan military goes, "foolish are those who see combat as a meeting of steel.  It is two such meetings."

PVN warships had an emphasis on point defense and deterring long range strikes through the prodigeous use of missiles.  Their warships were a battery of short range anti-capital ship plasma turrets, dedicated point defense platforms and then long range missile batteries designed to spew out vast numbers of self guiding missiles.  Terran vessels caught in duels with Vasudan warships had a matter of minutes to extracate themselves before the barrage of missiles became too much for their defense systems to withstand.  Those which employed fighter screens fared much better - Vasudan missiles had yet to reach the level of refinement where screening became impossible.

Early T-V era capital ships were equipped with heavy thruster driven torpedoes designed to spoof ECM and evade fighter detection.  These had extremely limited success against well drilled Vasudan CIWS technicians and crews.  Vessels would have to close to near ramming range simply to deliver their payloads.  GTA cruisers were typically overwhelmed in these early conflicts and often relied on numbers to survive.

Terran destroyers generally fared far better - their fighter crews quickly became skilled at screening ACGM volleys and even a small Terran cruiser could carry the lethal Hammershot PDMS, a micro-missile point defense system which could turn entire volumes of space into instant death zones for Vasudan pilots.

In a scramble, the GTA switched to unguided, single shot mortar-esque weapons with an extremely high exit velocity.  After close to eighteen months of losses, a form of countermeasure had been found to the remarkable Vasudan CIWS network.  This set the stage of the mid-war.  Vasudan warships outgunned Terran warships ton for ton, but a number of gifted non-flag officers (particularly the late Admiral Wolf) managed to convince GTA command to switch their approach in large scale conflicts.

Vasudan battlegroups, individually superior ship to ship, found themselves torn apart at range by massed mortar fire.  The Fenris cruiser made its debut appearance as a fast moving attack cruiser and provided one of the first true victories of the war.  A squadron of Fenris cruisers operating under the command of the then Commander Joseph Wolf cornered and crippled the PVD Tefnut as it resupplied at a forward base, forcing the Vasudans to withdraw the destroyer.

The war settled into a comfortable stalemate.  The Orion class destroyers were given a second refit equipping them with a full battery of the new Howitzer Fusion Mortar system.  The PVN fell back a system or two, fortifying their nodes and skirmishes went unanswered by both sides.  While destroyer  engagements were rare during this period, the Orion had a notable advantage on the Ramses attack carrier.

A number of historians claim the war never left the stalemate.  While this may not be as controversial a statement as it might have been closer to the foundation of the GTVA - certainly knowing as we do now, how uninterested both populaces had become in what was widely pilloried as a First Contact Gone Wrong - we would be remiss not to include four other major advances in our list.

The emergence of the Typhon class destroyer and its subsequent destruction of the Eisenhower gave GTA strategists collective pause for thought.  Unlike the Ramses, the Typhon was designed as a pure endurance platform.  Equipped with twelve of the newest Khopesh ACGM batteries, a vast fighter bay with construction facilities, phenomenal subspace mobility for a vessel of its size and the usual Vasudan attention to detail, the Typhon obliterated the majority of the 4th Fleet in Vega before retreating to hold the node.  While the Typhon itself was later destroyed in other circumstances, it represented a tremendous step forward in ship design which continues to resonate in modern GTVA ship design.  The Deimos class corvette in particular uses collapsed molybdenum alloys first prototyped in the Typhon.

It became obvious as time went on that Vasudan weapons technology continued to develop at a pace comparable to that of their rivals.  The advent of the FK series (unaffectionately known to Terran pilots as the FK-U missile) enabled Vasudans to finally compete with the Hammershot IV for fighter point defense.  The response to this by the Terran military came in the form of a projected plasma system breakthrough made late in the war.

Both sides had been struggling to keep plasma containment geometries stable past CIWS range.  While plasma weapons were drastically more powerful than any comparable missile delivery system, they were decidedly short ranged.  When physicists at the Rechenzentrum Garching announced the results of simulations of subspace field induced propagating plasma mirrors, the reponse was decisive.  A prototype was quickly produced and the result was the Deluge, the first long range plasma artillery ever developed by either race.

The effects of the Deluge were immediately felt in the PVN.  The first Orion to be equipped with Deluge weaponry was the GTD Galatea under the now Admiral Wolf.  Wolf launched an operation which destroyed the PVD Illahun and drove Vasudan forces back across half a system, ceding a volume that had been held for nearly four years.  The lukewarm response of the oppressed GTA citizens at the rolling back of this curtain is an enlightening one which is left for a more complete history of the war.

When the Shivans arrived, neither side were prepared.  Both civilizations were barely engaged in the slowly burning cold war with support on both sides of the divide at an all time low.  The Shivans came with advanced subspace based plasma weaponry and intimidating rapid fire plasma based CIWS systems which shredded entire fighter wings in seconds.  A single Shivan cruiser was capable of overwhelming entire fighter screens and their cruiser support by itself.  Worse, their fighters were shielded by a then unknown technology and it quickly became obvious just how ineffective the formerly superior missile based CIWS of both sides were against this new defence.

The development of countermeasures to the Shivan threat is well known and taught by military historians throughout the GTVA and thus will not be covered.  This includes the final stanza of this poem of warfare, the coda, the moment when both civilizations gave up their greivances with each other and chose to form the Alliance as we know it today.  The plasma beam weapon.

In many ways, the plasma beam weapon represents everything both races were striving to work towards.  That it required both Terran plasma physicists and Vasudan engine designers to finally reproduce the Lucifers' beam weaponry from readings taken at impact events on Vasuda Prime is a lesson for future generations.
Title: Re: Shetland
Post by: Rheyah on April 29, 2014, 05:30:50 pm
(http://i61.tinypic.com/5150xy.jpg)
The GTD Ephesus and her battlegroup stationed at the Bessel Repair and Refit Yards, Sirius IV.

(http://i61.tinypic.com/ezpsmb.jpg)
The GVC Qaa engages an NTF Leviathan in defense of a fleeing loyalist convoy.
Title: Re: Shetland/Ephesus
Post by: Rheyah on May 04, 2014, 02:36:18 pm
Small update.When you play Ephesus, you'll notice I have made substantial changes to virtually every capital ship, non-beam capital ship weapon and fighter weapon in the game.  Every capital ship is far stronger than it was and I have dealt with and removed a lot of the very silly tactics which lead to cruisers becoming virtually useless.  You can't kill capital ships (even cruisers) without specialised weaponry now.  Every single capital ship from cruiser upwards has an extensive point defense suite working in tandem with anti-capital ship weaponry.

I haven't done this out of some fetish for cruisers.  I've done it mainly so I can greatly diversify the range of ships which are viable in missions.  Even a modest Fenris can pose a severe threat to two wings of fighters.  When deployed in tandem with fighters, a cruiser can fortify a location enormously.  More importantly, it allowed me to begin to reform the bombing game, something that has annoyed me a lot.


The Bombing Game

Bombing in Ephesus and Shetland is a multi stage affair which in the in universe nomenclature is known as an Anti Capital Ordinance engagement or ACO run.  An ACO run consists of a two stage strike.  A wing of heavy fighters carrying disarm weaponry make a pinpoint strike on the close in weapons systems on the ship using either Stilletos or the new Anlace multi role anti-subsystem strike swarm missile.  This wing of heavy fighters engages the ships fighter screen and its CIWS turrets.

Once the CIWS turrets are down, a wing of rapid strike bombers will then use heavy bombing ordinance to destroy the ship.  Bombs reload much faster so if you are playing a strike mission, the bombs should feel more responsive.  Further, there's more to do.  Bombers have a wider range of anti-capital ship weaponry as well, including more effective primary weapons (like the Prometheus R, repurposed as a slow firing multi role anti-shipping weapon) but I also changed a few of their defenses.  I tried to emphasize the idea of a strike bomber, not a heavy bomber.

The idea is that once you are through a capital ships point defenses, you have already won.  The goal is then to get through its point defenses and anti-fighter weaponry.  As such, strike bombers are more nimble, faster and I think more enjoyable to fly.  The Zeus, the Athena (Shetland reintroduces the Athena as a legacy bomber) and the Artemis are ideal for this and have all received some love.  They fly like fighters now but are weapon restricted.

So what about heavy bombers?  Well, you won't get to fly them in Ephesus, but heavy bombers are not strike bombers.  I am -hoping- to remodel heavy bombers slightly along the lines of an ultra-heavy missile boat with multiple turrets as a kind of intermediate between patrol cruisers (gunboats) and strike bombers.  Essentially, a heavy bomber would fly like a mini capital ship with shields with its own point defenses and so on.

In a heavy bomber or missile boat, you sit in the centre of a formation of fighters and circle your target, picking off turrets and delivering heavy ordinance.  I am hoping to expand on this a lot in Shetland.


Anti-Subsystem Weapons

No longer suck.  They take the role of good anti-shield weapons.  This counts for all anti-subsystem weapons.

All torpedoes and bombs function as anti-subsystem weapons.  Trebuchets are great and all, but they don't manuever like they used to and they can be shot down.


I won't talk too much more about what I've done - I'll include a lot of it in the Journal and Tech Rooms.

The Fenris and Leviathan

The Fenris and Leviathan always felt very similar.  I really wanted to nail on this strike cruiser vs defensive cruiser idea.  Both are much more sturdy and much more powerful.  The Fenris now totes the newly buffed SGreen and cruises along at a nice and steady 35 mps along with its substantially buffed CIWS defenses.  The Leviathan retains its sluggish disposition but also now features a rear LTerSlash beam cannon, also slightly buffed.  It also features Flak.  All flak weapons now feature the CIWS weapon flag.  This is balanced by weapons that can be shot down being much, much more available.


Anti-Capital Ship Missile Weapons

Are much more common than they used to be.  This is a tactical concession as well - nearly all of them can be shot down.  You can even make it easier for your bombers by shooting at the capital ship from another angle using torpedoes or ASMs (Stilletos, Anlaces) and watching its turrets track your own missiles.  Or you can take advantage of the Vasudan's newly discovered predilication for mass missile volleys!


In Conclusion

I've spent a long time messing about with bits and pieces to get this feeling right and to change how Freespace combat feels in a positive and interesting way.  I hope people will enjoy it when I release it.  I'm on 4/6 missions at present.  Not sure when release will be, but the hardest missions are out of the way :)
Title: Re: Shetland/Ephesus
Post by: niffiwan on May 04, 2014, 04:43:01 pm
That sounds interesting, I like the ideas you have for the capital/anti-capital dynamic :)
Title: Re: Shetland/Ephesus
Post by: The Dagger on May 04, 2014, 04:54:36 pm
I love the depth of your universe and I really want to see how these rules play out.  :) Keep up the good work!  :yes:
Title: Re: Shetland/Ephesus
Post by: Black Wolf on May 04, 2014, 05:43:43 pm
Sounds like some big changes to familiar weapons - just remember that your players wont have your in-depth knowledge of the new combat dynamic - have you considered a training mission to ease us newbies in?
Title: Re: Shetland/Ephesus
Post by: General Battuta on May 04, 2014, 06:09:10 pm
I think game design has largely left tutorials behind, and for good reason. The Antagonist is a great example of how to teach complex new mechanics without tutorials. Just start small and work up stepwise.

(I say this as we're adding a ton of tutorials to Blue Planet, but hey, we can't all be The Antagonist.)
Title: Re: Shetland/Ephesus
Post by: Black Wolf on May 04, 2014, 06:49:29 pm
I dunno... If I'm coming in as a seasoned FS player and the weapons and ships I'm used to suddenly work very differently, I'd want that pretty explicitly explained. Plus Rheyah only has 6 missions to work with - a quick, skippable TSM that makes the changes clear and obvious - maybe simulating one of those strikes he talks about on a well established (but newly modified) classic canon design - would be very useful IMO.

His call though, of course.
Title: Re: Shetland/Ephesus
Post by: General Battuta on May 04, 2014, 06:56:04 pm
The problem with tutorials is that they frontload, and people don't learn skills well through frontloading. The Antagonist teaches all its mechanics clearly and explicitly, but it does so in context, with narrative engagement, backed by a gradual skill slope so that players have a chance to cycle their new skill into automaticity by repeated performance.

You provide a great example of how to teach without tutorials - a strike mission that teaches the player the new mechanics in context. Diaspora could've used the same thing to great effect, gradually introducing its flight mechanics in context and giving the player a chance to apply them. (This is actually what it does with subsystem targeting and subsystem attack, and it works much better than the tutorial mission proper.)
Title: Re: Shetland/Ephesus
Post by: Rheyah on May 04, 2014, 07:14:15 pm
There is a tutorial but it's very specifically written into the storyline.  I won't spoil it but people will know exactly what is going on long before they are required to do it in the mission :)  I hope people will enjoy the style I've chosen to do this, anyway.

Title: Re: Shetland/Ephesus
Post by: X3N0-Life-Form on May 05, 2014, 07:46:52 am
Having ended doing similar tweakings of familiar ships in my own mod thingy, I've elected to repurpose my old, otherwise mostly plot-irrelevant intro missions into proper mechanics intro missions. Let the players see for themselves what's different.

Modern games that do include a tutorial tend keep them as short as possible, and display tips whenever something new pops up for the rest of the game. Valve's approach is a particularly good example on how to do these things right. As mentionned before, The Antagonist did its mechanics introduction very smoothly and effectively.

In any case, I look forward to seeing your work :)
Title: Re: Shetland/Ephesus
Post by: Rheyah on May 10, 2014, 04:52:29 pm
I do not remember a time before the Shivans.  Like so many of the young, I was born into the Lost Generation for whom the Blue Planet was but a myth shrouded in folklore and despair.  In a way I never felt I knew Earth.  My family have been Pegasans for five generations now.  I am glad at least that I will not be the last, though I wonder if my son feels the same.  It's been three years since we last spoke.  I don't want to remember the last time we did.

My dad keeps telling me to fall out of the military and that I have done my part.  No one will begrudge me my retirement after two and a half decades of service, he says.  Maybe he's right but it's not about the military being my life, even if it has been.

I wish I could pin down when I realized it, but I guess all this goes back to those first heady years.  Sweet fortune, I was naive back then.  ****, I was even excited when I heard what was happening.  I had no idea what was going to follow.

 I was on board the Ephesus as a young lieutenant.  We knew her as the Big E, queen of the Hecates.  She was one of the first off the line and the pride of what was then the Sixth Fleet in Epsilon Pegasi.  I remember that she had this little splotch of paint on her starboard fighterbay screen that always made me smile because someone had mixed the paint wrong.  She was the only warship ever to go into combat with a pink stripe.  Bosch had just announced that Polaris had fallen to what he was calling the new hope of humanity.  When the shock wore off, the Admiral told us we'd be the front line of Neo Terra.  None of us knew what to think.  We were told we have been betrayed - that secret plans to give the Vasudans our worlds had been formulated.

Most of us saw it for what it was.  Propaganda.  We weren't angry with the Vasudans for their miraculous economic recovery or their remarkable societal advances.  How could I be angry with them?  I had Vasudan friends.  Epsilon Pegasi had been settled by both species and when the war came to an end we split the winnings.  But that was us.  That was me, my friends, my CAG and even that deckhand who had the nice shoulders.  We were nice people.  Not everyone was, though.  A lot of Sixth Fleet bought into it.  Maybe it was simmering resentment or something worse but whatever it was, it made a lot of them very angry.

We were almost sucked into it but then the Old Shogun...  Sorry, the XO, he stepped up.  He made it happen.  He shot the Admiral through the temple from near point blank range.  I heard from one of the marines there was a moment of silence and then everyone started working quickly, as if the orders had been given telepathicly.  A few retellings of the story had him giving a speech, but that's not the Shogun's style.  He wasn't much for the dramatic.

