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General FreeSpace => FreeSpace Discussion => Topic started by: General Battuta on April 10, 2012, 10:40:00 am

Title: In dreamland: something I'd like to work on
Post by: General Battuta on April 10, 2012, 10:40:00 am
When work is done on Blue Planet in all its message-heavy words-a-licious triple-stage-mission HUDtastic glory, I want to do a minimalist, stripped-down campaign that looks only to FreeSpace 2 for its narrative and thematic stylings. Missions would fall in the 5-7 minute range and focus on flow, zen element deployment, and smooth escalation. The plot would use elements established in FreeSpace 2 and carry them forward to a conclusion, rather than focusing on a side story. There might be some branching. Development would focus on rapid iteration by a team of mostly FREDders (plus NGTM1R to bang on tonal things), since the project wouldn't require any new assets.

As the title suggests, this is merely idle fantasy - but of the mission design innovations made in recent years, the features enabled by the SCP, and the HTL models made available by the community's pooled effort, what would people most like to see included?

e: To clarify, this would be set probably ~20-30 years post-FS2.
Title: Re: In dreamland: something I'd like to work on
Post by: Colonol Dekker on April 10, 2012, 10:51:54 am
Events hinted at but not seen in the campaign. Like NTF assaults on positions.

GVD (Insert name here) aspolding.

And The rest of Kappa wings whereabouts. :yes:
Title: Re: In dreamland: something I'd like to work on
Post by: Sombre on April 10, 2012, 11:28:01 am
I am totally with you except for setting it 20-30 years after FS2. I would actually prefer to see this kind of minimalist, elegant campaign take place within the FS2 time frame or slightly before it. There's plenty of stuff that's hinted at in FS2 but never explored, a lot of it to do with the NTF. A low key series of engagements at the start of the NTF conflict would be good with the kind of escalation Derelict aimed at; you start small not as part of some elite wing but as a guy out there where resources are stretched trying to do the right thing.

I get the feeling that an extreme focus on fredding rather than plot or assets doesn't fire up the imagination of many modders though.
Title: Re: In dreamland: something I'd like to work on
Post by: General Battuta on April 10, 2012, 11:30:29 am
It'd be interesting, but it doesn't leave much for new technologies I'd like to bring in as standard issue, like capship countermeasures and SSMs.

The plot would be hammered out and written down to the level of necessary flexibility beforehand.
Title: Re: In dreamland: something I'd like to work on
Post by: mjn.mixael on April 10, 2012, 12:12:22 pm
It'd be interesting, but it doesn't leave much for new technologies I'd like to bring in as standard issue, like capship countermeasures and SSMs.

Meh. Someday I'd like to play a new campaign where I don't have to learn the ins and outs of new ships and weapon types. Good ol' fashioned, FS2 era shoot em up.
Title: Re: In dreamland: something I'd like to work on
Post by: General Battuta on April 10, 2012, 12:16:21 pm
It'd be interesting, but it doesn't leave much for new technologies I'd like to bring in as standard issue, like capship countermeasures and SSMs.

Meh. Someday I'd like to play a new campaign where I don't have to learn the ins and outs of new ships and weapon types. Good ol' fashioned, FS2 era shoot em up.

We have plenty of those, and there's nothing wrong with them.
Title: Re: In dreamland: something I'd like to work on
Post by: mjn.mixael on April 10, 2012, 12:19:42 pm
I guess I'm just not really interested in another post FS2 era campaign.. especially if it's just for the sake of being able to use certain technologies. I'm not saying you shouldn't do it though. By all means go for it. I'm sure it would be good.
Title: Re: In dreamland: something I'd like to work on
Post by: General Battuta on April 10, 2012, 01:07:51 pm
Interesting - I've always felt like we had too many FS1/FS2 era campaigns and not enough exploration of new territory. Different strokes. :)

It's certainly not 'just for the sake of being able to use certain technologies.' I'm not really interested in doing a narrative contemporaneous with one of the existing games.

e: Also I want to do something with the FS3 plot material we got from V.
Title: Re: In dreamland: something I'd like to work on
Post by: crizza on April 10, 2012, 02:22:43 pm
Would love to lend a hand as storywriter, but I guess I'll read it if it's done^^
Title: Re: In dreamland: something I'd like to work on
Post by: MatthTheGeek on April 10, 2012, 02:27:52 pm
I've always felt like we had too many FS1/FS2 era campaigns and not enough exploration of new territory.
...wut

More than half the campaigns are post-Capella. Are you living in a different universe ?
Title: Re: In dreamland: something I'd like to work on
Post by: Sombre on April 10, 2012, 02:37:44 pm
There are quite a few FS1 and FS2 era missions and campaigns that have kinda been left behind and forgotten which would make up the numbers.

Many of the most famous campaigns like Warzone, Derelict, Homesick, Transcend are basically FS2 era.
Title: Re: In dreamland: something I'd like to work on
Post by: General Battuta on April 10, 2012, 02:37:56 pm
Released campaigns? Huh, I wouldn't have guessed that.

Anyway, diversity of interests is a strength of the community!
Title: Re: In dreamland: something I'd like to work on
Post by: Lorric on April 10, 2012, 03:19:57 pm
De-emphasise missile combat. Bring in close up dogfighting with guns and dumbfires. Could make an excuse that countermeasures technology has overpowered missile technology too much to make missiles viable anymore.
Title: Re: In dreamland: something I'd like to work on
Post by: General Battuta on April 10, 2012, 03:26:19 pm
De-emphasise missile combat. Bring in close up dogfighting with guns and dumbfires. Could make an excuse that countermeasures technology has overpowered missile technology too much to make missiles viable anymore.

Could do, but bear in mind that this was already 90% of FreeSpace 2 (followed by a couple missions of poke-the-bomber-with-the-Trebuchet).
Title: Re: In dreamland: something I'd like to work on
Post by: swashmebuckle on April 10, 2012, 03:28:37 pm
-SHOWDOWN@SHIVANTOWN-

Sounds like a good plan.  What I notice about the retail campaigns as compared to most of the fan stuff I've played and tried to make is that they move forward at a much more brisk pace, both in terms of gameplay (scan/kill this, then return to base) and in the mission to mission story (constant strategic shifts, destroyers moving from system to system, the player being transferred to new squadrons, etc).  This reward structure is very satisfying, and the sense of propulsion makes me want to keep playing.  If either side of things (gameplay or plot progression) gets bogged down, I start to lose interest, but if you can get both those elements in the gaming sweet spot, I'll stick with it through thick and thin.
Title: Re: In dreamland: something I'd like to work on
Post by: General Battuta on April 10, 2012, 03:30:36 pm
Three missions and one squadron per story arc!
Title: Re: In dreamland: something I'd like to work on
Post by: The E on April 10, 2012, 03:32:47 pm
That sort of thing would work quite well if you were playing several pilots across several squadrons all involved in the same operation.
Title: Re: In dreamland: something I'd like to work on
Post by: Lorric on April 10, 2012, 03:35:25 pm
De-emphasise missile combat. Bring in close up dogfighting with guns and dumbfires. Could make an excuse that countermeasures technology has overpowered missile technology too much to make missiles viable anymore.

