Author Topic: [WIP] FS1 Upgrade  (Read 2583 times)

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Offline Trivial Psychic

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This is not associated with the FS Port, though I plan on using the Port platform to base this on.  I plan on going though the Freespace campaign and doing a few changes, but I was hoping for some feedback and opinions first.  I know others have proposed doing this before, but I plan on doing it.  I am currently playing through the Port, getting ideas as I go, so I may add more to this list, and the first post will be updated with the list of changes. Most consist of simply adding bonus objectives, many of which have been proposed before *cough*Plato*cough*.

For any mission that involves adding more cruisers to broaden the engagement, I have decided that several ships in the game context will be assigned to specific destroyers as part of their fleet.  I haven't decided if all of these ships will make appearances, but I put together the list as a point of reference.  I have also made preliminary plans to support Betrayal's suggestion of additional warship types.

GTD Galatea Fleet:
GTD Nimitz - Henderson
GTC Orff – Fenris
GTC Fortune – Fenris
GTC Neptune – Leviathan
GTCv Tychon – Morana

GTD Bastion Fleet:
GTD Rommel - Henderson
GTC Ravage – Fenris
GTC Oberon – Fenris
GTC Rampart – Leviathan
GTCv Tibertus – Morana

GTD Krios Fleet
GTD Patton - Henderson
GTC Metis - Leviathan
GTC Eurybia - Leviathan
GTC Adamant - Fenris
GTC Hecaterus - Fenris
GTCv Thalassa - Morana


PVD Pinnacle Fleet:
PVD Duamutef - Atum
PVC Taurus – Aten (I know, it was lost early on)
PVC Wosyet – Aten
PVC Hemen – Seker (Aten Mk2)
PVD Pakhet - Seker

PVD Hope Fleet:
PVD Imsety - Atum
PVC Mecross – Aten
PVC Pvemkin – Aten
PVC Khepri – Seker (Aten Mk2)
PVC Hemsut - Seker


M1-01 – Eve of Destruction
-I've decided to simply swap out for the more intensive demo version of this mission.

M1-02 - Field of Battle
-Added additional audio messages from VPs not used in standard mission.
-Added Aten class and freighter acting as C&C for fighter wing, & Debrief.

M1-03 - Small Deadly Space
-Added freighters arriving to dock with cargo.
-Added orders to scan Omega 1
-Added Zeta wing that arrives with Orff acting as your relief.

M01-04 - Avenging Angels
-Added active turrets for Omega and Rasputin, as well as orders to disarm the Omega and delay arrival of Comet and Intelligence until disarmed
-Separated out the transport from Intelligence wing.  Freighter is now GTT Cryos (transport used in Silent Threat) and the fighter wing escorting (now 2 Valks) is Tyr wing.
-Changed Rasputin's evasive path so it will go towards a pair of Vasudan cruisers (one Aten and one Seker) that jump in to pick up Rasputin.  Command deploys a Morana and a Leviathan to engage them.  Mission debrief has additional data.

M1-05 – Out of Dark, Into The Night
-Add bonus objective for destruction of Shivan Bomber
-Add departure orders for Plato if it survives to the node.
-Add departure message for Plato (Same as escape pod)
-Add Bonus objective for Plato survival
-Add mega bonus objective if all Shivan fighters from Plato Attack are destroyed AND Plato survives.
-Adjust debrief
-Add mission chatter for beginning
-Add Shaitan wing to quickly destroy Taurus.

M1-06 – Paving the Way
-Add Bonus if one Shivan bomber is destroyed and mission success

M1-07 – Pandora’s Box

-Add Bonus if rest of Alpha wing survive the mission (Debrief added)
-Add Bonus if remaining cargo is destroyed once scanned (Debrief added)
-Add random self-destruct sequence for cargo using one argument-based event, and removal of separate events.
-Add Bonus objective if first wave of Scorpions are destroyed.  Added longer interval between waves.

==Insert Chapter 1 Loop, 3x Missions==
Chapter 1 Loop:  Aboard GTI Krios in Ikeya system
M1-loop-01 - The Door
Flying Modified Angel class with 2nd seat for Electronic Warfare Officer.  Player discovers new jumpnode the Shivans are arriving through in Ikeya, as well as identifies new ship classes.