Still, while he may have been gifted with little flare for flowery narrative, he did know how to make enemies.  Before we knew it, the Ephesus was under fire from every quarter and we were fighting for our lives.
Title: Re: Shetland/Ephesus
Post by: General Battuta on May 10, 2014, 05:31:13 pm
That was extremely good ****. The sentence structure is a little rough in places, but it grabs and holds and pays off, and that's what counts.
Title: Re: Shetland/Ephesus
Post by: Rheyah on May 10, 2014, 07:00:47 pm
Yeah, my mastery of the craft is pretty shaky.  I'd love some pointers on that, actually, even if it's just a few examples of what I could do better :)
Title: Re: Shetland/Ephesus
Post by: Phantom Hoover on May 10, 2014, 07:12:27 pm
*telepathically, though
Title: Re: Shetland/Ephesus
Post by: perihelion on May 10, 2014, 09:46:15 pm
I am seriously digging all of these vignettes.  Are you planning on collecting them all together when the campaign is ready for release?  Either within the campaign (I'm having a hard time seeing how, but that's me) or alongside?  It's making for a very interesting backdrop.
Title: Re: Shetland/Ephesus
Post by: AdmiralRalwood on May 10, 2014, 10:20:24 pm
That was extremely good ****.
I really need to echo this. If this writing is any indication, this will be one hell of an interesting campaign!
Title: Re: Shetland/Ephesus
Post by: deathspeed on May 10, 2014, 10:48:57 pm
I had no idea what this thread was about from the title, but I am glad I clicked on it today and read from the beginning.  :)  I can hardly wait to try it out.
Title: Re: Shetland/Ephesus
Post by: Luis Dias on May 11, 2014, 05:38:02 pm
That was extremely good ****. The sentence structure is a little rough in places, but it grabs and holds and pays off, and that's what counts.

Ditto, I read it on my smartphone yesterday night and really digged it. By this stage you could completely flop your mod / campaign and I would still enjoy these really cool vignettes that picture such a rich, dynamic, interesting world.

But don't :).
Title: Re: Shetland/Ephesus
Post by: Rheyah on May 20, 2014, 06:11:02 am
I have absolutely no plans to flop my mod.  While I'm busy with my differentation report this week, I make steady progress each week.  The little stories and remarks are just ways of exploring what I'm thinking about the universe, missions I am writing, ideas I have had or just for the fun of it.

Writing is supposed to be fun and I find the more you do it, the more you expand on your universe, the more focused your writing becomes.

I hope people will enjoy Ephesus when it comes out and that it'll be worth the wait.

With that said, I am looking for a tiny bit of help from someone who knows how to texture.  It's not a big job - it's just nameplates, a few colour changes on a texture map or two, some help with the title image and some help with the main hall.

If you can help me with those things, please get in touch.  I have been able to do a lot of my GIMPing, but some things are beyond me and I want the campaign to have a quality touch when it first comes out.  I'm not looking at FMV cutscenes or anything silly - I just want things to seem minimalist, but polished.
Title: Re: Shetland/Ephesus
Post by: Rodo on May 20, 2014, 09:49:34 am
If you need regular nameplates (the ones used on most MVP assets such as the Deimos) I can help with that point, send me a pm of what you need and I'll get back at you with what can I do.
Title: Re: Shetland/Ephesus
Post by: Nyctaeus on May 20, 2014, 11:01:10 am
I can help You with nameplates, recolors and maybe with other things as well. I can do even some more serious things, including modeling. For all that you are doing for ED, I can provide you some of my skills as a repayment.
Title: Re: Shetland/Ephesus
Post by: Rheyah on May 25, 2014, 08:54:20 am
Hi again.

I've had a bunch of offers with regards to the colour changing and GIMPing.  I appreciate all of them and I'll be in touch regards that soon.  It's also been nice to have people offer just because they enjoy the writing in this thread.  Both the help and the enjoyment are appreciated.

For my part, I've had a busy week this week but I am making slow but sure progress towards the end.  I don't tend to put dates on anything any more as I tend to post more when I've got something to share, something to write or something that I want to get out in the open.  However, I am feeling creative this weekend so it's likely you'll see -something-.

Thanks again :)
Title: Re: Shetland/Ephesus
Post by: Rheyah on May 26, 2014, 09:57:32 am
Thoughts...

The fleet doesn't get together very often.  The Initial Response Force battlegroups are semi autonomous, fully integrated commands with both Terran and Vasudan fleet elements.  We don't operate in traditional battle groups in the way the mainstream fleets do.  We also aren't delineated as the mainstream fleets are.  We operate with minimal logistical support far beyond the Red Line, as the parlance goes.  It's a demanding job and it requires a certain perspective.  You can't just go charging into a Red Zone waving the Silver Zeta and expect the locals to instantly co-operate.  We don't have the supply lines to operate full fleet actions out there and it only takes one nut with a freighter full of anti-matter to do a billion credits worth of damage to a corvette.

With that said, you can't be delicate.  There are rough types out there, nasty people whose M.O. is to just be as sociopathic as they can be.  They aren't the worst, though.  You've got the Red Dippers, the types who treat the Redzoners like disposable property.  That's what we spend most of our time doing.  Putting out plasma fires burning in the Red Zone colonies.  Make no mistake, though.  Space is a big place.  There are a million holes for rats and there aren't a million frigates and ten million fighters to plug them.

I think that's why they gave the Admiral the Impervious.  It's a never ending task and it takes a philosophical type to survive such a job.  A lot of the mainstream COs are all about The War.  When they aren't fighting the Good Fight, they're off training or drilling or all manner of different military style approaches.  That works, for them.  They get called on every once in a while to deal with pirate uprisings and everyone has a lot of fun shooting down the enemy.

Out in the Red, that doesn't work.  These people aren't GTVA citizens.  We let them live out there, but we don't help them.  They don't have rights - if they did, we'd have to colonise and that isn't in The Plan.  Our whole existence is dominated by one thing.

What if the Shivans return?

So we let the Red Zoners beyond the fortified Petrarch nodes be, for the most part.  They colonise and quarrel and fight amongst themselves and we step in when we hear something brewing that could threaten large scale efforts or we get reports of something that might be Shivan out there.  That's the horrifying truth that we never tell anyone.  We aren't rat catchers.  We're Shivan hunters.  It only takes a supposed sighting of a Shivan fighter to get a frigate or a small IRF task force sent into the Red Zone.  We've never found one, thank fortune, but we investigate everything.  Just in case we need to bomb another jump node.  I hope that never happens.

I'm rambling again, I know.  Sorry.  I wanted to get this out of my head and written down somewhere so I could explain all of this to someone.  Even just a computer.

I guess the thing I find most amazing is how is remarkable how words retain such power, even so long after they have been spoken.  They stick in your mind, revolving like gathering stellar dust, picking up anything that passes into their view.  They shape how you think and what you feel and in doing so, maybe they shape all of reality.

Isn't that what the old philosophers used to say before we discovered subspace?  That reality was contingent on some abstract layer of consciousness?  I wonder what madness birthed the Shivans.

Maybe the Vasudans will admit to it one day.  They'll reveal some wheelchair bound corpse and admit that yes, it was he that brought them into being.  Khalresh, my XO, likes that one.  She is such a stickler for protocol but that vocoder hides a dark and disgusting sense of humour.  It makes the NTF I faced in my youth seem very much an anachronism, that both my worst enemy and closest friend is of another species.

I was sat with the Admiral, talking about this very thing.  He always has me over for a drink when the Roma returns for her sixth month ReInt.  He sits there in that preposterous leather chair of his, reclining back and fingering whatever god awful Vasudan drink he has a taste for this week.

This time, however, just as I'm leaving, he stares into his glass.  I don't know what he could see in those murky brown depths, but cogs are turning.

"It's been twenty years since Capella," he said.  "Capella has shaped everything.  It's changed the way we live, changed how we think and changed what we are."

Then he looks up.

"In Sol, they won't even know Capella is gone.  They won't see it for nearly twenty five more years.  We'd better get home before they do."
Title: Re: Shetland/Ephesus
Post by: niffiwan on May 26, 2014, 04:13:28 pm
Nice, I particularly like the distinction between the COs longing (kind of?) for the next big war, vs the guys at the current frontline who are getting the job done now  :yes: 

And... who is *they*? The Shivans, using Capella as some sort of node to Sol?
Title: Re: Shetland/Ephesus
Post by: CommanderDJ on May 26, 2014, 10:48:36 pm
And... who is *they*? The Shivans, using Capella as some sort of node to Sol?

If you're referring to the last sentence, I think that means "We'd better get home before the people in Sol see that Capella's gone supernova."


This was a great write-up, by the way! Nicely done, Rheyah. :yes:
Title: Re: Shetland/Ephesus
Post by: Luis Dias on May 27, 2014, 04:18:05 am
Great writing! :yes:

There is also the thing about other star systems being already able to watch Capella going boom boom (like Betelgeuse, for instance, which is only 10 LY from Capella according to my own calcs), this could provide some interesting writing along those lines too.
Title: Re: Shetland/Ephesus
Post by: Rheyah on June 02, 2014, 06:46:29 pm
They seem to understand that I am unlike them.  I have never seen them eat or speak, even to me and yet day after day a receptacle of some foul liquid is brought to my chamber, if you can call this such a place.  The first time, I was forced to choke it down.  Now, as the hours, days and weeks pass me by, I grow accustomed to its taste.  It has a metallic tang to it, much like I imagine a tube of mercury might taste were it not lethal.  I did not ask them for this.  They simply seemed to understand.

As far as I am able to tell, mine is a unique arrangement.  Since the last of my officers killed himself, I am all the Shivans have remaining in their custody.  If they eat, then they do so in secret.  Their communication between ships appears to be the same as their communications between..  persons.  I remain blinded to any difference from Shivan to Shivan.  They appear identical, even down to the individual markings.  Perhaps they are simply a shell.  Am I a figure of amusement to them, some ascended primate stupidied at a distant mirage?

If so, they demonstrate this no more than they demonstrate their pretense towards ingestion.

They do not appear cruel or callous.  It would be simple for them to accomplish were they so.  The Shivans do not build windows, but each jump has a distinct feel.  We have jumped no less than eight hundred separate times, remaining in subspace for long periods.  Where are we going?  This vessel appears nothing special, little more than a cruiser.  What could drive them to expend such energy?

Spending such a long period amongst them has done little to ease the enigma.  They are silent totems, wandering hellishly lit hallways formed of the same cloth from which they are cut.  There is one thing of which I am sure, however.

Their interest in me is secondary to their goal.  I am but an observer, doomed to play the part until, as always, the bitter end.  Perhaps before I die, I will understand the enigma of the Destroyers.
Title: Re: Shetland/Ephesus
Post by: Scotty on June 03, 2014, 10:55:42 am
The tone there (and also the content) practically screams Bosch to me.  Good job.
Title: Re: Shetland/Ephesus
Post by: Rheyah on June 16, 2014, 07:14:08 pm
I fell in love with the stars.

It's really quite a stupid thing when you think about it.  I mean, what are stars?  Big blazing balls of gas that kill you with radiation if you get too close and starve you.  That's the thing, though.  You never realize what you love until it's gone.  They are gone.

It's terrifying.

We've been here in this..  **** me, I don't know what it is.  Nebula, maybe?  Supernova remnant?  We did a lot of grav analysis in the early years but never found a neutron star or a pulsar here.  In amongst the shifting dark clouds lie the shattered remnants of planetoids scattered throughout its bulk.  The stars own children snuffed out by its violent demise.  We keep thinking there might be a micro black hole out here but even if it were - it'd be so small we'll never find it.   

That's something the engineers do know.  This star wasn't a natural death.  It died screaming.  It was torn apart.  It bears the mark of the Destroyers.

Bosch knew.  Bosch fortold of this.  So did the Hammer, but they don't understand.  They think the Destroyers came to cleanse, not to enbolden and lift us beyond the dreams of our ancestors.  They came to test us and found us worthy.  They will come again.

We shall follow his example and those who refuse the call shall be given to the Destroyers to do with as they see fit.  That's what they say.  I'm not so sure, but I must have faith in my path and my calling.  We toil out here, welding, forging, training.  All of us, all of this in preparation for their return.  When they come, we shall prove our worthiness and our loyalty.

The masses never understood.  I hope they understand his message before the end.  Capella wasn't a warning.  Capella was our future.  I want to see it through.  I believe that wholeheartedly.

I just wish I could see the stars again.  I miss them.
Title: Re: Shetland/Ephesus
Post by: Lorric on June 16, 2014, 07:31:50 pm
The idea that the Shivans are putting us to some kind of test is an idea I haven't heard before, and that surprises me because it fits so well. It's the first thing I've come across that would explain why they nova'd Capella, when a handful of those juggernauts could have exterminated both races. If 80 jugs were necessary to nova the star and novaing the star is part of a greater design...
Title: Re: Shetland/Ephesus
Post by: perihelion on June 17, 2014, 11:12:45 am
Wha-?  Trying to climb into the head of the previous narrator and figure out 1) where he is, and 2) how does he perceive the Shivans?

1) I'm guessing this is some group that has discovered a node beyond the red line leading to a dark nebula / supernova remnant?
2) ... that I'm just not getting.  How is blowing up a star "finding us worthy?"  I am deeply intrigued by the writing, but the narrator's point of view is too slippery for me to get a grasp on.  What has he seen to make him think this way?
Title: Re: Shetland/Ephesus
Post by: AdmiralRalwood on June 17, 2014, 11:16:10 am
Sounds like some sort of Neo-Neo-Terra.
Title: Re: Shetland/Ephesus
Post by: Lorric on June 17, 2014, 11:40:01 am
I got an impression they'd found something in the remains of the star. Something to suggest that its destruction has a purpose. Maybe the Shivans will use the remains as building blocks to construct something. That they maybe found us worthy to go through whatever process they have in mind, and the destruction of Capella is the beginning of whatever process that is. Capella is the future.
Title: Re: Shetland/Ephesus
Post by: Luis Dias on June 17, 2014, 11:42:39 am
Sounds a lot like a cult of Bosch designed in a very similar way to the Hammer of Light. I like the touch of uncertainty in the faith of the narrator. In my opinion, most fanatics are just like that, always actually unsure of their own faith, and the way they prove to themselves (and to others) their faith is by enacting their own sacrifice.
Title: Re: Shetland/Ephesus
Post by: General Battuta on June 17, 2014, 11:50:51 am
Your prose has really sharpened. I'm a little put off by the familiar old 'Shivans are testing us!' chestnut - a very familiar theory, even if it's espoused by a bit of a nut here - but the rest of the content is interesting.
Title: Re: Shetland/Ephesus
Post by: Rheyah on June 17, 2014, 04:28:20 pm
If there is anything to be discerned from natural disasters or even an Outside Context Problem, it's that people discern meaning where there isn't any to be had.  I am running with several parallel narratives here, though admittedly very intermittently and for good reason.  I'll briefly expand as much as I'm comfortable because ultimately, the question of the Shivans is going to come up and I want to explore that naturally through my campaigns.  However, to put some (not much) curiosity to rest.

On the Shivans, there are numerous perspectives.  In this thread I have briefly touched on the materialistic, the scientific, the social, the economic and the religious.  When writing, I limit myself to the perspective I want to explore.  There is an underlying thread going through this and some very limited idea of what the Shivans actually are but I will spoil one thing.  I am going to run with Volition's idea wholeheartedly.  The Shivans are the symptom of a much, much larger problem.  I am writing them from the perspective of an Outside Context Problem.  I don't want to explain anything - that's not what the Shivans are good for.  What I want is people to connect the dots themselves.

My job as a story teller is to lay those threads and my worth is determined by how entertaining they are to assemble.  There will be no exposition mission and no "this is what happened."  I suspect a few people already have ideas about the direction I want to go in and if you -are- interested in that direction, please feel free to talk to me about it because I love people helping me explore ideas.