Could do, but bear in mind that this was already 90% of FreeSpace 2 (followed by a couple missions of poke-the-bomber-with-the-Trebuchet).

Do you mean missiles or dogfighting was 90% of Freespace 2? Because I know some like missiles and some like tearing things up with dumbfires anyway.

Btw, what does "zen element deployment" mean?
Title: Re: In dreamland: something I'd like to work on
Post by: swashmebuckle on April 10, 2012, 06:12:55 pm
Three missions and one squadron per story arc!
Yeah pretty much.  I'm assuming if you are going to emulate the style of the :v: campaigns that you don't intend to focus on the player character anyway (at least not beyond "Alpha 1 is brave and good at killing the enemy"), so it certainly wouldn't hurt the story any to jump around between different pilots as E said.  IMO, having the central character be someone like the Admiral of the destroyer where the player squadrons are stationed is a good choice, as it gives you the opportunity to develop a character over the entire campaign without having to put words in the player avatar's mouth.  Plus then you can have a big climactic mission where the player finally gets to play as the main character and shoot beams and stuff.
Title: Re: In dreamland: something I'd like to work on
Post by: NGTM-1R on April 10, 2012, 07:32:05 pm
It's like you read my mind.

And all the terrible, terrible story concepts I had four or five years ago. Or maybe it was just I couldn't FRED that made them terrible, either way.
Title: Re: In dreamland: something I'd like to work on
Post by: NGTM-1R on April 10, 2012, 07:43:49 pm
My visions were basically revolving around ETAK-derived codebreaking and the GTVA's plans to win the battle at Gamma Draconis this time, and were for:

A GTVA probing attack, testing new tactics and weapons against the Shivans via the use of a Knossos portal, so that the situation is somewhat controllable.

The response to a Shivan incursion, starting with the system defenses trying to contain the initial strike, stepping up to the first out-system responders as the system defenses start to fall, and finally moving viewpoint to the main GTVA response. It would end with a node collapse, although my plans varied from simply collapsing the Shivan entry point to a limited offensive, in which the strength of the GTVA response crushes local Shivan forces and the GTVA is able to gain a system and collapse the nodes leading deeper into Shivan space.
Title: Re: In dreamland: something I'd like to work on
Post by: Lorric on April 10, 2012, 08:11:37 pm
I wonder if I am alone/rare in thinking this, but I wouldn't mind a campaign where it could be roughly a dozen missions or something, and all of them are to fulfil a single objective. I know that's not what your driving at Battuta, but imagine 12 or so missions just to say destroy a single battle group, or secure the area around a planet. Draw it out and give it a story, make it seem like you're up against a wily enemy general, and both forces are being whittled down to the bare bones.
Title: Re: In dreamland: something I'd like to work on
Post by: General Battuta on April 10, 2012, 08:33:47 pm
I wonder if I am alone/rare in thinking this, but I wouldn't mind a campaign where it could be roughly a dozen missions or something, and all of them are to fulfil a single objective. I know that's not what your driving at Battuta, but imagine 12 or so missions just to say destroy a single battle group, or secure the area around a planet. Draw it out and give it a story, make it seem like you're up against a wily enemy general, and both forces are being whittled down to the bare bones.

Play Vassago's Dirge!
Title: Re: In dreamland: something I'd like to work on
Post by: crizza on April 11, 2012, 01:50:13 am
I wonder if I am alone/rare in thinking this, but I wouldn't mind a campaign where it could be roughly a dozen missions or something, and all of them are to fulfil a single objective. I know that's not what your driving at Battuta, but imagine 12 or so missions just to say destroy a single battle group, or secure the area around a planet. Draw it out and give it a story, make it seem like you're up against a wily enemy general, and both forces are being whittled down to the bare bones.

Play Vassago's Dirge!
A realy great campaign :)
Would be nice if you do the 3missions/1 pilot thing, but going even further, like jumping between terran and vasudans pilots or being a vasudan pilot alltogether.
Title: Re: In dreamland: something I'd like to work on
Post by: NGTM-1R on April 11, 2012, 02:35:53 am
That's not really hard; the first idea I mentioned had, at one point, a plan to use the standardized interface against you by dumping you in a Shivan fighter as a Shivan pilot without warning.

I actually built the mission.
Title: Re: In dreamland: something I'd like to work on
Post by: bigchunk1 on April 11, 2012, 02:56:17 am
VD's a good campaign, but sometimes I think people forget what other campaigns have been released.

A pretty decent minimalist campaign which has been put out there, probably one of my favorites for its simplicity and fun, is a 5 mission campaign called dreams. (http://www.hard-light.net/forums/index.php?topic=69034.msg1364089#msg1364089) It begins set in the freespace universe and takes you on a short and fun trip into the unknown.


Another mini campaign based on the freespace universe which was released around the same time and was pretty solid was called Uncharted territory. (http://www.hard-light.net/forums/index.php?topic=67327.msg1330476#msg1330476) It stations you aboard a light carrier charged with safeguarding a scientist team on their way to investigate far off shivan infested regions.

Both campaigns for the most part use entirely retail data and largely focus on retail style gameplay (from what I remember).
Title: Re: In dreamland: something I'd like to work on
Post by: Sushi on April 11, 2012, 09:14:37 am
A couple of things that I would love to do, given the dreamland time:

1. Re-do FS1. Same story, missions updated to take advantage of new AI, physics, and mission scale possibilities.
2. A "vignettes" campaign. Lots of single missions (or mini-arcs) completely separate from each other, not even necessarily by the same author, exploring a wide variety of themes and events. (I actually started this at one point, and wrote one mission, but for various reasons never released it or made more).
Title: Re: In dreamland: something I'd like to work on
Post by: Snail on April 11, 2012, 09:38:00 am
2. A "vignettes" campaign. Lots of single missions (or mini-arcs) completely separate from each other, not even necessarily by the same author, exploring a wide variety of themes and events. (I actually started this at one point, and wrote one mission, but for various reasons never released it or made more).
Wow that would be cool. :yes:
Title: Re: In dreamland: something I'd like to work on
Post by: X3N0-Life-Form on April 11, 2012, 09:40:55 am
That's not really hard; the first idea I mentioned had, at one point, a plan to use the standardized interface against you by dumping you in a Shivan fighter as a Shivan pilot without warning.