M1-loop-02 - Clouded Vision
Still piloting Angel class, player recons and scans enemy ships within atmosphere of gas giant, and makes an unsettling discovery

M1-loop-03 - Heist Under Fire
Terran fleet attempts to intercept Shivan fleet before it leaves Ikeya for Ribos.  At the same time, player supports cargo recovery from a depot near the node while the Shivans are occupied.  Cargo in question includes Shivan shield units which are later modified for Terran use and are escorted in M1-08.

M1-08 – The Hammer and the Anvil
-Add docking orders for Andromeda and Omega wing to dock with station (current is to depart)
-Add Bonus objective if all 4 of these ships make it (Debrief added)

M1-09 – The Darkness and the Light
-Add Mega Bonus if all 4 freighters are destroyed.

M1-10 – First Strike
-Add objective to destroy Taranis Coms to prevent reinforcements
-Add either transports or multiple strike wings jump in when Taranis is near jump node, and Comms not destroyed.  The arrival of one or the other is dictated by Is-Previous, as indicated in briefing if Taranis is resupplying (transports) or mounting an offensive (strike wings).  If transports dock, Taranis is at full heath and all turrets repaired, and can escape.  If strike wings arrive, they are Ace pilots and provide extra cover for the Taranis until it escapes.
Note:  Since the Comms system seems to get taken out quite easily, I may change both outcomes to trigger regardless of the Comms status.


M2-01 – Aftermath
-Add secondary objective for all Iota transports to survive (currently only one has to survive for primary)
-Add Bonus objective if all transports survive
-Add mega bonus if GTFr Nelson survives

M2-02 – The Big Bang
-Disable Asimov
-Bring in 2 Elysiums to repair the science cruiser’s engines after the battle is over.  Asimov withdraws when repaired.

M02-04 – Where Eagles Dare
-Delay end of mission until after Kappa wing freighters have departed with their cargo.
-Add orders to escort Kappa
-Add enemy wings to harass Kappa
-Add orders for Kappa wing transports to depart when they have captured their cargo unit.

M02-08 - Playing Judas
-Add more cargo so freighters are full when departing
-Have Alpha 1 scan Lucifer subsystems, including reactors.
-Have Manticore wing re-spawn
-Adjust position of sentries so they don't get caught by Lucifer arrival.

M02-09 - Evangelist
-Have more cruisers involved in the engagement for both sides, since Eva is supposed to be leading a fleet.

M02-10 - Doomsday
-Expand the number of forces attacking the Galatea from the get-go, since the Red-Alert briefing indicates that she looks sure to be lost, but aside from being disabled, its hull is actually pretty good when you get there.

Chapter 2 Loop:  Aboard PVD Pinnacle
Player flies for Vasudans to discover how HOL is resupplying, finds VPE officials using Terran mercenaries as intermediaries to supply the insurgents.

Chapter 3 Loop:  Aboard GTD Soyokaze?
Player flies captured Shivan craft in attempt to destroy Lucifer

That's all for the moment.  I'll hopefully add more as I progress through the campaign.
« Last Edit: April 24, 2017, 07:11:08 pm by Trivial Psychic »
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Offline Woolie Wool

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Re: Discussion: FS1 Upgrade
I would suggest adding Fury AI to the campaign (to every campaign, really, it makes the game so much better), and altering the SSLBeam to look like an LRed.
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Offline CT27

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Re: Discussion: FS1 Upgrade
I'm going off what I've heard from others here:

I've heard it said that the in game tech reports misrepresent the Prometheus vs. the Avenger cannon.  They said in actuality that the Avenger gives higher damage despite the description on the weapon select screen.

I'm not saying the Prom. should be better in EVERY respect than the Avenger, but perhaps the Prom should get a buff.