On another point, I will be posting a screenshot or two tonight.  I have around half of Ephesus completed now and am doing it in short stints between work on my differentiation report :)
Title: Re: Shetland/Ephesus
Post by: General Battuta on June 17, 2014, 04:29:47 pm
I definitely disagree with a lot of your narrative philosophy here (at least as a universal, prescriptive truth), but I'm interested to see where you go with it!
Title: Re: Shetland/Ephesus
Post by: Rheyah on June 17, 2014, 04:35:36 pm
It's a personal philosophy rather than a universal truth.  Not meant to be a judge on anyone who chooses to tell a story otherwise.  I have always liked leaving narrative clues and world building every bit as much as telling a story.

After all, there are so many ways to tell a story :)
Title: Re: Shetland/Ephesus
Post by: General Battuta on June 17, 2014, 04:41:13 pm
I don't disagree with that particular set of instruments, it's clearly one of the great joys of a large canvas.
Title: Re: Shetland/Ephesus
Post by: Rheyah on July 03, 2014, 01:19:36 pm
So!

It's been a while since I posted anything of significance and I thought I'd let you all know how things were going.  My differentiation went swimmingly and benefited from the extra time spent.  Of course, this meant that the bulk of my mental effort was being spent on something other than being creative and running a 13 day week 9 hours a day to make sure all my work was done kind of left me with not much left to continue.  However, I did manage to potter along and so I'll be resuming something of a more regular schedule again now that I'm in the low period of my PhD.  FREDing requires that I have enough mental energy left to power through and as I'm sure a few of the career modders will attest - that's not always possible.

With all of that said, have some pretty screenshots!

----------------------

(http://cloud-4.steampowered.com/ugc/593663499446245734/8EBB5F3B171A90B31BCEECD208383305F74CF85E/)

(http://cloud-4.steampowered.com/ugc/593663499446241927/EDFEF1A1CA16E2156527B84CA7AC453500B92206/)

(http://cloud-2.steampowered.com/ugc/593663499446248004/8430A612EFF9956467CA52F8044553C7683AB954/)

Title: Re: Shetland/Ephesus
Post by: Luis Dias on July 03, 2014, 03:29:41 pm
Big Popcorn!
Title: Re: Shetland/Ephesus
Post by: Rheyah on July 04, 2014, 11:44:55 am
ITEM 27356-BA94-13

Log File - Dr R. Jennings - dated 27/13/2387 GC
Postdoctoral Researcher -
Superluminal Optics Research Centre
Alto Pegasan Institute For Advanced Physics


I'm dictating this down with my results because I don't fully believe them myself.  I don't really know who to talk to about them.  If I tell Marco, he'll tell me to go and fix my input files.

I mean, remember when they discovered faster than light neutrinos?  That was stupid but this?  This is mind****ery. but you gotta keep quiet, right?  This is just first order correction stuff, like... numerical instabilities working themselves out in the string code.

< SILENCE - 18 seconds >

Come on, Rach, it's ****ing stupid.

But.  But I mean, it's there, isn't it.

I mean, there's a fallacy that's as old as maths itself, seeing patterns in the numbers.  It's like that prehistoric religious BS where people saw meaning in stones and cards and comets.  Thing was, I was just working off the real data.  Jake comes to me and says, "Rach, I got some weird stuff off the SUBCEP data when I was reducing it.  Can you take a look?"   I thought it was an opener for a conversation or something or an attempt to try and get me to have coffee with him but he just dropped this LUBkey on my desk and then went off.   I feel he thought he was onto something.  We all get like that from time to time.  I feel like I'm chasing ghosts.

So, uh.

I had a look at his data and he hadn't reduced it properly yet but sure enough, there was this really ****ing big spike in the 13-26 EHz subspec band.  This is a proper big discovery, by the way.  That's the band you expect to find subspace grav waves if you have a region of space time compression.  So I ran the numbers and applied the Al-Qara metric to the Sanwell-Einstein subspace stress energy tensor on the assumption of a collapsing subspace metric and sure enough, there it is, 13.742 EHz spike.  Little off.

So I hunt him down later and ask him where his data was from.  He asks me if he's right.  I say I can't find any errors.  Then he gives me this really haunted look and just says.

"Capella."

At this point I'm getting chills down my spine.  He's gotta be wrong, right, so we go and look at the data again.  Over and over and over.  We even got some of the pharoahs to check our calculus and to run simulations, not telling them where we meant.  We spent six months looking at this data and every single time, we get the same thing.  An extreme spike at 13.7 EHz.  Indicative of subspace gravitational compression waves.

Here's the scary thing.  There's a big object called the Great Attractor, right.  It's an astrophys object that we thought was pulling the Milky Way towards it but that was sort of disproven in the 2030s.  We found some huge supercluster that was supposedly attracting everything and I don't see any reason why that's changed.

Except for one thing.  We're getting the same signal.  Time delayed and doppler shifted due to the tachyonic compression of such large distances, but I ran the numbers again.

13.7 EHz with a travel time of 47,000 years, give or take a thousand.

The whole ****ing thing.  It's the same signal everywhere.  Capella.  The Attractor.  Maybe even the ****ing galactic nucleus.  The same goddamn signal.  I hope I'm not right.  I really do, but if I am.  Oh god.

The Shivans are compressing space.  They're..  I can hardly believe it, but if it's them, they're engineering entire galaxies or...  What?  I mean.  Entire ****ing superclusters!  What the **** are they doing?


Title: Re: Shetland/Ephesus
Post by: General Battuta on July 04, 2014, 11:52:55 am
Uh oh, xeelees
Title: Re: Shetland/Ephesus
Post by: Rheyah on July 04, 2014, 12:02:14 pm
I just had to look up the Xeelee again - I only remember bits and pieces about them from the time I was a serious hardcore sci-fi geek.  The idea of a systemic universal enemy is an old trope in sci-fi (been around for years) but the Xeelee approach is one of the best.  I also love the Culture idea of an Outside Context Problem.

Expect to see both in my approach. :)  I loved Excession in particular.
Title: Re: Shetland/Ephesus
Post by: Mongoose on July 04, 2014, 12:31:13 pm
That is some heavy ****.  I like it.
Title: Re: Shetland/Ephesus
Post by: General Battuta on July 04, 2014, 12:37:02 pm
Anything about the Great Attractor and absurdly large-scale cosmic engineering always gets me.
Title: Re: Shetland/Ephesus
Post by: Nyctaeus on July 04, 2014, 12:58:25 pm
Hard scientific babble like this makes everything two times cooler. Awesome stuff, man :yes:
Title: Re: Shetland/Ephesus
Post by: Luis Dias on July 04, 2014, 02:45:01 pm
Stargate Universe would eventually deal with it, I think.

I also think this kind of stuff threw me away from my preconceptions about this mod. Anyways, I enjoy this kind of speculation, and as always, well written.
Title: Re: Shetland/Ephesus
Post by: Rheyah on July 04, 2014, 03:06:43 pm
I write stuff like this because I want people to keep in mind what's going on when all the little character dynamics are happening.  I'm being really careful about the details.  So on one side I'll do the cosmic scale scientific oh my god what the **** is going on stuff and on the other side, the little stories that make the other stuff worth writing.

Nothing's changed from my original design.  I'm just giving little glimpses into the world I'm building around the mod's story and alleviating some personal frustration relating to the complexity of some of the FREDing needed to pull this off :)
Title: Re: Shetland/Ephesus
Post by: Darius on July 20, 2014, 08:52:59 am
Enjoyable reads!

Getting a vibe from that last one similar to Fine Structure.
Title: Re: Shetland/Ephesus
Post by: Rheyah on July 27, 2014, 05:58:22 pm
Thought I'd post some Tech Room/Journal stuff as an example of the kind of paraphernalia surrounding the world I'm building.

I'll be posting this in two segments because I am just that much of a *****.


_______________________________________

THIRD GENERATION SUBSPACE WARFARE:  A PRIMER
Cmdr. H. Williams. MSci Ph.D
GTVA Astrotactical Corps


INTRODUCTION

Military theorists differentate between the first and second generation of subspace warfare based on tactical decision making and risk-reward strategic management.  Both Terran and Vasudan subspace warfare has evolved since the early days of subspace warfare.  With little real scientific information to go on, the focus of first generation warfare was node control - positioning of vital capital ships in such a way that supply lines remained open at all costs.

Second generation warfare exploited advances in subspace drive technology to allow for hidden movement through solar systems, making node siege tactics an extraordinarily powerful of projecting power into enemy territory.  Thus, node control became a function not of supply lines but of traffic management.

The implementation of Historic Galactic Precursor (colloq:  Ancients, hereby referred to as HGP) derived subspace tracking system designs (subspace Gravitic Occlusion SystemS, ref:  GOSS) fundamentally outmoded this form of warfare entirely.  These tracking systems are implemented in every civilized system as well as on all capital vessels with varying degrees of efficacy.  It was initially thought that GOSS outmoded all forms of tactical warfare, allowing for theoretical perfect intelligence on enemy movements when properly positioned.  This is a fallacy which must not be laboured.  From this standpoint, third generation subspace warfare develops.



SUBSPACE DRIVE TECHNICAL LIMITATIONS

A common misconception of subspace travel is that it involves the generation of a worm hole or other “door” in space time.  Subspace travel does not involve any form of general relativistic spatial curvature at all.  Instead, the roots of subspace travel are in n-dimensional W theory. To simplify, the substrate we know as subspace represents the fundamental fine structure through which bosons tunnel and contains both the underlying gravitational distortions and quantum foam from which virtual particles appear.  Special relativity does not apply in subspace and thus it is possible to violate the light cone.

Subspace drives induce an n-dimensional W string resonance effect at a specific point in space time at a frequency of 1.74EHz .  Once this resonance effect builds to the appropriate intensity, it pools and begins to oscillate, generating light as superluminal bosons are decelerated to the speed of light.  Once a physical object passes into the event horizon, the string then “snaps”, propagating at superluminal speed until it degenerates, at which point another event horizon is generated.  The gravitational presence of the mass within the strings’ “wake” smooths out the real space within which they travel.  The direction, time and distance travelled of the string are not invariant and are dependent on local gravitational conditions.  Thus, velocity is not conserved - any vessel travelling through subspace assumes the rest frame of the largest local gravitational body.  Any energy gained or lost is conserved within tachyonic interactions in subspace.  Large vessels are capable of generating subspace wakes exceeding 10^19J, though only a fraction of that energy emerges from the vortex.

However, while subspace travel does not produce real space curvature (an impossible feat even with our level of technology), subspace travel itself requires a gravitational presence - W string generation is only possible given a certain degree of space time curvature.  While modern science has no real answer to the formation of nodes in the locations they appear, it is believed that they are semi-stable oscillating W-string standing waves.  The formation or collapse of a node is accompanied by intense gravitational waves - this is an ongoing field of research for GTVA TacOps, which monitors all node formation in every system.  To date, no pattern for node formation or destruction has been observed beyond the Knossos device (see Knossos Device:  Technical Specifications).

This has three main strategic consequences:

1.  Subspace travel is a line of sight method of travel which does not conserve initial velocity.  W-strings travel in arcs and thus this must be predicted by drive systems.
2.  Intense gravitational sources slow subspace drive travel.  Subspace mobility in low atmospheric orbit is extremely limited and W-strings are virtually impossible to stabilize inside a deep gravity well.
3.  Travel above and below the elliptic is possible.  Travel at extreme distance from local gravitational sources is energetically prohibitive.
Title: Re: Shetland/Ephesus
Post by: niffiwan on July 27, 2014, 07:06:24 pm
Without understanding much of that, it sounds cool and I'm keen to read the 2nd part :)

One minor point, is there a word missing in this sentence?  Maybe "method" or "way"?

making node siege tactics an extraordinarily powerful of projecting power into enemy territory. 
Title: Re: Shetland/Ephesus
Post by: Rheyah on August 10, 2014, 05:55:49 am
Annual holiday time means lots of campaign progress.

See you in two weeks with a crapton of updates and a return to regular updates.  I have a ton of new stuff to show off already and will have even more when I get back including the world's first successful venture in making blob turrets into awesomeness.
Title: Re: Shetland/Ephesus
Post by: Lorric on August 10, 2014, 09:01:39 am
Define awesomeness. The kind of awesome where you get to laugh maniacally like an evil genius while you watch them tear our ships apart, that kind of awesomeness? :D

Looking forwad to seeing what you've got. :)
Title: Re: Shetland/Ephesus
Post by: Rheyah on August 25, 2014, 11:03:50 am
Hello!  I'm back from holiday and I've done a ton of stuff I will be uploading over the course of the next few days so people can see how things are progressing.  This includes some of the changes to ship weapons, mission screenshots and so on.  HOWEVER, three things:

FIRST:

I will be looking for playtesters for Ephesus soon.  Ephesus is a big mod (1.2-1.3 GB uncompressed without changes though unlikely to get bigger - it'll probably shrink by 300 meg or so I reckon) with 12 missions (final configuration) including 1 cutscene mission.  I wouldn't mind some feedback and a little expert examination on my FREDing.  That'll be in the next month or so.



SECOND:

I asked for a month or two ago with textures, nameplates and so on.  I had a lot of answers at the time, but I am asking again since I am making no assumptions for peoples availability.  The kind of work that needs doing are:

- nameplates
- warship damage/customisation
- a reskinning of two warships, mainly darkening metal colours and adding livery

As before, if you're interested and you have the time to help me out, please feel free to send me a PM or comment in this thread.  This is work that'll need doing fairly soon though so please get in touch.




THIRD:

My design for Shetland has changed a fair bit since starting Ephesus so a lot of my old intentions are a bit aged.  I'm replanning a bunch of assets and have realized that I am going to need actual modelling help.  There is nothing in the community as of yet I feel comfortable repurposing for what I want.  It's more or less as follows:

- nameplates
- reskinnings
- a handful of vessels based along a specific paradigm.  I have drawn bad concept art, but other than maintaining one or two design motifs for these vessels, you have complete freedom of movement.  I can't really offer anything other than a lot of thanks and a well written TBL entry :)

I've got no interest in keeping things specifically for these mods so release as soon as they're ready and you're happy with them.  The only thing I'd like is a veto on any substantial changes to the model structure (meaning if you give it a catamaran hull, I'd like to know in advance) and for you to leave a version of the model completely blank of turrets barring the basic ones so I can arm it myself in PCS2.  Anyone who knows me from IRC knows I am mostly just asking questions and am a really nice person so really, the only thing I wanna do is make sure I don't end up with a pirate ship when I want an artillery corvette.

In the above vessels, there is a design specification I'd like you to follow with weapons and structures but I'm also happy with the model being broad enough to be equipped as a standard beam armed GTVA vessel.  In terms of timing - we're talking far future (9-12 months).  If you're interested in the design schematics just for your own amusement, send me a message anyway.

If you'd rather wait for Ephesus to come out to see if it's worth your time, that's good too.



That's it.  I'll be updating soon.  I realize the third section is quite a big ask for an unproven FREDer.  I have no desire to turn this into something that will never get finished so I have backup options anyway in case my takeup is low.  I already have one person who wants to make me a destroyer and I have a design for that already put together.

Hope to hear from people :)
Title: Re: Shetland/Ephesus
Post by: Black Wolf on August 25, 2014, 07:00:51 pm
A couple of thoughts. First, name played are super, super easy. Assuming that you mean adding specific nameplates to ships that already have spaces for them, like the Fenris, then if you can work out FRED, you can do nameplates.

I can't remember off the top of my head how to do it with free software, and I don't want to steer you the wrong way by trying, but I'll be back in front my computer tomorrow - I'd nobody has done so before then, I'll write you up a little tut. In my opinion, little basic skills like that are very valuable for FREDders to pick up for themselves - saves having to ask for help every time.