I actually built the mission.

I did that too once. I had an utterly boring mission against the NTF, so toward the end, *bang*, the player is in a shivan fighter attacking some SOC operatives in the nebula.
I also did this in my never-released demo mission, although you remain in the same mission area.

EDIT
1. Re-do FS1. Same story, missions updated to take advantage of new AI, physics, and mission scale possibilities.

Its not that hard actually, I sorta did that with the FS2 campaign when I was bored once, basically switching the AI profile to my mod's, and rebalanced afterwards, sometimes adding a ship or more wings.
Slaying Ravana and game of tag are still kind frustrating though. And the stealth fighter mission is unwinnable for some reason, although since I modified the missions out of the then-extracted-and-available-right-away retail missions, it might be an old bug against which the MVP missions have a failsafe or fix or something.

2. A "vignettes" campaign. Lots of single missions (or mini-arcs) completely separate from each other, not even necessarily by the same author, exploring a wide variety of themes and events. (I actually started this at one point, and wrote one mission, but for various reasons never released it or made more).
Wow that would be cool. :yes:
+1
Title: Re: In dreamland: something I'd like to work on
Post by: Molybdenum on April 13, 2012, 06:05:39 pm
2. A "vignettes" campaign. Lots of single missions (or mini-arcs) completely separate from each other, not even necessarily by the same author, exploring a wide variety of themes and events. (I actually started this at one point, and wrote one mission, but for various reasons never released it or made more).

Awesome. I could see how this could work out with many FREDers contributing. If only everyone agreed on using a certain modpack and theme.

One of my ideas for a campaign featured switching the player narrative between pilots on different sides of a conflict. For example flying one mission as a GTVA pilot and then switching over to the NTFs perspective for a few missions. Since both characters would be placed in the same spectrum of conflict the player would often find himself attempting to undo the damage caused by his own actions in previous missions. Such a narrative has it's dwonsides it creates the possibility to flesh out the conflict far more then conventional one-sided storytelling.
Title: Re: In dreamland: something I'd like to work on
Post by: Goober5000 on April 14, 2012, 12:40:56 am
1. Re-do FS1. Same story, missions updated to take advantage of new AI, physics, and mission scale possibilities.
This was pretty much already done in "What If - Another Great War".

Quote
2. A "vignettes" campaign. Lots of single missions (or mini-arcs) completely separate from each other, not even necessarily by the same author, exploring a wide variety of themes and events. (I actually started this at one point, and wrote one mission, but for various reasons never released it or made more).
Shrouding the Light: Origins is kind of like this.
Title: Re: In dreamland: something I'd like to work on
Post by: Sushi on April 14, 2012, 01:48:46 am
1. Re-do FS1. Same story, missions updated to take advantage of new AI, physics, and mission scale possibilities.
This was pretty much already done in "What If - Another Great War".

Yes, but it wasn't done my way. :p
Title: Re: In dreamland: something I'd like to work on
Post by: Ace on April 15, 2012, 10:40:15 pm
One thing I've always sort of thought of as a conclusion type storyline (which BWO if ever released was supposed to hint at it being the GTVA/Sol Reunion to prep for this) was to follow some of the early FS2 promo plot details.

Basically it's been a generation since reunification with Sol. The Shivans haven't been seen or heard from in over 30 years. The GTVA has insanely fortified the nodes that directly lead out of their core space and have sent relatively self-sufficient task forces for scouting the Knossos network. All of the ships have returned but one.

You're part of a recon in force sent down the path of this lost ship. The plotline basically starts as somewhat Apocalypse Now like with the commander of that taskforce going rogue basically arguing along lines of Bosch that the humans and Vasudans can't stand against the Shivans without some form of alliance. You're following more or less their path, seeing the ruins of species that the Ancients built themselves upon, etc. (basically this allows for fighting rogue same faction ships as in the first two games)

The climax of the first act being this CO using a high pulse ETAK signal and detonating a star (using what appears to be a constructed device by the commander based on Knossos technology). This shunts everything to the second act where new nodes have opened and Shivans begin an assault on GTVA space following the routes your fleet took. A major set piece being the destruction of the main fortified node that leads to the core systems and the Shivans sending through a Sathanas fleet that seems poised to detonate several GTVA systems.

As a last ditch effort and the third act, there is a new node discovered that leads to Shivan space. "Shivantown" being a type of dyson grid with dense subspace node formations that they tap for power. (basically the entire system is densely packed with nodes and sneezing wrong changes its configuration)

Using GTI and GTVI information, a modified ETAK to scramble Shivan comms is used and a weapon to detonate the sun (the GTVA's hail marry weapon based on the crazy commander's design) in the dyson grid is deployed (the same tech the rogue commander uses at the end of Act 1). It's a last ditch effort thrown at the weakest point of the Shivans with the hope of forcing them to at least cut them off from the bulk of their forces or make them withdraw.

As for the very ending, well the cycle of extinction and preservation ends with some real conclusions that don't involve a star child and red/green/blue explosions :p

Things like the dyson grid and some new Shivan supercaps would add in the "basically fighting on spaceship that's more like planetary surface" thing that was hinted at as wanted by Volition employees in a third game. The ships being done in a way that taking out subsystems (reactors for shield sheaths, etc.) by fighters and bombers is crucial for surviving although capships do the killing blow.
Title: Re: In dreamland: something I'd like to work on
Post by: TrashMan on April 16, 2012, 01:21:22 am
You making a post FS2 story? But you don't have anytihng definitive yet?

Could be interesting. Heck, I'd freely pass on my story for FoW3 if it will help you. Lord knows it ain't moving.
Title: Re: In dreamland: something I'd like to work on
Post by: TrashMan on April 16, 2012, 01:25:45 am
The climax of the first act being this CO using a high pulse ETAK signal and detonating a star (using what appears to be a constructed device by the commander based on Knossos technology).


It took 80 Sathanases over a period of days to cause Capella to go nova. And some ship captain builds a sun-buster????
Methinks you like sun-busting far too much. Also, it's becoming a tiresome trope in sci-fi. Everyone and their grandma can blow up suns.
Title: Re: In dreamland: something I'd like to work on
Post by: General Battuta on April 16, 2012, 07:28:40 am
You making a post FS2 story? But you don't have anytihng definitive yet?

Could be interesting. Heck, I'd freely pass on my story for FoW3 if it will help you. Lord knows it ain't moving.

Sure, I'd love to see it.
Title: Re: In dreamland: something I'd like to work on
Post by: Molybdenum on April 16, 2012, 11:18:33 am
The plotline basically starts as somewhat Apocalypse Now

I remember toying with the idea of transferring Heart of Darkness into the Freespace setting but I felt it would probably end up feeling corny.
Title: Re: In dreamland: something I'd like to work on
Post by: TrashMan on April 16, 2012, 01:50:29 pm
You making a post FS2 story? But you don't have anytihng definitive yet?

