Author Topic: Frontlines 2322  (Read 1465 times)

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Offline Black Wolf

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What feels like a long time ago, when we released Frontlines 2334, we promised a short delay before restarting development on the next chapter of Frontlines. Well, although we've not been public about it until now, that's exactly what we did.

So today, I am officially announcing the worst kept secret in Freespace modding - Frontlines is coming back, and also going back. Way, way back.



2322 was the first setting I originally tried to build Frontlines for, but difficulties with balancing (specifically getting Capships to be both meaningful and not completely devastating to fighters) eventually led to it being abandoned in favour of a setting closer to FS1. Now, I'm much more confident about balancing the modpack, and, in fact, have made some decent progress towards that end.

So, while there'll be lots to announce over the next several weeks, I thought I'd start with a brief overview of what 2322 will be, and what the project goals are, and the best way to do that, I think, is to contrast it with our last release, Frontlines 2334. So, what changes when you go back in time 12 years? Unsurprisingly, a lot of things.

First, the fleets. 2334 was set immediately before FS1, so while we did get to see some new ships, especially on the Vasudan side, the fleets from the first few missions of FS1 were essentially the fleets we were using in our first release. That's all changed now. As far as combat warships go, the only ship you'll recognize from the original games will be the Fenris (although you'll likely recognize a few non combat ships, as well as some of the Vasudan ships from 2334). This represents a pretty big opportunity, in that we can tailor the ships, their weapons and everything about them precisely to our needs, however it's also a big burden, because a lot of stuff just has to be made from scratch. That's more or less what I've been doing since restarting the project in mid 2015.

A lot of those new ships, you've already seen. Others you'll see here, and still more as they're completed. But expect further movement on this issue and, thanks to the open development model we follow, expect releases in the leadup to the campaign.



A Terran and Vasudan gunship locked in combat.

The second big change is the level of technology employed by those fleets. In 2322, the Terrans had no small ship subspace drives - intra or intersystem, and were completely reliant on carriers. The Vasudans have some fighter scale drives, but they're rare and expensive. This changes the process of mission design quite a bit - battles are smaller and shorter, more reliant on capships. Another factor there are the weapons used - the Vasudans have plasma cannons as standard, but the Terrans are still primarily reliant on missiles and ship to ship torpedoes, even on their capital ships - only their newest, largest and most powerful Fenris class cruisers and Goliath cruiser-destroyers have a primarily energy based weapons system, and that also changes mission design for one key reasons - missiles rely on magazines which can (and do) run out. Expect restricted capship strikes, hit and run attacks and defenceless, out-of-ammo gunships to add to the excitement and the tension of many missions.

You might also note another change from that paragraph - while in 2334, like FS1, the Terrans and Vasudans were on a rough technological par, the same is not true in 2322. The Vasudans are clearly the more advanced race technologically, and you feel that in the campaign.



A Terran Claymore fighter engaging the Vasudans.

The third big change is setting. This is a pretty straightforward one - in 2334, we were on the offensive, enagaging the Vasudans in Deneb tryng to push through to Vasuda Prime itself. But twelve years earlier, the shoe was very much on the other foot, with the Terrans scambling to contain the Vasudans in the colony system of Delta Serpentis and out of Sol. Why does this matter? Because it means I can fill the missions with stations, of course! :p Expect appearances from the Endymion, Ceres and others.


Serpens Station, during a quiet moment in Delta Serpentis.

The Final big changes will be technical. One thing we had a few comments about with 2334 was the lack of Fury AI. While I still agree with the decision not to include it, advanced AI will be integrated completely with FL 2322, with each mission designed from the ground up with the changes implemented and in mind. You'll also have some challenges to deal with with your ships, be it limited ammo, heat maangement, or slow subsystem repair times, you'll find that evasion, high quality piloting and precision shooting is even more valuable in 2322 than in 2334. The skills you developed in 2334 will help, but that won't stop you having to relearn elements of how you fly a fighter in Freespace for 2322.


An Assault equipped Leto class fighter, loaded for bear.

So, there you have it. There's still got a lot to do - finalise the mod pack being the big one - before mission design can start in earnest (although the campaign is basically plotted out, nothing is final as yet). But I'll be posting updates, and hopefully semi regular content releases - over the next several months as we progress towards that point and hopefully beyond it.
« Last Edit: June 20, 2017, 07:09:31 am by Black Wolf »
TWISTED INFINITIES · SECTORGAME· FRONTLINES
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Offline niffiwan

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Re: Announcing Frontlines 2322
sounds exciting, looking forward to what you & the team can cook up  :yes:
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Offline Nyctaeus

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Re: Announcing Frontlines 2322
A high-quality FS1-styled mod. That's what I like and look forward :D! I hope it will be as cool as first release.
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Re: Announcing Frontlines 2322
I'm super happy that Frontlines saga continues  :pimp:

Keep up the good work!

 
Re: Announcing Frontlines 2322
Awesome  :yes:

 

Offline Ghost

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Re: Announcing Frontlines 2322
Damn, this looks rad. I just came across 2334, and it's hard as hell IMO(i'm out of practice). Looking forward to this! Hopefully it hasn't gone by the wayside.
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Offline Black Wolf

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Re: Announcing Frontlines 2322
Thanks, I hope 2334 keeps delivering for you. :) We worked hard on that campaign and the whole team is proud of it.