If you meant adding nameplates to existing ships that don't have a space for them, that's a little harder to do - though still not very much harder.

As for the new ships you mentioned, well, you've chosen a bit of a bad time I fear, a lot of people who might have been able to help are involved in BWOs latest drive. However, (and I'd say this to anyone looking for specific new ships)I still think you should post as many details as possible about exactly what you want publicly. I'd you've thought of a cool new ship idea that you can't find a released equivalent for, you might get people excited just by the novelty value. Alternately, you might find that someone suggests a model that already exists that you can use - the wiki is good, but not perfect - they're are lots of near finished out otherwise obscure models out there that you might be able to make use of. Finally, it's a good idea to let people know what they're getting into - if people are aware that you only want one or two ships, or that the ships to want match up with what they might want to build, they might be more keen.

Sorry I can't be more directly helpful right now - I will get onto that nameplate tut first chance I get though.
Title: Re: Shetland/Ephesus
Post by: niffiwan on August 25, 2014, 08:36:11 pm
I noticed this nameplates tutorial (http://www.hard-light.net/wiki/index.php/Goober5000%27s_Orion_nameplate_tutorial) on the wiki - is it still relevant/correct? (I note that it uses Photoshop rather than (e.g.) Gimp)
Title: Re: Shetland/Ephesus
Post by: Black Wolf on August 25, 2014, 08:41:50 pm
The Orion uses a different sort of nameplate to other media VP ships, so while it's still more or less accurate for the Orion, it doesn't help for, say, the Fenris. And, as you point out, a tut for a non-free piece of software is sub-optimal.
Title: Re: Shetland/Ephesus
Post by: Rheyah on August 26, 2014, 04:03:43 am
That'd help a ton actually, Black Wolf.  I'd prefer to just get it done myself.  I mean some of this work can wait until after release as it does with a lot of campaigns, but it's still something I'd like to keep visible.

What I might do is upload some concept art.  I really want a reskinning for one ship in particular that's already available - if someone can advise me on how to make a decent colour change to already built textures then that'd be great.  So it's really down to 2 warships, to be honest - a corvette and a gunship.
Title: Re: Shetland/Ephesus
Post by: procdrone on August 26, 2014, 04:29:59 am
If the nameplates aren't something really complex (i mean, like the ones on Karunas in BP), i could assist with them.

(http://i.imgur.com/nJofMqX.png)

(http://i.imgur.com/4ZUDWzr.png)

It takes only a moment of work in GIMP to make it.
Title: Re: Shetland/Ephesus
Post by: Rheyah on August 26, 2014, 06:41:34 am
I've been able to produce basic nameplates, but my main issue is making them look like they've been painted on rather than just drawn in GIMP.  I'm a bit of a perfectionist for stuff like this, so I gave up until I had time to learn GIMP properly.
Title: Re: Shetland/Ephesus
Post by: procdrone on August 26, 2014, 06:58:31 am
Ah, so i wish you luck in that. I am not that skilled in Gimp to provide help.
Title: Re: Shetland/Ephesus
Post by: Black Wolf on August 26, 2014, 09:17:27 pm
Try this (http://www.hard-light.net/forums/index.php?topic=88240.0), Rheyah.
Title: Re: Shetland/Ephesus
Post by: Rheyah on September 16, 2014, 05:39:56 pm
Smallish update:

(http://cloud-2.steampowered.com/ugc/547507945015263414/506F8891CCA39408AECD768893B4EFEDE104A8EB/)

Opportunism


(http://cloud-4.steampowered.com/ugc/547507945015262562/7CB03B578FA992098E67E8B614961079B6791A2F/)

Blockade runner

(http://cloud-4.steampowered.com/ugc/547507945015264126/EE28148A2931A43A9A4BD76EC90FE9D2CB31EF37/)

Triton Dynamics developed the MT-71 Deluge to specification for the main batteries of the Orion class destroyer.  Until the deployment of the Deluge, the Orion had been substantially out-gunned by its Vasudan counterpart, the Typhon.  Utilizing semi-stable self reinforcing magnetic bottle projection units, the Deluge allowed the Orion a significant increase in battle-space capability and lead to the phasing out of fusion mortar weaponry on major capital ships.  They represented a substantial step forward in long range plasma artillery as they were reliant only on internal reactor systems for ammunition and were capable of high nuclear scale yields without risk of interception as existed for missile based systems.

Aaaand finally, courtesy of DahBlount:

(http://i.imgur.com/PkXsJyS.jpg)

The design will be slowly changing with time, but it's his model and his design.  The only thing I asked was for a design ethos and personally, I think he delivered in spades.  Look for this over the next few months.  It's got a wonderful set of lines :)
Title: Re: Shetland/Ephesus
Post by: procdrone on September 16, 2014, 07:07:34 pm
Quote
(http://i.imgur.com/PkXsJyS.jpg)

That is supposed to be a destroyer? I get a Hercules feel from it, very strong Hercules feel.
Title: Re: Shetland/Ephesus
Post by: DahBlount on September 16, 2014, 08:00:54 pm
Indeed, it is an Artillery Destroyer. The final armament isn't set at the moment but it will include at least 3 spinal mass drivers as well as several turret mounted MACs and torpedo batteries.

The design is actually based off of the Hercules and, oddly enough, the Zephyrus. Strange how design elements from specific ship types can work in larger or smaller vessels.
Title: Re: Shetland/Ephesus
Post by: Nyctaeus on September 17, 2014, 05:29:46 pm
I see... Bathroom tile on first screenshot! It's a Scooby's ship, right? I'm really interested how are you going to incorporate his vessels into your mod. Good job :yes:
Title: Re: Shetland/Ephesus
Post by: Rheyah on September 28, 2014, 10:41:01 am
While time seems to slip by and my nails threaten to become roots, I study them.  The metronomic delivery of the mercurial sustinence indicates both their interest and disregard for our society.  I remain uncertain as to whether they understand exactly who or what they have in their custody, though clearly they understand our biology.  One of them, a five legged biomechanical monstrosity, saw fit to enter the chamber where I rested and merely stared.  At another time, this may have given me cause to fear.  Now, I simply regard the unearthly creature with the same regard as it sees fit to greet me.  It remained standing in a room without gravity, serving neither as jailor nor scientist before turning to depart.

Since that brief, cryptic encounter, the apertures which pass for doors in their vessel have begun to open for my passing.  The walls have subtly changed, a certain periodic translucence revealing glimpses of a cosmic netherstorm through which the Shivan warship travels.  They have not seen fit to implement gravity nor substantially change the soup like composition of their vessel's atmosphere.  There is no suggestion of work involved in this construction.  Sections simply appear after a length of time, translucent to light and yet as solid as the objects surrounding them.  very often, the same section will appear and disappear between passings.  If the Shivans have labourers, they are remarkably efficient.

I have yet to find a location to which they seem unwilling to allow my access.  Occasionally I find them anchored to walls, their bodies ignited with a hellish glow as if burning from within.  Yet strangely, there is not a hint of warmth.  I have even ventured to touch one, only to find their bodies as cold as the walls surrounding them.  Something, I note, which has changed recently - the walls themselves now radiate warmth.

Perhaps I would have preferred hostility.  I have been a hostage before and may yet survive to become one again.  They regard me not as experiment or subject or hostage but as a curiosity.  They appear to be adjusting the environment to suit my needs, even sending emissaries to study me in order to ensure their accuracy.  I have explored most of their vessel and found little to nothing even resembling a control pit or CIC.  I have found no computers and no systems of any kind.  Nor did I find anything approaching a biological interface or brain structure.  The vessel is clearly not alive.

Their motivations, as ever, remain an enigma.
Title: Re: Shetland/Ephesus
Post by: deathspeed on September 28, 2014, 05:02:46 pm
I literally got a chill in my spine reading that.  That has never happened to me while reading science fiction.
Title: Re: Shetland/Ephesus
Post by: perihelion on September 29, 2014, 09:02:03 am
I literally got a chill in my spine reading that.  That has never happened to me while reading science fiction.
(http://s2.quickmeme.com/img/7c/7c75373b2d15f84e8494d9c2dbf59cd0b121cc8251613380f6712be588f23d6c.jpg)
Title: Re: Shetland/Ephesus
Post by: Rheyah on September 30, 2014, 12:09:23 pm
As always, I like to provide a periodic update on exactly what I'm doing, why I'm doing it and how I intend to carry on.

I am making extremely slow progress at the moment - my mind is pretty drained by the time I get home from work and I kind of have to shut down for a while.  However, I did throw together some basic events for mission 9, write a bit more fiction, do some balance testing and continue to write missions 10, 11 and 12.  Missions 1-8 are playable.  Missions 3, 4, 5 and 6 are essentially complete.

I will be asking for some help with Shetland once I have released Ephesus, but this campaign is one I want to finish myself.  I am determined to finish this damn thing and allow people to enjoy what's been going through my head for the last year and a half.  The writing I've given here is only a pale reflection of what's actually going on in this little world I've built and I hope people will enjoy it when it is done.

Further update later tonight - I want to post a little bit of design process stuff to motivate myself :)
Title: Re: Shetland/Ephesus
Post by: Rheyah on October 02, 2014, 04:14:06 am
Six months went by in a whirlwind.  That was how it felt to me, at least.  I can't speak for the others.

We had lost eight hundred when one of the starboard magazines went up as we fled for the node.  A third of the crew was injured or incapacitated.  With most of the standing forces either destroyed or defecting, all we had was a handful of cruisers, a few fighter wings, the Ephesus herself and the GTCv Manchester.  All of them were carrying wounds.

I don't know much about what the politicians did during that time.  I mean, they must have known, surely!  You don't just annex three systems and forty percent of the Terran standing fleet without some kind of warning.  There must have been something they saw that could have tipped them off as to the bottle of antimatter brewing in the outer colonies, but then we didn't see it either.  We were right next door and we only found out through our brass.

After we fled, the Vasudans held the node for forty two hours.  The Psamtik was a front line Vasudan capital ship and the now NTD Victory was licking her wounds.  They couldn't really challenge her, but everything beyond the Psamtik was quiet.  We were having a workup at Midgard station and taking on supplies.  The Exec had been in emergency session for close to a day by this point.  The Big E's wrecked squadrons were being resupplied with fresh rooks and gear but it wasn't coming fast enough.

We were a morgue.   None of us had duties - most of our birds were wrecked.  What could we do other than sit in the mess waiting for news?  We were helpless.  We'd lost friends, family, even homes.  My whole squadron was dead.  Where would I be reassigned?  For the first time in my career, maybe even my life, I felt genuinely helpless.  Looking around the mess, I knew I wasn't alone.

The casualty reports didn't help our fugue.  Counting Ephesus alone, we'd lost two thousand, two hundred and forty seven.  Aboard the Manchester, close to four hundred.  Fleet wide, barring defections, over thirty seven thousand had been lost.

When the Exec finally made their choice, I don't remember being happy.  I know some Zeta wavers will paint it as a moment where our mighty military apparatus ground into motion and we reorientated ourselves to face the enemy in our midst.  I can't remember it like that.  I can only remember my family who were now behind enemy lines,  the friends who I now had to kill and the pit in my stomach.

They teach you to switch off that part of you, but I don't think it ever fully goes away.  I am not enough of a refined sociopath.  It was Renard who finally taught me how to deal with it.  How to pull the trigger, not knowing if I was murdering an ex-boyfriend or an old university drinking mate.  Not everyone could harden their hearts like I could.  It cost us.  Six months is a long time to nurse a grudge.

I owe a lot of what I am to Renard Stallon.  I am not always sure I should thank him for it.
Title: Re: Shetland/Ephesus
Post by: Rheyah on October 02, 2014, 04:44:01 am
So Why Is This Demo Taking So Long, Rheyah?

Well, the reality is that I have been caught by a love for the source material and feature creep.  When I started Ephesus, my original design document called for a three mission demo, beginning with a demonstration of some FRED ideas and a new weapon set, ending with a climactic mission.  However, I realized very quickly that I got into this gig out of a love for storytelling and while I can make a valiant effort, 3 missions was never enough for the story I realized I wanted to tell.

The more I got into the campaign, the better the story I wanted to tell became.  It was no longer a demo of FREDing ability.  It became a fully formed campaign with its own ideas, its own weapon structures, characters, mission archetypes and even a complete redesign of capital ship mechanics - something which will carry through to Shetland.  There was a story to be told and I wanted to tell it.

I have been working on these two campaigns for over a year now.  I aim to continue my slow and steady work on them while continuing to expand on the universe itself in this thread with the aim of eventually expanding into my own little forum once everything is released - I have a ton of background stuff I have yet to post here which will come up once I release Ephesus and it no longer is a spoiler.

I hope everyone continues to enjoy the little parts of the world I show.
Title: Re: Shetland/Ephesus
Post by: perihelion on October 02, 2014, 09:56:47 am
I for one admire your tenacity, and I am definitely enjoying these expositions.
Title: Re: Shetland/Ephesus
Post by: Luis Dias on October 02, 2014, 09:59:22 am
Feature Creeps do not concern me, Admiral. I want that mod, not excuses.
Title: Re: Shetland/Ephesus
Post by: Husker on October 06, 2014, 01:44:42 pm
Ok, I must admit I am a bit demanding when it comes to stories in games. Either be pretty good at a story or get rid of any story. You sir, Rheyah, are a better storywriter than half the games I know. Keep it up. I love it.
Title: Re: Shetland/Ephesus
Post by: Lorric on October 06, 2014, 03:49:47 pm
Good things come to those who wait. And I will be waiting. :)
Title: Re: Shetland/Ephesus
Post by: Rheyah on October 06, 2014, 07:32:10 pm
"You aren't being serious."
"Forty seven.  I seek not to spread fallacy."
"Honestly?"
"Indeed."
"I never knew."
"I chose to prevent your information."

Sip.  It goes straight to the head.

"That's not how you use that word, Khalresh."
"I was unaware I committed a transgression."
"...is that a smile?"
"I am incapable of such."
"I know that expression."
"It remains a deceit on behalf of your conscious mind.  You seek, yet again, to humanise me, Lilian Shawcross."
"And you are being obtuse.  Again"
"I share nothing in common with such an angle."
"That's not what I meant."
"My joints are acute at this moment in time."

A moment passes.

"How many years has it been now?"
"Which moment do you choose as reference?"
"I thought you believed in time as a..."

There is a wave of a hand.

"...fluid thing."
"Even a fluid may be marshalled."
"You're being difficult.  I am trying to be nostalgic."
"I do not believe in this Terran quality of nostalgia."
"I thought that was more of a Vasudan quality."
"Ours is not nostalgia.  It is obsession.  Twelve years."

Another pause, longer this time.

"I've read your file.  I don't regret anything, but why?  Why spend your life here?  There are commands you could have in the core fleets.  Why here?"
"I prefer the company of Terrans."
"Bull****.  Even I don't prefer the company of Terrans.  Case in point."
"A poor preference."
"You still haven't given me a real answer."

An adjustment of seating, of uniform, of robing.

"Terrans have a saying - those who do not learn from history are doomed to repeat it.  As do we.  Better to be the parents of tomorrow than the children of yesterday."
"...oh come on, everyone has quotes like that."
"I have never been a child of yesterday, Lilian.  In this wilderness of vacuum, we give birth to the future.  Were I simply waiting for the destroyers, I would surrender to fear of the past."
"We still hunt them out here, you know.  That IS why we are out here."
"Yes, but we hunt them.  Out here, they are the prey.  Never again shall we be theirs."
Title: Re: Shetland/Ephesus
Post by: Rheyah on October 12, 2014, 04:16:40 pm
"So.  Lay it on the table for me."
"Thought I already had."
"Apparently not.  So?"
"Its all on that bloody report you expect from me.  Takes wrench time out of my day."
"You have plenty of it."
"Don't I ****ing know it.  You any idea how much bloody effort it takes to keep this archaic crap online?  I stripped out fifteen metres of crapped up duct sheathing just yesterday."