Could be interesting. Heck, I'd freely pass on my story for FoW3 if it will help you. Lord knows it ain't moving.

Sure, I'd love to see it.

I have a summary file somewhere on my PC. Will try to dig it up once the PC is back from the repair.
Title: Re: In dreamland: something I'd like to work on
Post by: Ace on April 16, 2012, 03:41:53 pm
The climax of the first act being this CO using a high pulse ETAK signal and detonating a star (using what appears to be a constructed device by the commander based on Knossos technology).


It took 80 Sathanases over a period of days to cause Capella to go nova. And some ship captain builds a sun-buster????
Methinks you like sun-busting far too much. Also, it's becoming a tiresome trope in sci-fi. Everyone and their grandma can blow up suns.

FS is all about executing corny scifi tropes, but doing it decently.

Plus, there is no way of conventionally defeating the Shivans. So it's either a superweapon or giving them a Deathstar type weakness in Shivantown (one structural weak spot a fighter squad can blow up that destroys the whole superstructure).

So both are cheesy tropes. Of course the whole "superweapon fails and fighters have to do it anyway" worked well for Wing Commander 3...
Title: Re: In dreamland: something I'd like to work on
Post by: BengalTiger on April 16, 2012, 03:45:33 pm
Quote
I have a summary file somewhere on my PC. Will try to dig it up once the PC is back from the repair.

ALWAYS have a backup, even if it's done once every 2-3 months.

It's also not a bad idea to create a backup after spending a single weekend if there's a lot of work done (such as balancing a species or two...).

I personally didn't learn this the hard way, but working a couple years on something only to be a couple years behind due to an HDD failure does not seem nice.
Title: Re: In dreamland: something I'd like to work on
Post by: General Battuta on April 16, 2012, 07:22:28 pm
The climax of the first act being this CO using a high pulse ETAK signal and detonating a star (using what appears to be a constructed device by the commander based on Knossos technology).


It took 80 Sathanases over a period of days to cause Capella to go nova. And some ship captain builds a sun-buster????
Methinks you like sun-busting far too much. Also, it's becoming a tiresome trope in sci-fi. Everyone and their grandma can blow up suns.

FS is all about executing corny scifi tropes, but doing it decently.

I actually...disagree with this. FS1, maybe.
Title: Re: In dreamland: something I'd like to work on
Post by: Sushi on April 16, 2012, 07:32:39 pm
FS is all about executing corny scifi tropes, but doing it decently.
I actually...disagree with this. FS1, maybe.

FS1 definitely, IMO. But that's OK... nothing wrong with a good trope. :)
Title: Re: In dreamland: something I'd like to work on
Post by: General Battuta on April 16, 2012, 07:40:11 pm
I agree. I think FS1 and FS2 are each necessary for each other. FS1 establishes, FS2 deconstructs. Without FS2, FS1 is just another space opera; without FS1, FS2 has nothing to stand on.
Title: Re: In dreamland: something I'd like to work on
Post by: Luis Dias on April 16, 2012, 07:46:00 pm
Hmmm looking forward to know more about your adventures, tutta ;). Good luck
Title: Re: In dreamland: something I'd like to work on
Post by: Killer Whale on April 17, 2012, 06:02:08 am
Things I'd like to work on:

* A mod where at the end of AoA the shivan juggernaut fleet's purpose was to cause a huge subspace effect which shunts the 14th into a non-Braham (shivans & vishnans can't exist there) universe instead of back home. It is like an Alice Madness Returns style inspired dark wonderland. The Vishnans charge Bei with "fixing" what went wrong. He's brutally determined to make things right, and as the Orestes goes up in smoke his plan becomes impossible. He goes bat[guano] crazy and forces the traumatised 14th into beating the crap out of wonderland. The fleet gets turned into the ultimate fighting force by the absolutely screwed over conditions, wonderland allies, Bei's brutal control, Sanctuary's construction of ships from space debris and actually succeeds in defeating one of two wonderlandian factions and get banished back to their proper universe by an effort by the other. They beat the heck out of the UEF in a day (nuking Earth a couple of times tends to draw a quick surrender), fend off a whole lot of shivans and finish by destroying the Dante, causing humanity to become the next great destroyers; all part of the shivan plan for destruction to overcome preservation. Why do you think they let two equally powerful races survive unless to instate a new set of destroyers (terra) and preservers (vasuda). Wonderland looks steam punky except in space. - I've written... most of the plot for this

* Pre T-V war mod with frigate and under scale ships with contemporary guns (Autocannons, RL ship turrets, nuke cruise missiles), the bees knees of warships is a Fenris dreadnought armed with state-of-the-art Houndtooth Heavy Plasma Launchers, a rapid launch Nuclear Torpedo Battery and the new nuke: a subspace drive, which allows these efficient ships to either win an engagement or escape with impunity in a way no other ship can. I wanted to make a fenris feel like a credible threat as it once did a long, long time ago in the future. - I made a small piece of concept hull for one ship.

* Machinima using cutscenes which follows kappa wing. They get disabled in a shivan attack and all they can do is talk. You could do anything from there: A really dark look at humanity, trapped and isolated from anyone else, a humorous serial where they just chat, bicker, tell anecdotes and discuss stuff, or a dramedy somewhere between the two. - I fredded about 40 seconds of the pilot

I've been here 5 years and I still think way too big for my small, easily distracted mind and the time I have (Out of the modding stages: moddelling, Uv-ing, texturing, tabling, fredding [plotting, writing, technical proficiency], balancing, scripting and such, I've gotten slightly proficient only at modelling). Oh well, at least I've made them in dreamland.
Title: Re: In dreamland: something I'd like to work on
Post by: TrashMan on April 17, 2012, 08:52:32 am
Plus, there is no way of conventionally defeating the Shivans. So it's either a superweapon or giving them a Deathstar type weakness in Shivantown (one structural weak spot a fighter squad can blow up that destroys the whole superstructure).

You lack imagination....
Title: Re: In dreamland: something I'd like to work on
Post by: Sushi on April 17, 2012, 10:31:00 am
Plus, there is no way of conventionally defeating the Shivans. So it's either a superweapon or giving them a Deathstar type weakness in Shivantown (one structural weak spot a fighter squad can blow up that destroys the whole superstructure).

You lack imagination....