 

Offline Woolie Wool

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Re: Discussion: FS1 Upgrade
I would suggest that the Avenger get its shield damage cut in half or thereabouts, because the fluff says it's supposed to be of only marginal effectiveness against shields.
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16:47   Quanto   D:

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Offline Trivial Psychic

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Re: Discussion: FS1 Upgrade
Changing weapon values and Fury AI could negatively affect balance, and potentially add significant workload to compensate.  That said, I may give it a try.
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Offline Nyctaeus

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Re: Discussion: FS1 Upgrade
Have you consider some new classes of ships? Something to reflect warships from previous generations of warship design, or terran-vasudan war era ships? That's what I sorely missed when I play first Freespace after rethinking that matter. For example we still have Orions, Fenrises, Typhons and Atens in FS2, 32 years after the Great War so most of GTA warships from GW are probably relatively new designs. There are a lot of niches between classes of ships.

I was thinking about something like that with Col.Hornet. We called it Great War: Reimagined and we wanted to include some old classes like Zagreus as Unification War-era destroyer slowly phased out from service by Orion and some other classes.
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Offline Trivial Psychic

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Re: Discussion: FS1 Upgrade
If older classes of ships were to be added to this project, they would have to be background ships.  Also, the only ones I know about would be from the Unification War mod.

BTW, update adding in M02-08 through 10.
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Offline CT27

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Re: Discussion: FS1 Upgrade
Changing weapon values and Fury AI could negatively affect balance, and potentially add significant workload to compensate.  That said, I may give it a try.

I was suggesting it to get gameplay  to accurately reflect game text/plot.

 

Offline 0rph3u5

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Re: Discussion: FS1 Upgrade
M02-09 - Evangelist
-Have more cruisers involved in the engagement for both sides, since Eva is supposed to be leading a fleet.


That's avery labour intensive task as of the five FS1-era cruiser types only the terran ones make good combatants before extensive maneuvers are planned into this - and that is even before you consider the poor hp count on what is labeled "Main Turret" for each in the retail.pofs (and their turrets overall)
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Offline Trivial Psychic

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Re: Discussion: FS1 Upgrade
Although I haven't settled on it, I have considered Betrayal's suggestion of additional ship classes and have identified 3 that look FS1-era-ish.  The first is Trashman's Aten MK2.  It could be a beefier cousin of the Aten, perhaps in the Leviathan class with enough speed to make it a threat.  I would need to change the name though.  The other two would be more legacy ships.  One is the Henderson, which is either a destroyer or a dreadnought.  Anyway, it looks like an older class to me.  The other is the Morana class corvette.  I could easily reskin it with Orion blue & window lights.  The engine stock is a bit un-freespacy, but as it is an older design, elements like this can be overlooked.  I considered the Calypso, but I don't like those weird fins on the ventral.  Also, th engine stocks look weird.  The Reliant and Constellation designs are established in Unification War as pre-FS1, but I think that they would be too old to still be in service.  I know the Faustus dates back to that era, but UT says that it was state of the art when it was introduced.

Again, if I chose to include new ships, they would need to be in heavily-modified missions, such as the proposed Eva fleet-on-fleet engagement, or as background pieces such as in M1-08, near the Arcadia.

Edit: Sorry, I meant the Sagittarius, not the Constellation.
« Last Edit: November 18, 2016, 09:19:52 pm by Trivial Psychic »
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Offline Trivial Psychic

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Re: Discussion: FS1 Upgrade
I know that double-posting is considered somewhat of a faux-pas, but since this is MY thread, I feel justified.

I am considering the possibility of inserting loops with the campaign.  I'm thinking of doing one per chapter.  The first would start just after "Pandora's Box" and include missions investigating where the Shivans are coming in from, make the first discovery of the Eva, and the capture of the first shivan shield units.  I'm thinking it will involve using the Angel scout fighter during recon missions, and since it's after the scanning of the cargo in Pandora's Box, you're able to target the Shivans, and you get the Avenger.  You would also be stationed on either the Kiros or the Soyokaze during this loop.
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Offline Nyctaeus

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Re: Discussion: FS1 Upgrade
Hmmm... Aten mk.2 is quite old and low poly. What about using Neith instead? It has similar turret layout, but it's way cooler than Aten Mk.2. BW did a really outstanding job with this.
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Online Black Wolf

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Re: Discussion: FS1 Upgrade
Thanks, but Blowfish deserves most of the credit for building an outstanding model.