She folds her arms.  Unlike the others, she has a stare.  The engineer knows it.  He turns away from his console and tries to meet it.

"...what?"

Silence.

"...oh for ****s sake.  Don't give me that Tev Soldier crap.  Look, my boys and girls do good work but we aren't working miracles down here.  We do what we can with what we got and what we don't got is replacement parts."
"What do you need?"
"List is bloody endless.  I got half the systems on Orkney crapping out on us and you're expecting me to keep a prototype cruiser in one piece on top of all that."
"The Old Man wants his beam weaponry back."
"You still got the port and starboard flankers, right?"
"At half yield, yes."
"Unless you can get me a replacement WTR-74, that's all she got-"
"It's in the hangar."
"-and thos- wait what?"
"Bay 6."
"...so what the hell was this all about?  When the hell did we get hold of one of those?"
"I read your reports."
"...so what the **** are you doing down here?  You could have just said."

She smiles.

"You work best when you are annoyed.  Make the Shetland's main beam your priority."
"...I ****ing hate you."
"I'll see you in the mess."
Title: Re: Ephesus - TESTERS WANTED
Post by: Rheyah on October 16, 2014, 04:45:54 am
Update 16/10/14

I am now at the point where I need actual feedback on mission design.  I am starting to doubt my own FREDing approach and need to refine it.

I'm looking for a limited number of well worn testers who will be willing to help me push through this and finish off the balancing of my missions.  At present I have around 9 missions with mission designs in place, however I am restricted in that I am unable to look with a fresh perspective at my own mission design.

This focus is solely on mission design.  I'm not looking for any story writing help or advice on the plot.  Just the designs in FRED :)
Title: Re: Ephesus - TESTERS WANTED
Post by: Nyctaeus on October 16, 2014, 07:14:40 am
You can count on me, if You need testers. I finished almost every released campaign and I know what's good and... What's not :P.
Title: Re: Ephesus - TESTERS WANTED
Post by: procdrone on October 16, 2014, 11:30:01 am
Count me in too. Im maybe not the best out here, but well... im willing! And well, i might have that "fresh new aproach" :)
Title: Re: Ephesus - TESTERS WANTED
Post by: Rheyah on October 18, 2014, 06:13:01 am
I'll be in touch with you both during the course of today :)
Title: Re: Ephesus - TESTERS WANTED
Post by: PeterX on October 19, 2014, 07:40:50 am
In the last time i was in China and had been blocked access to this server. Can i test this campaign too?
Peter
Title: Re: Ephesus
Post by: Rheyah on December 15, 2014, 06:45:24 pm
Hello!  It's been a little while since I updated this, so I thought I would let you know how things are going.  I have been hit with a few waves at work which have kept me from having the energy to FRED much.  Ultimately it is an intensive process as most other FRED people know, so I hope I can be forgiven for being lax on that front.

With that said, here's what I've been up to:

Standardizing mission design for ease of FREDing.  I had a few epiphanies based on my work which has lead me to produce a standard event template which lets me see at a glance what events perform which function.

Storyboarding Shetland.  I stopped writing the story for Ephesus several months ago.  All I am doing now is just working on the FREDing. 

Playing with weapon balance and bombers.

I've also been writing tech entries and have started writing the journal entries which provide a lot of the backstory to this slightly changed GTVA :)

Title: Musings
Post by: Rheyah on December 19, 2014, 05:32:00 pm
"I'm tellin' you.  It creeps me right the **** out, thinkin' about this stuff."
"You persist in thinking about it anyway."
"Tha's not the point, luv."
"Your hearing must be getting worse because I swore blind I told you not to call me 'luv'.  It's really annoying."
"Oh c'mon, Viv.  How long we known each other?  Ten years?"
"Ten years in a dump so old not even roaches would infest it."
"Not less they could breathe in space."

...

"Fine.  What is it that 'creeps you out' then, Rander."
"Hah.  Jus' a sec.  What you havin'?"
"Oh, er, I probably shouldn't."
"Tha's a bucky then."
"I said I probably shouldn't."
"Like y'said.  A bucky."
"Eugh.  Fine.  So?"
"So what?"
"The 'creeping' thing."
"Oh, that.  Yeah.  I've been thinkin.'"
"A first."
"I weren't around when they topped us lasttime-"
"-oh sweet Luna.  This isn't about the bloody Shivans again, is it?"

...

"It is, isn't it.  Rander, they've been gone for over thirty years.  No one's seen anything from them in that long."
"Jus' like last time.  Maybe its like a cycle or somethin'."
"What, like they come in, kick down our door and shout at us by way of a beam cannon before leaving us with a lesson in good behaviour?"
"It's not like-"
"Or maybe they're here to harvest us all to correct a flaw in their own design.
"But-"
"Or they're really here just to guide us to fixing a fault in the universe."
"You takin' the piss?"
"Oh, am I?  I couldn't tell.  I was just reciting your last three crazy ideas about the Shivans.  Maybe we shouldn't talk about the one where you tried to convince me they were some kind of obscure religious test.  Or what was it?  They had an opposite you called Shaktans?"
"Ah, **** it."
"**** it what?"
"You dun think about this stuff?"
"No.  No and even if I did, I wouldn't know where to begin.  How can I make sense of the Shivans?  Nothing about them makes any sense."
"Tha's what creeps me out."
"You seem to have enough ideas."
"I dunno, Viv.  I think we miss somethin' about them.  Like..  Mebbe we aren't seein' the real picture.  Or somethin.'"
"Like, why they fly into our systems, obliterate our fleets and then blow up a star just for the personal thrill of it?  Killing forty million as they do, by the by."
"...yeah.  Tha's not a nice thought, is it."

...

"Do you think they even know what they did?  Do you think they realize how many of us they killed?"
"See, now you're gettin' it."
"Great.  It's infectious.  Screw you, Ran.  Where is that wine?"
"Dunno.  Oi, Mansol..."
Title: Re: Ephesus
Post by: Rheyah on December 22, 2014, 10:32:30 am
"Where the hell are they coming from, Jackson?"
"How the **** should I know?  That's the whole ****ing point of an ambush."
"Find out then!"

Allyn wasn't sure if it was the blood red of the emergency combat lights within CIC or the oozings of the fresh wound above her eyes which was tainting her vision.  The two had a tendency to merge.  It had occured to her in the past that there had to be a deliberate reason for combat lighting to be a dark shade of red.  She gripped her chair and stared at the flickering TacDisplay.

It was a mess, not least due to the patch of skin she had left when her head collided with the crystalline edge.  The ECM had flooded in early.  Her sensor tech was good, but whoever was doing this had TevTech or equivalent.

"Maynard, can you clear up this jamming?  I can't see a damn thing here."
"Tryin'.  I think I got a fix on their screamer.  Rocks are makin' it hard."

The deck lurched once more, the lights overhead crackling as beams deeper within the ship strained.   The impact alarm was little more than a monotonous warble at this point.   One of the dancing contacts flickered for a moment and solidified.  It caught her eye.

"Gunboat, octant five," she barked.  "See it, Jackson?"
"Think so.  Looks like a Precipice class.  They've got a turret solution on us."
"No ****.  Helm, bring us about to-"
"Oh hell.  Vampires, vampires! "

Hell.

"Precipice gunboats aren't supposed to have torpedo racks!"
"It's not the gunboat, Ally.  They have bombers coming through octant three."
"How far out?"
"Four klicks.  CBDR, impact in twenty five."

From bad to worse.  "Great," she muttered.  "Just great.  Do we have an escort or are they sitting on their hands?  Tell Viv to get bomb popping or we are dead."
"Alpha lead, we have inbound vampires, octant three.  Request you splash 'em."
"PD, perimeter at one klick-"
"Got it, one klick.  Echo One through Three to salvo mode and saturation, octants two, three, six and seven."
"Kara, get us-"

Another impact slammed Allyn forward out of her chair and tore the weakened harness apart.  Fireworks ignited in her chest, twisting her diaphragm.  The pain gifted her brief repose, drowning her in a sea of blood and adrenaline while her ship whined around her.  Stars twinkled in her vision.  In that groggy netherworld, one thought after enough found itself stranded in the empty cavern of her mind.  They milled around, each awkwardly seeking her attention with the slightest of gestures.  All of them, she knew, equally urgent but never closer than a thousand klicks away.

A blooded hand went to her chest and she sucked in a breath, the first since the hit.  Her crew around CIC were drifting through a foggy mire, each trying to gather their senses.  The ringing slowly subsided.

"Report," she croaked.
"Er...  Lower decks-"  Jackson coughed.  CIC's filtration was damaged.  Smoke was drifting.  "Lower decks report that was a magazine.  DC team is on it."
"Did they hole us?"
"Think so  Bulkheads are down, seems to have contained most of it."

"Kara,"  Even the strain of talking was too much.  That impact had cost her a rib or two.  "I want this ****ing boat turned around and I want that gunboat lanced."
"Working on it!  I'm down two maneuvering thrusters.  Attitude control is wonky."
"Viv reports vampires are down, bandits scattering.  We're clear on the gunboat."
"Good.  As soon as we're clear, bring the main lancer up and fire for effect."
"Got it."

The one thing no one ever expected in the Red Zones was a beam cannon.  Allyn would gladly teach them why no one ever wanted that.  That was, if they survived long enough to do so.
Title: Re: Ephesus
Post by: Rheyah on December 22, 2014, 11:51:31 am
If you are wondering why seemingly random bits of prose are appearing, I'm using a little pre-story for Shetland as a means of getting myself back into a creative mood for the holidays.  Do come along for the ride :)
Title: Re: Ephesus
Post by: Luis Dias on December 22, 2014, 12:17:04 pm
Oh don't worry I think many are, despite merely lurking :).
Title: Re: Ephesus
Post by: niffiwan on December 22, 2014, 03:24:14 pm
Oh yeah, I love reading your posts, keep it up  :yes:
Title: Re: Ephesus
Post by: Mongoose on December 22, 2014, 04:15:50 pm
Love this stuff :yes:
Title: Re: Ephesus
Post by: tomimaki on December 22, 2014, 05:53:40 pm
Me lurker too :D
Good luck in creating campaign. :yes:
Title: Re: Ephesus
Post by: Nyctaeus on December 22, 2014, 06:44:38 pm
This stuff is awesome, Dude :yes:

Can't wait for beta testing stage!
Title: Re: Ephesus
Post by: AdmiralRalwood on December 22, 2014, 09:30:24 pm
Always enjoyable to read your teasers, Rheyah. :yes:
Title: Re: Ephesus
Post by: Rheyah on December 25, 2014, 06:59:33 pm
So, I am deep in FREDing and loving the change in structure atm.  I quite enjoy just working on my laptop just sat around - I may do this more often so I can get out of the flat and enjoy myself a bit more.

One bit of news.  The campaign will be partially voice acted - there will be campaign narration by my sister.  My sister is an amateur actress who is currently starring at the Altrincham Garrick in Manchester.  She has played Shiela in a full theatre production of "An Inspector Calls" and will be playing the part of Ruth Ellis in their upcoming production "The Thrill of Love".  This will be her first voice acting engagement and she is quite looking forward (apparently) to reading some of the crap I spend so much of my time on.

I don't know how many of the this forum are local (I suspect very few) but if you get the chance and are in the area, I recommend watching her at the Garrick.  She is a fantastic actress with a great singing voice and seems to end up hanged in every play she stars in.  I have no idea why.

It could be a message.

Title: Re: Ephesus
Post by: Rheyah on January 16, 2015, 03:54:44 am
Hello!

So I am busy as hell at work again so naturally time has had to come out of those things I enjoy doing - like this.  I understand that this has now been drifting for a year or more, but I have very deliberately avoiding spoiling any plot details.  I will also be fast tracking the first five missions as a self contained campaign and releasing them as soon as they are ready.  I will have released something and that will make me happy.

This is due to a new (set) schedule and a new FREDing methodology which means I can guarantee progress every week now and is specifically designed to overcome my biggest problem, which is getting trapped in a half finished mission.  This is something I haven't been able to do for some time.  Finally, I appreciate everyone's patience with me.  It is not easy juggling a project that has turned into something this big (mainly due to project creep), a physics PhD, the mental drain which results, a social life, and periodic addictions to Elite Dangerous and XCOM :)

The essential point is - watch this space.  I am going to be going back to my little reports every time I make some progress and continuing to write little bits of fiction including some of the tech entries, the history, a few of the journal entries and so on,
Title: Re: Ephesus
Post by: Luis Dias on January 16, 2015, 08:45:21 am
We're going nowhere Rheyah, take your time!
Title: Re: Ephesus
Post by: Rheyah on February 10, 2015, 11:25:36 am
UPDATE:

Hello, people.  Work continues on Ephesus.  Enjoying my little bits of design every week.

Once I have something released I will be asking for a little board of my own and separating out my fiction from this thread.

Speak soon!
Title: Re: Ephesus
Post by: perihelion on February 10, 2015, 10:26:34 pm
Cool!  Really looking forward to it.  The vignettes have whetted my appetite!
Title: Re: Ephesus
Post by: Rheyah on February 17, 2015, 08:32:00 am
A design update

I admit it openly - FS2 purists will not enjoy my mod.  The reason is that virtually nothing weapon wise plays like the original game.  My original design aspiration in this mod was the redemption of the cruiser.  More recent mods have reduced cruisers to something of a big target for fighters, which could be eliminated by a handful of Hercs with Hornets.  In both Ephesus and Shetland, this is no longer the case.  I could make a lengthy reasoned argument as to why it was ridiculous to have cruisers as big targets (risking 800+ crew for something more effectively done by 4 people in cheaper Hercs) but that's already been done to death.

Everything about capital ships has been upgraded to be more lethal.  Their primary weapons are lethal and harder to disable without specialized equipment.  Their secondary weapons are more lethal and designed specifically so even a partially disarmed cruiser, corvette or cap ship can pose a threat.  Their anti-fighter armanent is specialised towards killing fighters and shooting down bombs.  I made a post about this a while ago, but I wanted to discuss it again  I wrote a post a while ago discussing from an in-universe, historal perspective, what the various weapons would look like.  I have followed that to the letter.  Heres how the universe looks right now.


Terran Vasudan War

Prior to the Great War, Terran and Vasudan weaponry was largely missile based, with shorter range high output plasma weaponry for knife fight engagements.  Very, very old Terran weaponry was torpedo based and designed on spamming dumbfire missiles - this was a unsuccessful strategy.

The T-V War had devolved to a chess match.  Terrans specialized in standoff engagements with fusion mortars (fusion warhead payloads launched from a rack with a limited duration booster) supported by fast moving attack cruisers armed with lethal anti-fighter missiles and high power short range plasma cannons.  Vasudans had superior ship to ship weapons as well as superior heavy bombers.  In fleet engagements, Terran destroyers screened by cruisers could volley fusion mortars from long range into anything that was larger than a fighter.  Vasudans, on the other hand, overwhelmed a Terran line with missile volleys unless the Terran line held firm.  As a result, Terrans rarely took an engagement where they were not defensively sound and Vasudans were reluctant to engage into entrenched positions due to the efficiency of Terran combined arms theory.  In the late T-V war, plasma artillery was introduced aboard Orion class destroyers and replaced fusion mortars entirely.

The T-V war left a lot of old ship graveyards.  Most private Fenris space frames and Aten class warships were either sold off as unservicable or have been recovered from semi-forgotten ship graveyards in the aftermath of the Great War with private sub military grade repairs.

What kind of weapons are around?