Why destroy them at all when you can just turn them all into "Carl the Shivan Butler?" :D
Title: Re: In dreamland: something I'd like to work on
Post by: General Battuta on April 17, 2012, 10:34:34 am
Plus, there is no way of conventionally defeating the Shivans. So it's either a superweapon or giving them a Deathstar type weakness in Shivantown (one structural weak spot a fighter squad can blow up that destroys the whole superstructure).

You lack imagination....

Why destroy them at all when you can just turn them all into "Carl the Shivan Butler?" :D

This is like my least favorite trope in science fiction I just want you to know, I am personally opposed to it and it harms my blood pressure, thanks for killing me. There's enough money for you to buy a plane ticket to my funeral and apologize. It'll be an open casket because I look good
Title: Re: In dreamland: something I'd like to work on
Post by: TrashMan on April 17, 2012, 12:11:17 pm
Plus, there is no way of conventionally defeating the Shivans. So it's either a superweapon or giving them a Deathstar type weakness in Shivantown (one structural weak spot a fighter squad can blow up that destroys the whole superstructure).

You lack imagination....

Why destroy them at all when you can just turn them all into "Carl the Shivan Butler?" :D

I actually mena there's more ways to fight unconventionally than just having a super-bomb.

Easy, super-end-all weapons are IMHO cheap.
Title: Re: In dreamland: something I'd like to work on
Post by: Lorric on April 19, 2012, 08:42:33 pm
There is no way to defeat the Shivans without a superweapon of some description, or the discovery of a super Shivan weakness, surely.

Since we know nothing of their motivations, we've got nothing on them for weaknesses, unless a biological weapon could be constructed.

The Shivans have almost been playing with the GTVA. Like a cat toying with a doomed mouse. They could crush the GTVA any time they wanted. A handful of juggernauts with a support fleet in tow could exterminate both races easily.
Title: Re: In dreamland: something I'd like to work on
Post by: qwadtep on April 20, 2012, 03:54:43 am
I don't know about that. The Shivans don't know that they nearly broke the back of the GTVA with a single Sathanas--just that the GTVA is extremely hostile towards them, has bested everything the Shivans have sent at them with the Shivan's own technology, and that it took a Sathanas to even drive them out of Shivan space temporarily. They only manage to push into a single GTVA system over the entire course of FS2 and that system is playing host to a juggernaut of its own.

From what little information the Shivans have, the GTVA are a credible threat that could have another 80 Colossuses lying in wait somewhere. It's only natural that they'd send in a juggernaut fleet of their own in response. Given their 10,000-year-plus history, it's probably precisely why the Shivans have such a fleet in the first place.

They could crush the GTVA any time they wanted, yes. Playing cat and mouse with them, not so much.
Title: Re: In dreamland: something I'd like to work on
Post by: Vip on April 20, 2012, 05:15:42 am
I don't know about that. The Shivans don't know that they nearly broke the back of the GTVA with a single Sathanas--just that the GTVA is extremely hostile towards them, has bested everything the Shivans have sent at them with the Shivan's own technology, and that it took a Sathanas to even drive them out of Shivan space temporarily. They only manage to push into a single GTVA system over the entire course of FS2 and that system is playing host to a juggernaut of its own.

From what little information the Shivans have, the GTVA are a credible threat that could have another 80 Colossuses lying in wait somewhere. It's only natural that they'd send in a juggernaut fleet of their own in response. Given their 10,000-year-plus history, it's probably precisely why the Shivans have such a fleet in the first place.

They could crush the GTVA any time they wanted, yes. Playing cat and mouse with them, not so much.

Exactly, it's like an escalation. You send a couple of cruisers, I send a destroyer. You send a few destroyers, I send a juggernaut. You send a juggernaut, I send a fleet of juggernauts. While FS1 the Shivans are very mysterious - we know virtually nothing about their motives and goals - in FS2 they aren't  the aggressor. They don't act, they react.
Title: Re: In dreamland: something I'd like to work on
Post by: TrashMan on April 20, 2012, 07:38:18 am
There is no way to defeat the Shivans without a superweapon of some description, or the discovery of a super Shivan weakness, surely.

I say again - you lack imagiantion. And why should a superweapon be a super-mega-bomb?

Also, defeat as in what the GTVA did in FS1 or defeat as in "utter anihilation of all and every shivan". Survival is victory. GTVA survived a shivan onslaught twice. That is a victory by any definition.
Title: Re: In dreamland: something I'd like to work on
Post by: jr2 on April 20, 2012, 08:07:49 am
Hmm, also, how would a Shivan view subspace corridors being blown up by Meson bombs?  How would they view our ability to turn on the Knossos (that was Bosch, but unless he squealed, they don't know, or they don't have to believe him, he said he was working on his own, yeah, ok...).

For a Shivan, perhaps blowing up a subspace corridor is the same to them as fire-bombing Tokyo was to the Japanese in WWII or something...

Title: Re: In dreamland: something I'd like to work on
Post by: General Battuta on April 20, 2012, 08:43:06 am
This is a very familiar trajectory towards thread ****tiness, people. Let's not do it again.
Title: Re: In dreamland: something I'd like to work on
Post by: Lorric on April 20, 2012, 09:15:57 am
There is no way to defeat the Shivans without a superweapon of some description, or the discovery of a super Shivan weakness, surely.

I say again - you lack imagiantion. And why should a superweapon be a super-mega-bomb?

Also, defeat as in what the GTVA did in FS1 or defeat as in "utter anihilation of all and every shivan". Survival is victory. GTVA survived a shivan onslaught twice. That is a victory by any definition.

That's not fair. The talk was about a total victory, not a strategic one. Keeping the Shivans away is quite possible. In fact, that is the current situation at the end of FS2. The Shivans are blocked off. Why would we talk about something that is already so?
Title: Re: In dreamland: something I'd like to work on
Post by: BengalTiger on April 21, 2012, 10:21:01 am
They're blocked off from only one entry point- Capella.

The Lucy came from an unknown direction, so it's safe to assume that Capella isn't the only entrance to GTVA space.
Title: Re: In dreamland: something I'd like to work on
Post by: TrashMan on April 21, 2012, 12:06:23 pm
I could PM you (you have PM's blocked)
So here's the link to the storyline:

Spoiler:
http://www.mediafire.com/?0onquiy33pirhc0

The file contains FOW2 story summary too.
Note that the file is old and some things were in question back then (like for exmaple, the Armageddon entering a node and overloading the reactors (and arming all warheads) to seal it instead of dying in a ramming manouver).
Title: Re: In dreamland: something I'd like to work on
Post by: TrashMan on April 23, 2012, 01:27:20 am
There is no way to defeat the Shivans without a superweapon of some description, or the discovery of a super Shivan weakness, surely.

I say again - you lack imagiantion. And why should a superweapon be a super-mega-bomb?