Trivial Psychic: I like the loops idea, as long as you can get the voice acting to line up, and given that you're off ship, that shouldn't be to tricky. If you decide you definitely need new, era-appropriate ships (and personally, I'd only introduce things like that if they were specifically called for by a given mission) keep an eye on the FL forum, or PM me and I'll show you what I'm working on. There are a couple of ships being textured now that might fit your era.
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Offline Trivial Psychic

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Re: Discussion: FS1 Upgrade
I've given the other two loops some thought.  The chapter two loop would involve the player being briefly assigned to the PVD Pinnacle to eliminate HOL activity in a system (which one I haven't decided on yet).  The VPE has been destroying HOL cargo depots but for some reason they keep getting resupplied.  Then a they caught a break when they captured a freighter and its captain caved.  It seems that while some join the HOL to worship the Shivans, others (him included) just hate Terrans.  Then he found out that the HOL brass were working WITH Terrans and he saw them as hypocrites, so he decided to roll on them.  Using captured HOL fighters and the freighter, you try to track down where the supplies are coming from.  It turns out that Terran mercenaries are being used as intermediaries to disguise the fact that a few high-placed VPE government and military officials are actually supporting the HOL.  The exposure of these traitors forces them on the run and this leads the official defection of the Ptah to the HOL.  The mercenaries are captured but GTI snaps them up.  I was also hoping to include hints that the Hades group were using them to try to get some intel on HOL, possibly Shivan-related.

The chapter 3 loop could include a secret commando-style attempt to destroy the Lucifer.  I was thinking that SpecOps uses the freighter they captured from the cutscene loaded with explosives to dock with the Lucifer and blow up to somehow disrupt its shields.  Obviously the plan is unsuccessful.

My choice of the Aten Mk2 is because it looks much less FS2 than some other designs I've seen, and I just didn't feel like using the Mekhet design.

As for voice acting, I've been stealing audio files from other missions, but I can't always find what I want, and debriefings are a total wright-off.  I'm still keeping the original debriefings, but my added bonus objective stuff is just gonna have to be sim-speech... unless this gets enough positive attention to warrant a voice acting drive, but something like that isn't even on the radar yet.  This is just me fiddling with some existing missions, and taking input from the community.
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Offline Trivial Psychic

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Re: Discussion: FS1 Upgrade
So I was recently tinkering with Aftermath, and found that it may have been possible in retail to save the Nelson.  Apparently no-one unticked the player orders for it, so as soon as it arrives, you should only need to order it to depart and it won't be destroyed.  That said, I plan on making the player work for the bonus and have removed the player orders for the Nelson.  However, in the original mission, the player is prevented from saving it by destroying the attacking fighters, by ensuring that it jumps in too far out to take them out in time, by having its arrival location listed as in front of Alpha 1, so no matter how far you fly out ahead, you won't get there in time.  I plan on balancing this by keying its position from Iota 1.  The only problem will be if Iota 1 is destroyed first.  Then there won't be an arrival anchor.  I could try to set up a string-variable that changes as each ship is lost.  Anyway, I only see that becoming a problem if the player is either really unskilled, or is playing on high-difficulty, to have Iota 1 lost that early on.
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Re: Discussion: FS1 Upgrade
Actually, I am a bit puzzled here. Aren't the Manticores chasing the Nelson actually the first enemies to be seen in that mission? If this is true, then how Iota 1 could be even destroyed in the first place? (okay, the player could go mad or just test the mission pretty hard)

And some questions about others:
M1-01: perhaps adding a bomber or any heavier fighter to make it a bit more challenging (and logical, several of those paper fighters against a cruiser?)... Or perhaps just use the Eve of Destruction Redux - it's somewhere in the Mission Simulator.
M1-05: I've always approached the mission with a Valkyrie, fitted with Fury missiles. It is somewhat reliable, but the player needs to focus on a single Shivan fighter/bomber for a few minutes when, thanks to the AI, his wingmen are destroyed by them. Some strange stuff here: four enemy fighters roll over a vasudan attack force with ease, Plato has some very important stuff aboard... no, four fighters guarding a paper-thin armored transport absolutely can protect it from the new, unknown aliens (after fighting a vasudan attack unit) without any support. I am suggesting giving the player a possibility of calling in two fighters, teaching wingmen how to take evasive actions and perhaps forcing Shivan fighters to stay after Plato departed until one of the sides is eliminated. Killing one with the weaponry available is already a bit of a pain, not mentioning four.
M1-06: same thing here: should the bombers depart right away after Galatea jumps out?
M1-08: I attempted to save Andromeda and its accompanying vessels several times - if I recall correctly, I had to abandon the freighters right at the beginning to get there in time, which means mostly counting on luck with the containers... Perhaps moving their arrival a bit closer so the player actually has some chances to reach them in time without abandoning the cargo for too long?
Note that these are only suggestions.
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Offline Trivial Psychic