2322 has definitely not been left by the wayside, it's just suffering from the fact that it needs a bunch of mods completed before FREDding can really start, and I'm the only one doing them. If I get stuck into other projects, then Frontlines, unfortunately, tends to stall.

But stalls aren't fatal, and I definitely want to see FL continue. There are, if my memory serves, two major ongoing ships, and a few much smaller projects still to be built for the mod. The major ones are the Jupiter frigate (modelling stage) and Blowfish's version of Stratcomm's Naunet (that was at the texture stage, but then I lost a big chunk of the UV, so that's back at UV stage).

Minor ones are things like an interceptor variant of the Leto, it tweaks to the Ceres to make it more like a mining station - relatively small projects that I just need to focus on to complete in a relatively short time.

I'll try to post some more frequent stuff though, make sure we don't get forgotten. :)
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Offline Black Wolf

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Re: Announcing Frontlines 2322
Been awhile since any new content got added, so here's a couple of WiP shots of the textures for the GTFg Jupiter.





[EDIT]I should point out, to prevent the model being partially covered in black and white spaces where it hasn't been textured, I've put a plain Fenris texture layer under everything else. That's why, in a few places (like the part at the top of the nose) you can see the colour and texture change a bit. They will be much more in line with the rest of the ship before it's finalised.
« Last Edit: March 06, 2017, 05:20:50 am by Black Wolf »
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Offline Black Wolf

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Frontlines 2322 June 2017 Update
June 2017 Update.

Looking at this thread made me realise it's been over a year since I announced the second chapter, and work had begun on that chapter a good six months ahead of that, so this project has been ongoing for awhile. Longer than I initially thought, but, to be honest, I'm not hating the progress that's been made. I knew from day 1 that building a fleet would require a lot of model work, and that's happened. When the original mission plan was decided on, thirteen ships were identified that would need new models. Not all of them were entirely new - variants and things meant that a lot of work could be used more than once. But I'm pleased to point out that of those models, only four remain. The ships that have been released since then (and will be used for 2322) are (in no particular order):

The Endymion Station
The Ceres
The Titan, Assault Titan and Recon Titan
The Cleopatra
The Jupiter
The Assault Leto
The Neith

Still to come are a large intersystem ferry transport, two sentry cannons, and another Leto variant*. In other words, we're well and truly over the worst of it when it comes to making this mod pack happen. When those last few pieces are out of the way, it'll be FREDding time.

Of course, I realise that's probably not what anyone is actually interested in hearing. The big question is: What does this mean for release time? Well, there's a bit of good news there: The campaign has a pretty firm plan for eight missions, none of which rely on any particularly complex scripting or anything like that - FREDding takes time, of course, and getting mission balance right is hard (not to mention modpack balance, which is still very much subject to change). I don't want to imply that all that needs to happen is the completion of these last four relatively minor new ships and then a few weeks later we'll have a campaign, but I do think that the >2 years spent (to date)
building the fleet will represent significantly more time than will be taken building the missions.

That, of course, brings up a second point - that's not a very efficient distribution of time for a project like this. If a new FREDder asked me a bout a project like this I'd tell them to use existing assets and focus their time on FREDding. But the modifier to that rule in this case is that Frontlines is more like a banner than a single project, and when 2322 is completed, we'll have examples of the Terran and Vasudan fleets at the beginning and end of the 14 Year War. While I doubt that future projects will be able to be made entirely with the existing mod pack (there's at least one Jupiter variant yet to be built, for example) the amount of work will be far lower as the two species' fleets simply transition from one into the other, rather that ever needing again to be built from scratch. If there's a third Frontlines campaign (and while I'd be happy to simply have bookended the TV War, a thir campaign is not out of the question - the original plan was five minicampaigns after all), it will probably be set in 2333 or 2334, and require almost no new assets at all, which will massively reduce the amount of time required.

Also, without wanting to be arrogant about it, and with no disrespect to the old U War team, one of my aims here was to create something like a "definitive" pre-FS1 shipset that others could use as their basis if they wanted to tell a story set during this period. Even if they didn't want to be linked up in any way with FL, or be constrained by the stories we tell and the limitations we place on the history of the era, having a fully fleshed out, reasonably high quality pair of fleets custom built for the era will bean extremely useful place for future campaign designers to start from if they decide they want to play in the TV-War era sandbox. To me, there's value in that even if it has meant a fairly outrageously long development period for an 8 mission campaign.



*The GTI Acheron hasn't been forgotten, but its role in 2322 is essentially as a piece of furniture - it's in one mission, but the Vasudans don't attack it, so it's just kind of.... there, covering the Sol node. It's fully UVed, and probably would be very easy to complete, and I expect at some point I probably will take a crack at getting it in game, but it's not something that I would let hold up completion of the mod, so I don't consider it part of the core modpack.
« Last Edit: June 20, 2017, 07:09:51 am by Black Wolf »
TWISTED INFINITIES · SECTORGAME· FRONTLINES
Rarely Updated P3D.
Burn the heretic who killed F2S! Burn him, burn him!!- GalEmp