Also, defeat as in what the GTVA did in FS1 or defeat as in "utter anihilation of all and every shivan". Survival is victory. GTVA survived a shivan onslaught twice. That is a victory by any definition.

That's not fair. The talk was about a total victory, not a strategic one. Keeping the Shivans away is quite possible. In fact, that is the current situation at the end of FS2. The Shivans are blocked off. Why would we talk about something that is already so?

Not fair?...Fair enough.
If you wanna nitpick, then I'll just point out that you set no parameters for what constitutes as victory...or the time-frame for it.
Say the GTVA has no contact with Shivans for the next 2000 years? 5000 years? Can we take them on then, where we have 1000 super-collossusses?
Title: Re: In dreamland: something I'd like to work on
Post by: bigchunk1 on April 23, 2012, 02:19:41 am
You want to know what my real dream project is? I would like to create an original freespace mod which takes place in this setting. It is a setting I have been thinking about for awahile and at one point I wanted to become a professional developer just to see the dream of making it. (we've all been there) Well this is the thread of dreams, so I will indulge:

Distance causes problems. As a civilization expands, the time it takes information and capital to reach the outer edges increases. When the planet Earth was nearing the second millennium, technology all but solved the issues caused by distance. Air travel and wireless communication brought humanity closer than ever. Progress was fast and the next level of expansion was inevitable, expansion into space.

   Colonies appeared in the obvious locations: the Earth's moon, Mars, various moons around Jupiter and Saturn. Humanity stayed comfortably within the solar boundary until more advanced terraforming methods were developed and more efficient material harvesting. With the artificial mutation of plants to be able to inhabit near intolerable conditions, less dependency was on the surface of planets and more placed on large integrated networks of floating spacecraft. These floating colonies grew less and less dependent on their distance from life giving planets and the sun itself. Colonies started to separate themselves in culture, dialect and national identity. This is all before the next level of human expansion took place.

   Some colonies closely studied the orbit of nearby star systems. They saw opportunities to intercept these star systems, opportunities which would only be possible between thousands or even millions of years. The nearby planets and other celestial objects,  were studied for material content, and environment factors at long range. They found new resources, free of synthetic pollutants and best of all it didn't need to be shared.  Eventually, some colonies felt confident enough to take the leap and begin the journey to entire new star systems. These journeys, made with future generations in mind, would take hundreds of years. Though there were tragedies, many were successful.

   Those that made the journeys found themselves in the midst of a terraformed paradise. They traveled to many different star systems, mostly determined by distance (http://en.wikipedia.org/wiki/List_of_nearest_stars)

   This form of expansion left the once peoples of Earth isolated: delayed radio communication, no exchange of material goods and political separation. The wall of distance caused the exchange of ideas between these societies to dwindle as they became culturally separate. Over the next thousand years, the 'root' colonies which made the initial journeys to these new star systems spawned their own unique race of humans. Each race expanded further into their own star system and beyond, continuing their slow and sure cultural divide. From this point, history splits between the root colonies...
   
   ..Many years later the discovery of subspace was made on Earth, a radical invention which allowed ships to be able to travel between star systems is mere moments. An invention which would spread culture shock and so much more throughout the human inhabited galaxy.


A few things holding me back is that the ideas I have for such a mod are big in scope, roughly the size of a single blue planet installment. Something which would communicate the setting in an entertaining way with unique gameplay features and an immersive storyline. Something which would take me at least more than a year working on it, and I have been becoming increasingly more busy as the professional world tightens its grip on me. Another thing about this setting is that it has nothing to do with freespace, which I originally wanted to make a mod for when I joined HLP and as of yet have not.
Title: Re: In dreamland: something I'd like to work on
Post by: jr2 on April 23, 2012, 02:27:01 am
By that time (thousands of years), perhaps we have Beam cannons capable of utilizing micro subspace tunnels to strike from within the enemy ship.


==|
C  |     
o  |*``````````O
l   |    ^beam        ^sub-space portal
l   |
i   |
e  |
==|




=====================|
S                                              |
a                                              |
t                                               |
h                                              |
                                                |
   x````O <sub-space portal   |
    ^ Reactor core                     |
                                                |
=====================|



=Carl go BOOM!
Title: Re: In dreamland: something I'd like to work on
Post by: headdie on April 23, 2012, 02:56:35 am
I don't know about that. The Shivans don't know that they nearly broke the back of the GTVA with a single Sathanas--just that the GTVA is extremely hostile towards them, has bested everything the Shivans have sent at them with the Shivan's own technology, and that it took a Sathanas to even drive them out of Shivan space temporarily. They only manage to push into a single GTVA system over the entire course of FS2 and that system is playing host to a juggernaut of its own.

From what little information the Shivans have, the GTVA are a credible threat that could have another 80 Colossuses lying in wait somewhere. It's only natural that they'd send in a juggernaut fleet of their own in response. Given their 10,000-year-plus history, it's probably precisely why the Shivans have such a fleet in the first place.

They could crush the GTVA any time they wanted, yes. Playing cat and mouse with them, not so much.

Exactly, it's like an escalation. You send a couple of cruisers, I send a destroyer. You send a few destroyers, I send a juggernaut. You send a juggernaut, I send a fleet of juggernauts. While FS1 the Shivans are very mysterious - we know virtually nothing about their motives and goals - in FS2 they aren't  the aggressor. They don't act, they react.

certainly while in the nebula I would agree that the shivs are the defender and indeed even the first sath's short run can be considered a defensive act as its actions seem more recon-en-force than an outright offensive.  The point where multiple Sathanas ships make the run for Capella on the other hand is a clear offensive with the objective of securing a location of interest.
Title: Re: In dreamland: something I'd like to work on
Post by: Vip on April 23, 2012, 03:44:37 am
Exactly, it's like an escalation. You send a couple of cruisers, I send a destroyer. You send a few destroyers, I send a juggernaut. You send a juggernaut, I send a fleet of juggernauts. While FS1 the Shivans are very mysterious - we know virtually nothing about their motives and goals - in FS2 they aren't  the aggressor. They don't act, they react.

certainly while in the nebula I would agree that the shivs are the defender and indeed even the first sath's short run can be considered a defensive act as its actions seem more recon-en-force than an outright offensive.  The point where multiple Sathanas ships make the run for Capella on the other hand is a clear offensive with the objective of securing a location of interest.

True, though it all depends on what you think the Shivan goals in Capella were. Was this a demonstration of power? Did the first Sathanas discover that Capella is a suitable star for Shivans to use as a huge node? Or something completely different? This is the key I believe - they could have sent a juggernaut or two to the Vega node and annihilate any and all resistance without much problem and push further into GTVA space with virtually no opposition. But they didn't, which suggests that their actions weren't as offensive as they might have seemed.