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Re: Discussion: FS1 Upgrade
You might be right about Iota.  I never checked on that.

I might take a look at the Redux mission 01 and see what its got.

I was just recently playing through my updates to M04 and agreed that without the damage hacks it takes too long for the Shivans to take out the Taurus, so I've added another wing of 4 Shaitans that jump in after Virgo is destroyed and use a good-secondary-time event for them to fire volleys of Shivan Trebuchets on the Taurus.  That seems to work to take her down quickly enough.  Also, the Plato can now escape, though it may be a bit too easy for that now, so I might add another fighter to harass either the Plato some more, or the player so they can't interfere with the bombers.  I did decide that there's too much uncomfortable silence at the beginning of that mission, and right after the first Vasudan wave is down, so I've added some fluff messages.

For M08, I have managed to save the Andromeda and its transports by running towards them as soon as they arrive.  In the existing mission, if they survive, the Andromeda warps out at the end of its waypoints but runs into the station as it completes its warp acceleration.  The Isis just loiter around the last waypoint, bumping into one another, though they're supposed to jump out when they reach it... I guess they don't as far as the game is concerned.

I've also begun work on the first loop mission.  So far, I am running into a slight problem with multi-docking.  I've got freighters jumping in through an uncharted jumpnode, fully loaded with cargo.  I'd like them to drop all the cargo at once, and attempted to use the Jettison-cargo-delay, but they scrape against the ship as they detach.  I've tried to tell it to undock from one and jettison the others at the same time, but its not working out.  I've tried adding a delay, but I haven't tested it out yet.

FYI, it will be a 3-mission loop.
Loop1-1 - In Ikeya, player finds Shivan ships arriving form the same spot, which is discovered to be a jumpnode that sensors weren't able to detect.  Freighters w/cargo, 2x Cain, 1x Lilith, and 1x Demon are seen entering the system.
Loop1-2 - Player gets scans of these ships in the atmosphere of a Gas Giant.
Loop1-3 - Player provides escort during the heist of cargo units carrying Shivan shields.
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Offline TrashMan

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Re: Discussion: FS1 Upgrade
Although I haven't settled on it, I have considered Betrayal's suggestion of additional ship classes and have identified 3 that look FS1-era-ish.  The first is Trashman's Aten MK2.  It could be a beefier cousin of the Aten, perhaps in the Leviathan class with enough speed to make it a threat.  I would need to change the name though.  The other two would be more legacy ships.  One is the Henderson, which is either a destroyer or a dreadnought.  Anyway, it looks like an older class to me.  The other is the Morana class corvette.  I could easily reskin it with Orion blue & window lights.  The engine stock is a bit un-freespacy, but as it is an older design, elements like this can be overlooked.  I considered the Calypso, but I don't like those weird fins on the ventral.  Also, th engine stocks look weird.  The Reliant and Constellation designs are established in Unification War as pre-FS1, but I think that they would be too old to still be in service.  I know the Faustus dates back to that era, but UT says that it was state of the art when it was introduced.

Again, if I chose to include new ships, they would need to be in heavily-modified missions, such as the proposed Eva fleet-on-fleet engagement, or as background pieces such as in M1-08, near the Arcadia.

Edit: Sorry, I meant the Sagittarius, not the Constellation.

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Offline Trivial Psychic

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Re: Discussion: FS1 Upgrade
Interesting.  Is that a corvette class?  Does it have a fighterbay?
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Offline Trivial Psychic

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Re: Discussion: FS1 Upgrade
Update:  First mission of Loop 1 nearly done.  Just working on some polish

BTW, would people prefer that I release each chapter separately at first, or wait until I've re done the entire campaign?
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