- Howitzter Fusion Mortar:  Like a railgun, except slower, with an obvious missile.  Slow refire rate.  Big explosion.
- Hammershot:  Anti-fighter weapon system.  Less effective against shielded ships.  If you lose your shields, these are lethal.
- Khopesh ACGM:  Corkscrewing anti-ship missile system.  Even modern warships have 4 or more of these as they are spectacular for tying up CIWS elements.   
- Deluge Heavy Plasma Artillery:  Terran Turret 2 made good, with XCOM plasma weapon sound effects and huge plasma explosions.  These hurt now and exclusively target warships.
- Firefly Plasma Turret:  Close range (1.2km) broadside turret designed to kill warships.  Originally a Vasudan design, so rapid fire.



Reconstruction Era

A few things changed due to the arrival of the Shivans.  Both the Terrans and Vasudans fast tracked a joint program of close in weapon systems for defending against shielded ships based upon the Vasudan philosophy of close range plasma burst turrets and these are still in use today.  The Hammershot system was retired.  The fusion mortar system was redeveloped into the modern day flak cannon in the aftermath, designed primarily for establishing perimeters and detonating micromunitions.

The main things to take into account about weapon design at this point are the following.
- Flak cannons:   Have a longer range, do shockwave damage to weapons but have a minimum range of around 800m.  They will start firing BEFORE you are in range and screen against projectiles.  They are no longer fired at other warships.
- CIWS Plasma Cannons:   Primarily target missiles and ships that are inside the flak perimeter.  These replace the old blob turrets and serve the same role, but are a bit more deadly.
- AAA Beams:   serve to kill ships and are lethal for it.
- Hellfire ACGM:   Paramilitary version of the Khopesh.

Capital ships have the usual stuff, but remnants of the earlier war eras are in play.  Expect to see Vasudans using missiles, Terrans relying on plasma artillery and both species using their own 'unique' version of the others weapons.

Fighter Weaponry

Ephesus is set in the early to mid era of the NTF rebellion.  The result is that a lot of the really advanced weapons you see in FS2 aren't in play.  TAG missiles were tested in the campaign.  I have Trebuchets as being an expensive counter to long range, powerful Shivan strike bombers.  The result is a more limited weapon set.  This is an example of the kind of thing I've been doing.

- Subach HL-7:   Completely ineffective against anything larger than a freighter or a fighter.  Excellent all round weapon otherwise.
- Prometheus R:   Repurposed as a heavy cannon ala. the Maxim.  Does excellent anti-subsystem damage, punches through warship armour much better than the Subach.  Ineffective against shields.
- Akheton SDG:   Now does bonus damage to shields.  Couple it with the Prometheus R if you're going heavy assault.
- Hornet:   No longer an effective way of killing cruisers.  Given a bit of a longer range for mass volleys against fighters.
- Stiletto:    Lethal to subsystems, hard as hell to kill and does anti-shield damage now as well.  Compensated by a smaller loadout.
- Anlace:   Rapid fire short range Stiletto system.  Designed primarily for multi role engagements so they come in large numbers, have little health, do good subsystem damage and hurt shields.  Very little hull damage.
- Torpedoes:   Replacing the Hornet comes the Bullhorn and Avalanche torpedo systems.  They are designed to give a scaled threat to cruiser ships as well as allow heavy assault fighters a bit of multi-role capability.  More importantly, both can be shot down and they act like mini bombs.  I am still working on the design for these, but I like the concept so I am running with it.
- NTF Weapons:   The NTF have started to develop their own weapons programs!  This is NOT an empty bit of design on my part.  There's a damn good reason why :)
- Bombers:   Heavy bombers operate like mini capital ships and are being designed with that in mind.  They are not hard to kill, but have their own defensive turrets, secondary turrets for destroying capital ships and so on.  Strike bombers are designed to get in, fire and get out.


Shetland Era

Post the Second Great War, civilian manufacturers got a hold of older blueprints as the GTVA began to fall apart.  The GTVA kept very, very tight control on the dissemination of beam weapon technology so barring small scale self contained units (such as the LTerSlash), ex GTVA/NTF ships and systems salvaged from wrecks, civilians weren't allowed to have them.

The result is a huge diversification based on pre-Great War technology.  Railgun fusion mortar delivery systems, missile batteries, improved missile CIWS, old pre-Great War designs as police vehicles, nuclear mining munitions deployed as mines and so on.  Military level technology is rare as hell in the Red Zones (where Shetland is set) and is one of the main advantages of the Shetland herself.

The GTVA's technology has advanced a lot as well.  I've already talked about the various branches of GTVA design, but I will leave expanding on this until I start to move towards releasing Shetland :)
Title: Re: Ephesus
Post by: Rheyah on February 17, 2015, 08:53:38 am
The hardest thing about all of this is maintaining the game underneath, which is where balance comes into it.  With so much weapon diversification, I am mainly looking for atmosphere but no mention of how various game systems survive is kept in mind.  As a result, there are a few things that come to mind based upon the design I have so far.

1.  I don't want players to feel like they have no options.  There is therefore a fine line between weapons being useless outside of a specific scenario and weapons being too powerful.  The Hornet and Anlace are something I am reconsidering - I am tending towards merging the two weapons together and simply increasing the damage the Hornet does to subsystems while making it a bit less reponsive in flight.

2.  In Ephesus, you are part of a heavy assault squadron.  Your main weapon is the Prometheus R - the Subach and Akheton SDG serve as support for it.

3.  Torpedoes are something I want to develop on.  I always felt the Hornet spam killing cruisers was really sodding dumb, but having heavy assault fighters being able to pose a threat is really important.  It also lets me make targets 'hardened' meaning that they don't just die to anything thrown at them.  The result is the Bullhorn which is the NTF's way of being able to cripple convoys with a handful of Hercs and really, really hurt hardened targets.  It adds a certain amount of "screening" to missions that don't just involve shooting down bombs.

4.  Patrol cruisers/gunboats are going to feature a LOT, particularly in Shetland.  They are largely supplanting the role of cruisers but have a number of advantages over cruisers in that they can be fast moving, they are smaller, they are easier to justify being destroyed and respond much better to direct AI commands.

5.  Cruisers are your friend and enemy.  They are all more effective, more lethal and have a tendency to take the point on most attacks.  Cruisers also have flavours now.  The Fenris has a decidedly "get right into the thick of things and **** stuff up" loadout.  The Leviathan is clearly a screening cruiser.  The Aten is a missile boat.  The Mentu is a frontline cruiser.  The Aeolus is a fighter support cruiser.  Keep in mind that cruisers will be used in the role they are most suited and that when they are out of it, they are somewhat out of their comfort zone.

As an example, a Fenris diving directly into an enemy formation has four (buffed) LTerSlash beams and an array of close range CIWS turrets with two AAA beams.  A Leviathan has much heavier beams, but can't maneuver anywhere near as quickly and is mainly used to screen other ships.  An Aten takes the role it did in the T-V war.  It sits at medium range volleying missiles against other cruisers.  The Aeolus is a next gen fighter support cruiser so it is most effectively used in support of fighter operations.  The Mentu is a bruiser, but specializes in no real way.
Title: Re: Ephesus
Post by: Lorric on February 17, 2015, 11:08:02 am
I've really got high hopes for this. Every time you talk about the rebalancing it just sounds better and better.

I had an amusing thought. Are the Shivan ships still knocking around untouched? It sounds like if they were put up against these modified Terran and Vasudan ships they'd get absolutely cut to pieces! :lol:
Title: Re: Ephesus
Post by: Rheyah on February 17, 2015, 11:38:43 am
You will see how I've changed Shivan warships later.  Much like their designs, the Shivans don't make war like we do.  Redesigning their fleet requires I spoil things about my story, so I have deliberately avoided mentioning anything about Shivans or even including changes in the mod files just yet :)

The one I'm dead pleased with is actually the Leviathan.  It's an absolute tyrant.  It's like putting a mini Deimos in the mission, but one you can do something about :)

I should note, I haven't just changed a bunch of weapons.  I've gone through and returreted every cruiser in the game, as well as every destroyer in the game (including the Vasudan warships) to be more on par with the design of the Sobek and the Deimos.  The ones that have changed the most are the two Fenris frames and the Orion/Hecate, which now have additional turrets, turrets moved around and are far more lethal to attack now.  There are fewer weak spots, but each ship now has an armament designed as if it were being designed by someone actively trying to protect the ship, rather than just by shoving bits and pieces onto it.

That means there are -very- clear octants of fire which can be highlighted in combat and the turrets are placed in a way which make sense.  The intention is not to overload the player with crap that is trying to kill them.  It's to diversify the weapon load, spread out the targets over the surface of the ship, make disarming/disabling a warship a priority and ultimately make the game feel like those warships are there to do more than just sit around.
Title: Re: Ephesus
Post by: Black Wolf on February 18, 2015, 03:17:17 am
What  models will you be using to full the patrol cruiser/niche?
Title: Re: Ephesus
Post by: Rheyah on February 18, 2015, 04:43:08 am
What  models will you be using to full the patrol cruiser/niche?

Well, I have patrol cruisers are mostly a post Second Incursion innovation, but there is an analogue of a patrol cruiser in a heavily militarized Satis spaceframe.

By the period of Shetland, I'll be using the Cretheus and Hemsut as first gen patrol cruisers.  There are a number of civilian models of a similar scale (the Prominence and one or two others).  I am going to play with the sizes of some models to provide at least a bit of ship variation in Shetland.  There are a number of underused models which could work nicely I think.

The general idea of a patrol cruiser is something of a more appropriate scale that can move with fighters, reinforce locations and engage in limited combat with other capital ships.  They have the same relationship to cruisers that cruisers have to corvettes - don't engage without help.
Title: Re: Ephesus
Post by: Nyctaeus on February 18, 2015, 05:56:36 am
Don't exaggerate with realism of Your ships. I know that too well, from lessions I gained from Shadow Genesis. Realism is a cool thing, but epicness and coolness are more important. Believe me, most people will rather focus on epicness of Your battles and realism will be second in queue.
Title: Re: Ephesus
Post by: Rheyah on February 18, 2015, 08:47:49 am
It's not really about realism.  There's a specific aim that I have with this, which is to provide an environment where ships don't feel disposable.  Its a storytelling element that I am really big one.  Blue Planet began it with withdrawing warships from the field of battle.  I want to take it a step further.  Shetland will take place in a rareified environment.  Ephesus takes place under immense resource pressure at the beginning and under sustained war at the end.

Sure, a lot of the weapon changes were done with the intent of making things 'feel' more real, but they aren't that much more realistic.  I wanted to reform cruisers, making bombing more interesting and intuitive and make the battlefield even more alive than it does.  I hope when people test it that this is the effect they feel.

As for the idea of something being epic, I am not necessarily aiming for epic.  I am aiming for tense gritty battles that feel like you are scrapping to survive against an enemy that wants to kill you.  They don't just throw waves of fighters at you.  My FREDing design is that the enemy has a battle plan and your job as a pilot is to thwart it.  Destroyers will volley long range fire at each other to cover deployments.  They will conserve their screens.  They will scout to get the jump on you.  Bombers will always come with escort and the escort will fly ahead to clear the way.  Bombers will come in on a angle where they are not likely to be intercepted by enemy fire.  Ships will degrade between missions as they take more and more damage.  All of this is being done in the background, while the narrative focus is on your wing surviving and you getting to know the characters in these hellish times.

Over time, the focus of the enemy will shift.  I don't want to spoil too much, but I hope I can represent that shift in focus sufficiently that people feel like they are in the story I am writing.

In Shetland, you aren't part of a military wing.  You are a merc group built around a battered NTF era cruiser right on the outskirts of space.  50,000 people depend on you to survive and that is what you must do.

So sadly, no, epic isn't what I'm going for.
Title: Re: Ephesus
Post by: Rheyah on February 25, 2015, 02:42:36 pm
What is an ant?

I am driven to this oldest of terrestrial species, one of the many plagues with which humanity has cursed the galaxy.  In my patriotism, I once embraced that most aggrandizing of lies and spoke of a claim to the stars, but I cannot deny that our wroth upon the universe has left an indelible mark.  We have spread as an infection upon worlds other than that of our birth and with us came parasites.

The Vasudans often remarked upon our cultural affection for canines and felines as the most obscure but obvious facet of our culture.  This was in error.  It was in the ant, that most successful and voracious of communal predator that humanity left its most damaging mark upon biospheres.  In the fiction of old Earth, it was the violent and uprooted species of alien worlds which sought dominion over those of our beloved blue marble.  In truth, this could have not been more in error.  These harsh and violent worlds had been havens of competition, true, but it had been a competition for survival.  Earth, with her bounteous rivers and oceans served as womb for billions of species.  Billions existing only to kill.

Few native species had ever come into contact with a predator and enemy as voracious as the humble ant.  An organised colony of millions of individuals, working selflessly towards a goal.  No dictator could ever have marshalled such a force, though those few selfless human ant colonies on Earth indeed spawned their own Queen.  They had already conquered Earth beneath our feet and now saw fit to conquer the galaxy, spreading their cities of soil and stone as they went upon the bodies of their prey.  Once the locusts we had unleashed became a threat, we began our campaign of extermination.  Their colonies were burned.  Their queens, slaughtered.  Their children, murdered.

I am drawn to the comparison as I observe the unblinking sentinel.  It does not flounder as a mere primate may when cast into a sea of thought.  It watches, yet I cannot see its eyes move.  I observe in return, yet I can see no intelligence.  I speak to it and it says nothing.  It offers no sign it understands.  Nor does it test me, as if it were some callous biologist with a dissection knife.

I am drawn to one question.  What if an ant had written hello?
Title: Re: Ephesus
Post by: woutersmits on March 13, 2015, 05:45:55 am
hows going with your projact
Title: Re: Ephesus
Post by: Rheyah on April 01, 2015, 02:00:44 pm
Hello again.

You are probably wondering what the hell is going on with this considering I am flitting back and forth between having something and not having something.  Truth be told, it is the following problem.  I've been battling feature creep for some time - admittedly learning a lot in the process - and having finally gotten a grip on it, have settled back into something approaching a reasonable design philosophy.

The result is that a lot of work has had to be scrapped.  My reasons are pretty myriad at this point, but let's just say that nothing I have produced has come out coherent.  I don't like what I've written, don't like how gamey it feels and I don't think it represents the story I want to tell.  There are underdeveloped characters shoved in to round things out, the plot jumps around too much and it doesn't feel as coherent as I would like.  Further, my motivation for continuing with such crappy work was really low.  It was hard to even put together a design document, let alone FRED something I was so unhappy with.  It's okay when you have ten people around you that are telling you that it's more important to release than not, but having a team means you also have support for when you get home from work and you are just too drained to do anything.

I am going to let this fade for a while until I have something I want to show.  I don't mean write.  I mean show.  I am determined to finish something here and I will produce something that I like.

Thanks for sticking around!
Title: Re: Ephesus
Post by: perihelion on April 01, 2015, 02:40:47 pm
Um, April Fools'...Day...?
...
 :nervous:
Title: Re: Ephesus
Post by: General Battuta on April 01, 2015, 05:34:12 pm
Rheyah dude I'm just gonna treat this as an honest post, not April Fool's, because it reads like...so much of the hardest parts of creative work.

I have felt this way on everything I've ever worked on. Sometimes I feel this way more than anything else, when I'm fighting depression or drinking too hard or whatever. I know nobody can talk you out of it - it's an invincible demon.

But the best thing I've found for it is a group of other people who are willing to get excited and talk about the things you're doing right. If they give suggestions too, fine, that's great, but everyone needs to believe they're doing good work in order to work.

I'm really excited for whatever you make. You've sold me. I want to support you and help make it real. Hang out on #bp or shoot me PMs or whatever. I want to help.

If it isn't an April Fool's then I guess I look a damn fool but hey! Can't hurt.
Title: Re: Ephesus
Post by: Lepanto on April 01, 2015, 08:23:08 pm
Release tomorrow, or at least a release date shortly. Calling it.  :p

But if you're serious (or at least partially serious), remember you're in no rush. Better to do some tweaking and release a quality product than release a shoddy product because you're feeling antsy. We understand.  :)

Also, keep in mind: The secret weaknesses of your creative work, those things you're terrified your audience will latch onto and excoriate you for, are probably no big deal beyond your own imagination. We're our own worst critics, and all that. Of course, they'll probably criticize you instead for things you'd never even thought of, but c'est la vie.  :blah:
Title: Re: Ephesus
Post by: Rheyah on April 02, 2015, 05:41:16 am
It's not an April Fool.  The problem I've had is I want to release something.  I started off with Shetland, decided that was too big for now, worked on a campaign with a simpler set of ideas.  Realized that wasn't satisfying.  It expanded.  Then I did it again with ANOTHER campaign.  The result is that I have been effectively working backwards in time, fighting fires the whole way to write the story I actually want to write.

I have thousands of hours of creative work just sitting around hardly finished with so many really exciting ideas and whats more, I love designing and balancing systems.  I've had tons of fun doing that, making ships feel right, etc etc.  I've become trapped in a perennial bubble of my own excitement.  It really has to stop somewhere and the thing that ends up stopping me is what I produce just doesn't feel right.  It doesn't feel releasable and doesn't feel finished.  Everything feels half baked.  I mean you lot have seen where my story is going.

What I am going to try and do is find some focus.  Every single time I get trapped in that bubble, I end up going back and adding more work.  Something needs to get finished.

I'll take you up on that chat, battuta.  I think I need it.  I feel like I am falling into a classic designers trap here and talking to people who have released stuff would be great.
Title: Re: Ephesus
Post by: The E on April 02, 2015, 06:08:12 am
I'm available for feedback as well.
Title: Re: Ephesus
Post by: General Battuta on April 02, 2015, 08:30:33 am
Yeah, you gotta work with someone. You should get an SVN so you can get collaborators on the grid!
Title: Re: Ephesus
Post by: deathspeed on April 02, 2015, 08:34:00 pm
Rheyah, I haven't released anything of my own, so I probably cannot offer the same kind of ear as Battuta or The E, but I do want to offer my encouragement.  Like many others on HLP, I have enjoyed the stories you have been releasing, and have been looking forward to trying out the mechanics you have described.  I am anticipating whatever you eventually release - be it a full-blown massive campaign, a smaller episode, or a single mission.  Whatever it is, I'll stick around.
Title: Re: Ephesus
Post by: perihelion on April 02, 2015, 09:27:18 pm
Ditto.  You have clearly demonstrated a good grasp of story, and I'll eagerly await anything you care to share.  Rough or polished, interesting ideas are interesting!
Title: Re: Ephesus
Post by: Lykurgos88 on January 18, 2016, 11:47:06 am
Any news on Ephesus?  :)
Title: Re: Ephesus
Post by: Rheyah on August 21, 2016, 04:39:02 pm
To quote the former Governor of Calefornia.

It's not a toomuh.

(Expect updates Soon)
Title: Re: Ephesus
Post by: perihelion on August 21, 2016, 08:45:14 pm
 :eek: OMG RHEYAH'S PREGNANT!!!!1!
Title: Re: Ephesus
Post by: Rheyah on August 28, 2016, 03:37:40 pm
"Commander,

Thought you might like this.  Old lecture I got when I was in OCS STac.  Found it when I was looking through my stuff on the clus.  Thats your lady, isn't it?

Old memories die hard, mm?

Alexandra"

ATTACHED:

Quote
A Short Primer to Subspace Warfare:  Strategy and Tactics
Delivered to OCS tranche 4-b, 2381 as part of OCS Strategic Talent Terran Fast Track Initiative
Lt. Cmdr. L. Shawcross
Chief Strategy Officer, GTCv Archon
IRF Second Strand


Thanks for coming.

There are two things a good commander should know about subspace.  The first is that subspace is fickle.  The second is that it exists at all.  The second is the harder of the two to appreciate.  I will try and elaborate to the best of my talent, but I'm going to offer an apology first.

GTVA Sci Ops sends a number of candidates to OCS every year.  I know a number of you are in this room.  To you poor sods, I send my apologies because this is going to seem outrageously basic if you have any understanding of spatial compression theory.  You know as well as I do that there are reasons why subspace geometries grow languid away from gravitional fields and why nodes form and collapse, but they aren't important to this lecture.

Simply put, subspace makes interplanetary travel possible.  It also makes interstellar travel possible, but the mechanics of interstellar travel are ironically far easier than interplanetery travel.  It also places substantial technical and energetic constraints on interplanetary travel which must be considered by any strategist worth their salt.  To be an effective strategist in an era of subspace combat, there are three important concepts which you must understand.

The first:  subspace travel is energetically expensive with drive size determining drive effectiveness.  To expand upon this;  the size of the drive determines how far you are able to tunnel and how difficult it is to open a valid geometry.  This has an obvious and immediate consequence - ships with a lot of drive power and space dedicated to drive power move a lot faster than ships which don't.  To counter act this - they also take much longer to move.  A block 3 Orion refit charges its drive assembly in Code Blue e-jump conditions in eight minutes.  A Hecate clocks in around six point five.  That's an eternity in a heated battle.  You can imagine how long it takes under normal operating conditions without burning clean through your heat sinks and any em-ractor modules you have installed.

The result is that most of your subspace mobility varies from platform to platform.  A number of IRF outfits use sub-skimmers, which are literally light freighter platforms with c-moly plating designed solely to get in and out of deep interplanetary space in extremely short time spans.  We use them as SAR platforms but also as strike platforms as well.  They jump in, disperse a cargo of two or three wings of fighters and jump out within fourty seconds to a safe distance, awaiting a response.  Those of you who did your reading for Advanced Subsystems Maintainence will be aware that the design specifications for the old Argo military transport included a corvette class drive motivator.  Guess why that was there.  The Deimos in all its guises and the venerable Fenris had a staggering amount of subspace mobility for their size.

Vasudan engineering tends to favour a more progressive and measured approach.  Those of you fortunate enough to serve under Vasudan engineering staff will realize that they consistently get a good twenty percent faster recharge ton for ton out of their engine systems.  This comes at a consistent range cost.  Keep this in mind when planning for cross fleet deployments.  As always, Vasudan ships show an individuality we don't really appreciate in Terran deployments, but it is rare to find a Vasudan engineering crew chief who doesn't have a full up to date spec of his ship ready to hand.  They usually take pride in it.  Do not be afraid to ask.

All but the most advanced prototype fighters are utterly immobile as far as subspace travel goes.  Sure, SoC and other spook outfits have advanced drive motivators which allow for deep insertion tactics, but as far as I know, those motivators involve rather expensive materials and precision engineering and maintainence.  They simply aren't cost effective for most materiel.  Most fighter engagements will happen within a tenth of a light minute of their source and only if they have direct line of sight.  Orbital battles should be planned with this in mind.

Secondly:  subspace travel is unpredictable and is stabilised by the presence of strong gravity wells at coupling ends.  The calculations involved in a subspace jump are handled almost entirely in fifth and sixth order differential calculus using five coupled tensor equations and involve subspace probing methods which have never been perfected.  nyone who has read the reports of the tactical nightmare the Shivans presented to the GTA and the PVN will be well aware of just how devastating an advantage the ability to send entire swarms of fighters halfway across a system at whim can be.

However, we are not Shivans, so we must accept that the coupled equations we have at best are just good guesswork and our field theory and implementation involves a stabilising constant which accounts for gravitational effects.  When spatial curvature is present and thus gravitons curtail the nascent tendency of subspace to flip a weakly applied subspace field gradient, subspace fields behave predictably and a direct A to B path is easy to apply.  These calculations take time even for modern computers, which must simulate and account for graviton probing in higher order dimensions.  To simplify further, the actual co-ordinates entered into a computer are merely a reference point.  The computer then has to calculate the actual path of the field between those two points, find a stable, none collapsing solution and then finally generate the field geometry required.

That we can do this at all is a miracle of modern engineering!  With that said, it still takes time.  Ships can jump without pre-calculated field geometries using a best guess approach but the results are often catastrophic.  The PVD Damascus incident from the Great War indicates the risk of crash jumping when they jumped twenty kilometers over a Vasudan desert trying to escape from the SD Lucifer.  The automatically ejected black box indicates they dumped a full drive charge into an unstable jump configuration.  The jump was less than four hundred thousand kilometers and it dumped the ship out with an opposite orbital velocity to Vasudan Prime itself, meaning it slammed into the desert at nearly 40 million ms.  Crash jumps are an emergency measure.  The tendency for poorly managed subspace field geometries to invert and slam you into a sun or a planet is not one to be trifled with.

Further, subspace travel is safer and faster if you are able to compute those geometries and do so in the presence of a gravitational field.  There is no actual difference between the distance travelled, but if you care enough to look the coupled equations themselves up, it becomes obvious that the fields grow more unstable the deeper into subspace they propagate.  Larger ships can counteract this with sheer drive power and improved computation, but there are limits even to this.  A local gravity well - even a large asteroid or a small moon - can mean a great deal of time and energy can be saved on relatively short jumps.  Use this to your advantage in the module war games.  Controlling the gravity well around any population centre can mean you have a tremendous amount of mobility the enemy cannot match - unless they are Shivans in which case, I wish you the best of luck.

As a rule of thumb.  Your fighters will be limited to short jumps.  Your destroyers, a military risk worth taking, move slowly but purposefully over large distances.  Use your cruisers and corvettes to hem in opposition and make deep strikes with the support of your fighters.  Subspace windows remain open for several moments and synced drive configurations can open the same window multiple times.  Use this to move fleets as units or sentry or strike fighters with a larger unit.  Keep to that and remember that Shivans don't follow those rules and you should have enough to pass this module.

Thirdly and finally:  subspace control is everything.  We have always had an understanding of subspace tracking built into our drive technologies, but subspace drive technology towards the end of the Great War was beginning to surpass the ability of all but the most dedicated arrays to track superluminal movement in a solar system.  Drives got bigger and more powerful with each passing year and we simply did not have the condensed space research on either side to advance it.  The discovery of the Precursor tracking artifacts changed all of this.  Now, a properly equipped fleet dispersed effectively can institute at least a two jump net around their forces and prevent all but the most dedicated of surprise attacks.  As a result, attacks on sensor facilities, comms buoys and even the modern AWACs are the key to allowing an entirely new dimension of warfare.  Protect your eyes, ladies and gentlemen.  They are your best weapon in modern war.

That concludes my primer.  I hand you back to the Captain, who will take you through the capabilities of the Chary-"
Title: Re: Ephesus
Post by: AdmiralRalwood on August 28, 2016, 05:00:29 pm
Mmm, those are some delicious words.
Title: Re: Ephesus
Post by: General Battuta on August 28, 2016, 05:08:42 pm
Super good.
Title: Re: Ephesus
Post by: perihelion on August 28, 2016, 08:31:25 pm
So... not pregnant, then?  :(



 :p
Title: Re: Ephesus
Post by: Mongoose on August 28, 2016, 08:33:15 pm
I love it when you talk nerdy.

Quote
Vasudan engineering tends to favour a more progressive and measured approach.  Those of you fortunate enough to serve under Vasudan engineering staff will realize that they consistently get a good twenty percent faster recharge ton for ton out of their engine systems.  This comes at a consistent range cost.  Keep this in mind when planning for cross fleet deployments.  As always, Vasudan ships show an individuality we don't really appreciate in Terran deployments, but it is rare to find a Vasudan engineering crew chief who doesn't have a full up to date spec of his ship ready to hand.  They usually take pride in it.  Do not be afraid to ask.

I have this beautiful image of a Vasudan Scotty, synthesized brogue and all, waxing poetic about how he's managed to squeeze an extra 50 kJ out of his dilithium matrix.

Quote
The PVD Damascus incident from the Great War indicates the risk of crash jumping when they jumped twenty kilometers over a Vasudan desert trying to escape from the SD Lucifer.  The automatically ejected black box indicates they dumped a full drive charge into an unstable jump configuration.  The jump was less than four hundred thousand kilometers and it dumped the ship out with an opposite orbital velocity to Vasudan Prime itself, meaning it slammed into the desert at nearly 40 million ms.

owwwwwww
Title: Re: Ephesus
Post by: Phantom Hoover on August 28, 2016, 09:22:10 pm
40 million m/s, that's 1600 million million Joules per kilogram, that's 1.6 petajoules per kilogram, that's 382 kilotons per kilogram, that's 8 petatons for the whole impact given a reasonable mass approximation.


I... guess under the circumstances it couldn't have made things that much worse.
Title: Re: Ephesus
Post by: Buff Skeleton on August 28, 2016, 09:48:43 pm
I have this beautiful image of a Vasudan Scotty, synthesized brogue and all, waxing poetic about how he's managed to squeeze an extra 50 kJ out of his dilithium matrix.

That was one detail I found particularly delightful as well. I have always liked the fanon concept of Vasudans as really, really good at making engines. The added pride wraps it up nicely.
Title: Re: Ephesus
Post by: Rheyah on January 12, 2017, 03:35:10 pm
They had built a home in a corpse.

A stressed beam far overhead yawned, shaking loose a sprinkling of dust.  Merino sneezed, drawing the baleful gaze of one of the establishment’s more dour patrons.  The military man shot a look back - he wasn’t taking any crap from a freighter jockey.

They locked eyes for a long moment.  Merino gave him a nod, raising his pint.  He got a rare nod in return and the man once more set his eyes upon his drink.

Merino wiped his nose with the back of a grimy bit of cloth and gazed up towards the ceiling.  These old stations had a habit of finding ways to invade your lungs.  The system was strewn with them, sewn together hulks of metal with ten million warm bodies scuttling around from warmth to warmth, scraping together an honest living in amongst the flickering lights and damaged equipment. Unfortunately, you had to be dishonest to make an honest living in the Red.  Most of the honest folks ended up dead.

Another distant rattle shook the station to its core as it birthed yet more traffic into the void.  More dust in his pint.  Damn it.

“Captain Vilham, I assume?” came a voice.  It was feminine but curt.

“Major Vilham now.” Merino shot a glance skyward.  She was a tall one, but what made her impossible to miss was that haircut.  Buzzcut on one side, long on the other.  “You’re late,” he said, gesturing to a murky glass.  “That wine’s bad enough without all this rock dust in it.”

“My apologies”,  she replied, squatting her lithe form onto the heavy metal stool, “it is getting harder to move through the system unnoticed as of late.”

“I hear that, Helena.”  The recent cartel-feud had caused system wide instability.  “You said it was urgent.  If it’s about that brawl around the Sceptered Isle, there’s not much we can do.”

Helena gave him a Look.  It had lost its effectiveness over the years.  “Yes, yes, I know.  The Ref can’t intervene.”

“You know how it goes.  Only if it’s a real threat.”

“Right, and what would be a real threat to the Blues?  How many Mjolnirs do they have camped up by the node?”

“Dunno.  A lot.  Plus a battlegroup.  Do you have a point?”

Helena frowned.  “A lot of help you are to the poor folk out here.”

The pint had soured with the dirt.  “You chose to come out here, Helena.  I didn’t make you.”

“No,” she replied, “I wanted to help.  I just thought the brass would have more of an interest if they had one of their own out here digging through the dirt.”

“Yeah, well, you know how I feel about this place.  But I also know why the brass did what they did.”

“That doesn’t make it any more morally right.”

“It’s above my paygrade”, he replied, taking a pull.  It still tasted like crap, much like everything else.  “What’s the flash about then?”

Helena reached into a satchel she was carrying and retrieved a small data wafer.  She tossed it onto the table.  “This.  I couldn’t send it by s-band because if I did, I would have every dust-sifter all over my backside.”

Merino glanced at the wafer, then at her.  “You’ve been squawking on s-band for months now with that food initiative of yours.  Why the secrecy?”

“Just look at it,” she said, pushing it across the table.

He snatched up the data wafer and slid it into a socket on his arm screen.  The display lit up after a moment and he cycled through the haptic interface.  His brows narrowed at what he saw and he shut it off fast.  “...Is this real?”

“Yes,” she said.  “Genuine Code Black.  My source died getting me this.”

The Major felt a lump form in his throat.

“****.  You free for a trip?”

“The Roma?”

“Yeah.”

She nodded.  He downed his pint.  Might be the last relaxation he got in a while.  “Let’s go.”
Title: Re: Ephesus
Post by: Mongoose on January 12, 2017, 04:39:28 pm
You are soooo good at this.
Title: Re: Ephesus
Post by: perihelion on January 13, 2017, 10:43:58 am
Dadgumit Rheyah!  If this doesn't turn into a finished campaign, you had better at least turn it into an anthology a la The Martian Chronicles.
Title: Re: Ephesus
Post by: Rheyah on January 26, 2017, 11:51:08 am
Her scope scanned the flickering dark of the corridor ahead.  She gestured behind her.  The signitature clunk of mag boots slowly move to her side and another rifle joined her line.  A gloved hand sent her companion to a warped support strut.  He ducked down slowly in the zero gravity.

Not that it would matter.  Their guns were almost emotional aids now.

A wave of unearthly energy fizzled through her bones and made the ammo counter on her HUD dance between numbers.  Nothing had worked right on the ship for days, even her body.  The deck rocked beneath her.  A battle outside?  Who knew any more.

“Mendez.”  The voice crackled in her ear, even the static unable to mask the anxiety.  “Do you think they can track us?”

“How the hell should I know?” she replied, more glibly than she’d intended.  They’d been on strung out shape even before this mess with one battle after another.  Now this.  The CIC had fallen to the infestation eighteen hours ago.  Since then, she didn’t know what state the ship was in.

“Cap’n...  How the hell did they do this?” said the voice.
Carla bit her tongue.  “You’ve asked that before.”
“Yeah, but-”
“Is it going to help if I say the same crap I said to you last time, Private?”

There was a pause.  The deck rocked again.  Definitely a battle.  “No Sir.”
“Then stop asking stupid questions.  We just need to get the hell of this ship before they consider us a threat.”

They advanced one section at a time.  It was slow progress.  A handful of survivors trailed them through the hellish halls.  Five left, on a ship of six hundred.

Their cancer had begun as all cancers began, a creep building in the darkest recesses of a body.  Growing unnoticed, subverting and feeding on the very blood supposed to keep the body alive.  One emplacement.  That was all it had taken.

They’d lost engineering first.  It took control of the fusion reactors and main computers within six minutes.  Used the control of the subsystems to vent the entire compartment into space and then took control of all secondary power systems meaning internal defenses were worthless.  When their anti-boarding team responded, they’d been slaughtered.  It had taken less than an hour for the cancer to produce weapons platforms able to slaughter an entire contingent of armed troops with black market weapons.

CIC had rigged a secondary command post and were preparing to detonate a couple of their anti-matter charges on a timer.  Twenty minutes later they went radio silent.  That was about the time the command structure collapsed.  Every ship wide communication system collapsed.  Gravity vanished without warning.  The cancer hadn’t needed it.  They were a zero gravity species.

Carla had grabbed who she could, found an isolated compartment, sealed the doors, isolated them as best as she could from the main life support systems and prepared for a last stand.

Nothing had come.  Hours went by and nothing.  It had been a lot of time to think and mourn.

The corridors were quiet now, but it was difficult to maintain your sense of up and down without gravity.  Carla had done plenty of zero-g, but it was harder when it was the decks of your own ship you were walking through.  Corpses floated by in faint clouds of drifting crimson.  They had no real use for organic matter, after all.

A faint red light crept over the floor at an intersection up ahead.  Mendez snapped up her hand and her entourage froze to the wall.  She knelt down and gritted her teeth.  The weapon was heavy in her hand, but her aim was sure, for what it mattered.

It passed by, around fifteen metres ahead.  An oscillating ellipsoid mass of hellish colour, silently cruising through the drifting dust.  Strobes of crimson darkness stroked the walls and where they touched, they left behind mirrors of themselves, coating the wall in a shimmering blackness which morphed and then formed into slowly pulsing conduits of light.  The ceiling warped as they did.

It stopped and turned.  Mendez held her breath.  A distant thunder resonated through the deckplates.  Then, without another word, it drifted on, continuing its silent work.

“Captain-.”
“...hell if I know, Private.  We need to keep moving.”

In retrospect, they’d responded as best they could, shutting off decks, trying to hold the tide back long enough to regain control, but it hadn’t mattered.  In less than twenty hours, they had entirely reconfigured the ship.  Entire sections of the ship had gone missing where they had repurposed the material to better use.  Others had warped beyond imagining, stretching to carry ungodly amounts of power to remote sections of the ship.  You couldn’t get close to one of those unearthly conduits without feeling as if your skin was to rip from your bones.

Most of the others were mute.  They’d all been through the mill and most of them had been low level employees.  They’d signed on the dotted line and didn’t have military training.  Mendez had fought for the NTF in her youth.  That gave her something they didn’t have.

At least, that’s what she had thought.  The Shivans had robbed her of that too.  If Henderson didn’t stay quiet, she was going to shoot him to preserve her own sanity.  The escape pods were still intact.  Two hundred metres of dead hallways and a vague hope that whoever was out there was friendly.  That’s all they had left.

They moved on.

Title: Re: Ephesus
Post by: AdmiralRalwood on January 26, 2017, 08:57:51 pm
How very... Homeworld: Cataclysm.
Title: Re: Ephesus
Post by: perihelion on January 27, 2017, 11:40:08 am
YOU WILL BE ASSIMILATED.
RESISTANCE IS FUTILE.


Sorry, couldn't help it.
Title: Re: Ephesus
Post by: Rheyah on February 12, 2020, 06:35:34 pm
Commander Lilian Shawcross needed to pace, and she didn't have the room.

Like all of the Diomedes corvettes, the Roma was a ship of compromises.  They had been born out of the ashes of a decimated fleet, in the aftermath of a brutal war, during a time when the philosophies and motivators of war were changing.  The GTVA didn't know what to do about the Shivans.  They could barely hold their disintegrating power structure together.  Forged in the early days of the fleet refits, a half dozen melded and counterproductive design ideologies catering to a dozen demands posed by what remained of the Brass resulted in a chimera of a vessel.   

Her design brief had called for a rapid strike vessel with staying power able to operate in deep space and co-ordinated fleet actions.  Thick armour, but overstuffed and febrile guts.  Her guns and lancers put too much demand on her underspecced heatsinks, so when the lancers opened up, the ship glowed like a minor planet in a sunbeam.  She had legs too - the drive motivator was for a ship half her tonnage again,but also ran hot.  Her reactors could probably perform fusion on mud bricks, but were finicky Vasudan designs and Vasudan engine techs were a privilege, not a right.  To make matters worse, she was pregnant too.  A full squadron hung like old Earth bats through her sole cavernous space.

Something had to give somewhere.  The Roma, a Block 1 original, was a product of a military industrial complex which was desperate to defend itself, bereft of ideas and terrified of the dark.  With her stuffed, overdesigned guts, the Roma gave ground in the only place she could.

The outfitters had done their best with the CO's quarters, given the space.  The shelves were tidy, the bed was high quality.  They even found space for the traditional hard spirit cabinet, but what she didn't have was space.  After five years, Shawcross didn't mind so much most of the time.  IRF deployments were six months in, three months out, and life was always interesting aboard an IRF Diomedes.  Either the Zoners kept you busy, or the ship herself did.  The Roma had been mostly tamed long ago in the way all Diomedes crews eventually had to, given the sheer design spread of the various Blocks and refits.  As one of the oldest, and an active participant in the Pacification campaigns, she'd earned herself a few battlescars and her share of honour.

Some days though, she was a Block 1 Diomedes operating a month beyond the Petrarch, in semi mapped space with no military grade traffic oversight systems.  Today was one of those days.

It wasn't the done thing for a Commander to show concern in front of the crew, but with the Roma being her usual overstuffed self, the only place Shawcross could vent her concern was in the privacy of her cabin.  There wasn;t enough damned space.  She cast another baleful eye to the report on her screen.

Code Black.  The first in nearly eight years.

The Red Zones were home to almost two billion people, living outside of the controlled and policed Blue Zones beyond the massively fortified Petrarch nodes.  Independent salvagers, pirates, hauliers, freighters, mercenaries and stations making a living selling goods and provisions.  Finally, the Red Dippers - morally apathetic GTVA corporations taking advantage of the unregulated environment to engage in what could be charitably described as worker unfriendly business practices.  They had spread over a dozen systems or more, sometimes beyond even GTVI's ability to track them.  The Brass weren't willing to put up the infrastructure.  They had the Sol Gate project ongoing in Delta Serpentis, and who knew how well that was going.  Shawcross had heard rumours of odd transmissions from Sol, but nothing concrete, and the Brass were quick to quash rumours.  Developing beyond the Petrarches had become political suicide - if we expanded too far, would we encounter the Shivans again?

The GTVA hid inside its walled garden, and left the Red Zones to fend for themselves.  The IRF sorted out damaging squabbles, and waved the Silver Zeta for what little good it did, but the IRF mobilised for Code Blacks. No one know how much Shivan tech still remained salvagable, or active.  Barely anyone knew how to control Shivtech, and the sole example had been destroyed decades before.  Even there, concerning reports about what went on within the Hades had spooked GTVI for decades, and the result was an operations status known as Code Black.

She stopped pacing.  Enough with the stress.  Time to do her job.

"Incomms, XO", she announced, to the stuffy air.

It took a moment for the familiar robotic tones of her XO's vocoder to reply.  "Commander."

"Khal.  Get the Major, his guest, Hill and our acting CAG to Conference at 13:00 VST.  As of now we are operating at Condition Black."

There was another a longer pause.  Gears were turning.  "I understand.  XO, out."

A flick of a wrist brought up what passed for a system map of their operations theatre.  Scattered settlements nested in ruined planetary belts.  Major corp presence in the closely nested dense material field.  Solar collectors sun side.  A lot of mining operations - it was an old star, in the wake of an old supernova.  Heavy export traffic.  No habitable planets.  A workers hell.  Six days to get across the system safely.  Three if they winged it.  Not advisable in a system filled with dense debris belts around an old flare star.  Could end up becoming heavy elements to fuse in its waning core.  Fortunately, they had a few leads to work with.

Unfortunately, the nearest IRF reinforcements were two weeks away.  If they had a genuine Code Black, it could vanish into nothingness in some corporate lab and sit there being inert, or it could become an outbreak and threaten the Petrarch.  No one really knew, because they were working with hypotheticals.

A Block 1 Diomedes, her attendant patrol cruiser, a Rapid Jump Ship, 12 fighters against an entire system full of civilians on a Code Black.

Her pilots were going to have to roll the hardest sixes of their lives.

_______________________

Doing two things atm.  One - I'll parse through and organise these stories into their own thread which will be fun - I enjoy writing, and I enjoy editing my old writing to make it more interesting.  Secondly, I'm writing a campaign based on the last few stories here, involving the aforementioned Code Black incident.  Planning 8 missions.  Minimal mod requirements, mostly renamed Blue Planet elements with the remnants of some of the game design I originally planned for Ephesus.  As much as I enjoyed writing new mechanics and so on, I'm intending to prove to myself I can deliver a minimalist, stylish experience focusing on tightly scripted missions, and to actually complete something for a change.

It follows the 425th Iron Divers, the GTCv Roma and the GTPC Capellan Melody as they battle to confiscate and destroy highly dangerous Shivan technological contraband far from help.
Title: Re: Contraband
Post by: deathspeed on February 12, 2020, 08:00:36 pm
Welcome back!!

Your stories are amazing.  Hard to believe it's been three years since I read the last one.  I am looking forward to re-reading them in the new thread. 

 
Title: Re: Contraband
Post by: Nightmare on February 12, 2020, 08:16:47 pm
Quote
Will release something one day. Promise.

So that promise is alive? ;7
Title: Re: Contraband
Post by: Rheyah on February 13, 2020, 11:24:14 am
Quote
Will release something one day. Promise.

So that promise is alive? ;7

Yeah it turns out executive function disorder (both of them :/) mess up your ability to be completionist while causing relentless feature creep.  The only way around it is to tightly and forcefully constrain yourself.  It's like having a monkey in your head.

At least my monkey likes writing.  Unfortunately it also likes explaining things, so all I will be doing updates wise is posting when I have something concrete to show, like missions, and stories.

No large game design changes beyond some armour decisions.  That was a rabbit hole for me.  I'm inclined to get this out in a month or two.  Will see how I get on.  Also yeah - I'm aware I've been down this road before.  It sucks, but what can you do but keep trying :)
Title: Re: Contraband
Post by: Nightmare on February 13, 2020, 02:29:39 pm
Good luck with that! :nod: :yes:
Title: Re: Contraband
Post by: Rheyah on February 13, 2020, 02:36:35 pm
Good luck with that! :nod: :yes:


Yeah :(

But you know what, I wrote 14 pages worth of story thread and all manner of nonsense in this thread.  People liked reading it.  I liked writing it.  I program for a living now (well, sort of, a data scientist).  So it can't be completely beyond my capability to finish an 8 mission campaign in FRED.
Title: Re: Contraband
Post by: Nightmare on February 13, 2020, 02:47:49 pm
Well unlike a different individual that managed to fill more than 35 pages with stuff that everybody hates, filling 14 pages with things that people consider interesting is certainly the right direction.
Title: Re: Contraband
Post by: perihelion on February 15, 2020, 09:00:39 pm
Welcome back, Rheyah!  We missed you, and I see your writing is still in top form.  I very much like the direction you are taking with this!
Title: Re: Contraband
Post by: Rheyah on February 16, 2020, 05:10:08 pm
I have started a new thread with just stories in it.  I may have missed a few, but that's because they didn't really make the cut and will get rewritten eventually.

Fleet Command Voice:  The thread is located here - https://www.hard-light.net/forums/index.php?topic=96287 (https://www.hard-light.net/forums/index.php?topic=96287.new#new)
Title: Re: Contraband
Post by: Nightmare on February 17, 2020, 10:17:08 am
How do the storys in the other thread correlate to the stuff posted here? Is it a "clean" (w/o all the comments) version of the material here, is it updated or how does it relate?
Title: Re: Contraband
Post by: Rheyah on February 17, 2020, 12:10:55 pm
They are stories describing the aftermath of Capella and how the GTVA reacted to their phyrric victory.   It then expands and gives a small amount of backstory about the setting, the setup of the GTVA, the role of the Petrarch nodes and the Red Zones, indicating Shivan contingencies.

There are stories from the Red Zones and its inhabitants, as well as the IRF fleets who handle those unbound systems.

There is also a bit of faux academic storytelling discussing discoveries found regarding the power and extent of the Shivans, a bit of historical fluff about the state of sub-Tev technology, and some Bosch.

I did my best with that last one.

I like to keep chronology deliberately vague because it gives me leaway to write new material, but most of the modern stories happen in the year before the setting of Contraband.

As for changes - I removed the stories regarding the Ephesus, because I wanted to set the narrative in one period of time.  I like the idea of a campaign based around a doomed destroyer on the eve of the NTF rebellion, but I am focusing on one particular period of time right now.