Obviously, all we can do at this point is speculate, but Volition's comment about "a symptom of a bigger problem" further strengthens the idea that Shivans aimed at something different than simple annihilation of Terrans and Vasudans.
Title: Re: In dreamland: something I'd like to work on
Post by: Fury on April 23, 2012, 06:12:33 am
My dream would be complete redesign of FS gameplay. But I guess you couldn't call it "FS gameplay" anymore by then. At first I tried to accomplish this through F-Project by encompassing FS1 and FS2 and post-Capella tech eras into one mod. I never got enough drive into it to make it past early drafts. I've been since pondering whether I should get some of Scooby's WC ships into an unique mod instead of rebuilding FS.
Title: Re: In dreamland: something I'd like to work on
Post by: TrashMan on April 23, 2012, 06:54:31 am
Batutta, do PM me if you got the story synopsis. I'm curious as to what you think.
Title: Re: In dreamland: something I'd like to work on
Post by: General Battuta on April 23, 2012, 07:24:21 am
I will do that, I got about halfway through before bedtime.
Title: Re: In dreamland: something I'd like to work on
Post by: bigchunk1 on April 23, 2012, 01:43:06 pm
Hey this might be non-standard or downright prickish, but my post got shuffled on the bottom of the previous page and I didn't think anyone read it. I asked if it was kosher on IRC to do this and The_E endorsed it so i'm going through with it. I am going to requote myself. I want you fools to tell me what you think about this idea!! I'm SERIOUS!

Quote
You want to know what my real dream project is? I would like to create an original freespace mod which takes place in this setting. It is a setting I have been thinking about for awahile and at one point I wanted to become a professional developer just to see the dream of making it. (we've all been there) Well this is the thread of dreams, so I will indulge:

Distance causes problems. As a civilization expands, the time it takes information and capital to reach the outer edges increases. When the planet Earth was nearing the second millennium, technology all but solved the issues caused by distance. Air travel and wireless communication brought humanity closer than ever. Progress was fast and the next level of expansion was inevitable, expansion into space.

   Colonies appeared in the obvious locations: the Earth's moon, Mars, various moons around Jupiter and Saturn. Humanity stayed comfortably within the solar boundary until more advanced terraforming methods were developed and more efficient material harvesting. With the artificial mutation of plants to be able to inhabit near intolerable conditions, less dependency was on the surface of planets and more placed on large integrated networks of floating spacecraft. These floating colonies grew less and less dependent on their distance from life giving planets and the sun itself. Colonies started to separate themselves in culture, dialect and national identity. This is all before the next level of human expansion took place.

   Some colonies closely studied the orbit of nearby star systems. They saw opportunities to intercept these star systems, opportunities which would only be possible between thousands or even millions of years. The nearby planets and other celestial objects,  were studied for material content, and environment factors at long range. They found new resources, free of synthetic pollutants and best of all it didn't need to be shared.  Eventually, some colonies felt confident enough to take the leap and begin the journey to entire new star systems. These journeys, made with future generations in mind, would take hundreds of years. Though there were tragedies, many were successful.

   Those that made the journeys found themselves in the midst of a terraformed paradise. They traveled to many different star systems, mostly determined by distance

   This form of expansion left the once peoples of Earth isolated: delayed radio communication, no exchange of material goods and political separation. The wall of distance caused the exchange of ideas between these societies to dwindle as they became culturally separate. Over the next thousand years, the 'root' colonies which made the initial journeys to these new star systems spawned their own unique race of humans. Each race expanded further into their own star system and beyond, continuing their slow and sure cultural divide. From this point, history splits between the root colonies...
   
   ..Many years later the discovery of subspace was made on Earth, a radical invention which allowed ships to be able to travel between star systems is mere moments. An invention which would spread culture shock and so much more throughout the human inhabited galaxy.


A few things holding me back is that the ideas I have for such a mod are big in scope, roughly the size of a single blue planet installment. Something which would communicate the setting in an entertaining way with unique gameplay features and an immersive storyline. Something which would take me at least more than a year working on it, and I have been becoming increasingly more busy as the professional world tightens its grip on me. Another thing about this setting is that it has nothing to do with freespace, which I originally wanted to make a mod for when I joined HLP and as of yet have not.

Title: Re: In dreamland: something I'd like to work on
Post by: AndrewofDoom on April 23, 2012, 02:03:21 pm
It's definitely an interesting concept that could be looked in to bigchunk1.
Title: Re: In dreamland: something I'd like to work on
Post by: redsniper on April 23, 2012, 02:09:31 pm
Well... what would it actually be about? Some kind of colony unification wars again? It looks like a nice fluff post for a release thread or whatever, but you're going to have to pitch what's special about this idea to really get a discussion going I think.
Title: Re: In dreamland: something I'd like to work on
Post by: bigchunk1 on April 23, 2012, 07:14:51 pm
Quote
Your idea is hardly worthy of our attention without further clarification.

Aww why you gota be flingin' Molotov cocktails at my tent? SO kind of you to represent the sentaments of HLP Mr. Ambassador. It saves me the trouble of going to the worms directly. Here you are grand ambassador to HLP, I am going to lay down my entire idea to be tarred and feathered.
 
Here was the general idea for the campaign storyline:

   Act 1

   You are a low level scout fighter pilot, a loyal member one of the factions (a more descriptive name would be assigned) started by a root colony many ages ago. Your faction consists of a frigate sized ship, several non combat vessels, two wings of scout fighters and a wing of gunships (heavy fighters). Your faction does not have subspace capabilities. The campaign starts you off learning the ropes of a scout pilot and immersing yourself in the activities of your faction. They move in search of resources, but guard against other factions who seek resources or simply to commandeer some extra ships. There are power plays, alliances, trading and all that, but very rarely are all out battles made. Each faction is very much interested in survival above all else.  Think about it like animals in the jungle. One might drive another off from food because that one is bigger, but rarely is the small one desperate enough to fight to the death for that food.  You move along in cryo sleep, being deployed as recon to deliver first warnings to the main ship.

A few things I had in mind in this act were:

Driving off a small band of raiders

Forming and calling upon an alliance to drive off a larger more military centered faction.

Discovering strange activity in the local area, including derelict hulks annihilated.

Getting the upper hand on a weaker and resource rich base. An attack gives your faction much needed supplies etc.

Your exploits allow you to be transferred to the esteemed gunship squadron, replacing a former rival.
   Act 2

   Your recon activity had discovered some disturbing wakes of destruction on a massive scale. Whole base clusters wrecked by an unknown force. You begin to break previously handled political barriers to communicate with other factions to understand where the threat is coming from. Eventually, you find a detachment of these attackers who enter the scene using subspace. In the next mission or so your faction formulates an alliance with other local factions to find a way to counter these ships. In one of the encounters you act quickly and manage to disable one of them. A local faction reverse engineer's the technology to discover subspace capability which is placed upon all large vessles.

   Act 3

   At this point your faction's root colony descendents are more or less united, but the enemy remains a mystery. The enemy in my mind would take the form of robots, or some kind of mass drone fleet, something like that. They don't have to be robots though, I just thought it would be scary that way since robots don't have souls.

   Your faction believes that subspace will allow rapid transit to other last reported locations of root colonies to explore the source of the menace. You explore different root colonies, each with radically different cultures, customs systems of government, technologies, etc. Each one has a unique issue which much be resolved. The ideas here are a bit flaky, but I was thinking of your typical unification scenarios.
Some ideas I had included:

A root colony in the midst of civil war where your root colony is forced to pick a side.. The one who joins you gives you their flavor of technology.

A root colony which is united and immediately joins your root colonies' cause in exchange for assistance against the mysterious enemy.

A root colony which is divided and devastated yet the survivors join your cause in exchange for subspace technology.

   With the more widespread forces, the united colony forces are more or less able to trace the subspace signatures to earth.

Act 4
   The source of the attacks come from earth, an old place thought to have been extinct though overpopulation. You know at this point that the united force must move against earth, and discover its motives. The next series of missions gives you more and more insight as to the nature of the earthborn enemy and why it wishes to fight. You find that the robots are remote controlled from local control ships which used far more advanced technology than any colony forces. You discover that these forces are commanded by a single renegade admiral bent on taking advantage of the colonization opportunities offered by their new subspace technology. Earth, given its distance and lack of communication, views the colony worlds as 'subhuman' and an obstacle in the way of more resources for the Sol system. I would also imagine that races would look differently at this point depending on which root colony they originated from.

I had one of two ideas for how this campaign would end:
Idea 1: The colony forces fight to get within communication range, or perhaps to surpass jamming range, and appeal to the better side of the Earth government. Perhaps there would be political entities against expansionist policy.

Idea2: The colony forces conduct hit and run attacks to deal as much damage to the Sol system as possible to encourage them to never to engage in military operations outside the sol system again.   
Title: Re: In dreamland: something I'd like to work on
Post by: LordMelvin on April 23, 2012, 07:32:47 pm
   Act 3
   At this point your faction's root colony descendents are more or less united, but the enemy remains a mystery. The enemy in my mind would take the form of robots, or some kind of mass drone fleet, something like that. They don't have to be robots though, I just thought it would be scary that way since robots don't have souls.

You horrid racist!
Title: Re: In dreamland: something I'd like to work on
Post by: redsniper on April 23, 2012, 08:13:54 pm
I'll just gloss over the patronizing part and say, that actually sounds pretty cool. I'm kind of getting a homeworld vibe from it, like it's sort of... tribal space combat... or something.

I don't get how the first act would work really. Are there several factions to a solar system? If not, and you're traveling from system to system at sublight speeds will you take relativity into account? You'll end up dealing with some crazy time-scales if you do, which could actually be really cool if done right like in say, Gunbuster or the Enderverse.
Title: Re: In dreamland: something I'd like to work on
Post by: bigchunk1 on April 23, 2012, 08:50:55 pm
I'll just gloss over the patronizing part.

 :lol: All in good fun, thought I think I put a little too much teeth into it and a little less love.

I don't get how the first act would work really. Are there several factions to a solar system? If not, and you're traveling from system to system at sublight speeds will you take relativity into account? You'll end up dealing with some crazy time-scales if you do, which could actually be really cool if done right like in say, Gunbuster or the Enderverse.

Each root colony would have gone to a different star system. The different 'factions' in the first act are all from the same root colony, so all sublight travel in the campaign would be conducted in the same starsystem between missions while the majority of the crew is in cryo sleep. Traveling to the other starsystems in the later acts is done with the reverse engineerd subspace drive technology. Subspace technology is the great uniter of otherwise completely seperate starsystems.
Title: Re: In dreamland: something I'd like to work on
Post by: asyikarea51 on April 24, 2012, 08:11:11 am
Dreamland... in dreamland...?

At the moment what I'd wish to work on (read: start, work on, and actually finish) is "yet another typical post-Capella" campaign, simply because I haven't released/contributed anything at all, and what little I can do in FRED or tables is nowhere near the skill level of the big projects or the independent... "respected people" (I'm not being resentful or harsh or whatever, I really can't think of a better word to use :lol: :banghead:).

The biggest problem is the story, what I have in my head is some... total... disjointed unlinkable mess with things put in and stripped out almost as quickly as the human brain can think - a never-ending rut for years now, and I feel I don't have anything credible enough worth telling. Whatever I thought of before, I've probably lost it to time; at best, whatever disjointed ideas I may or may not still have... think it's being held on, barely, by some "basic premise" that I can't even pin down. I just know that it was supposed to start small, Derelict style, and get progressively bigger as things went on. But then actual tabling and description writing becomes so-daunting-big like many other ambitious attempts that always end up getting nowhere.

Or maybe I've really forgotten it all already.

I'm wondering if FREDding out a whole bunch of random disjointed missions packaged into a mod - with reasonable testing and some effort put into the missions, of course, for the purposes of testing the water is... better something than nothing, so to speak? Though said mod would likely have several freely-available assets and heavy table changes done to it, bitten by the modding bug :lol:, missions using purely standard assets IMO are a challenge to make, you're really fighting that temptation to crack open the tables and change things. And then you have the SEXPs. :nervous:

Mainly because I keep starting new tables from scratch and adding things over and over, and the start is always daunting, but once the tables hit some "preliminary stage" where I can start FREDding, say, a "Mission 1 and 2" etc while leaving weapon and hull balance for later, I end up second-third-fourth-fifth guessing what I'm doing. There are times I'm left thinking, how do other mods organise their workflow from start to finish? What's really done first? What's really done next? What's best done at the very end?

I don't expect this attitude to change in the near future, I'll keep lurking, but not because of the procrastination now. Okay maybe there's still that left over, but not as much as before since what I'm interested in nowadays has little and/or nothing to do with the FS universe, or FreeSpace Open in general.

Except for a sudden movie idea or two, but I doubt I would want the job of cramming the entirety of FS1 into a 2/3/4-hour film. Don't think I'd be able to stay 100% faithful to the source material anyway, even if somehow, somewhere, something bizarre occurs and someone decides to throw me a wad of cash and a dedicated team to pull it off. probably end up adding my own fanon although I definitely wouldn't change major things like Lt. Ash's nightmare, the Tombaugh massacre, Galatea's goodbye and the Lucifer dying. :nervous:

alot
:warp: