Hard Light Productions Forums

General FreeSpace => Multiplayer => Blue Planet Multi => Topic started by: Shade on June 04, 2011, 02:33:16 pm

Title: Suggestions for future updates
Post by: Shade on June 04, 2011, 02:33:16 pm
WiH Rat Defense: Enemy arrivals near the end need to be spaced out a lot more. You get outnumbered to such a degree even medium difficulty is hard.

UEF Gauntlet: A bit on the short and easy side. A 3rd wave would help a lot.
Title: Suggestions for future updates
Post by: Lester on June 04, 2011, 03:17:19 pm
Tev capship gauntlet: event-driven music needs to be looped instead of just cutting after the track ends.

Title: Suggestions for future updates
Post by: bigchunk1 on June 04, 2011, 05:23:37 pm
Delenda Est could use a surprise challenge at the end.

TBI has manually assigned weapons for player fighters, they need to be removed.

Post Meridian conversion: The  Annecy and Juarez could be removed from the escort list. They are not mission critical ships and they croud out the Omega from being on the escort list.

Title: Re: Suggestions for future updates
Post by: Lester on June 04, 2011, 06:03:21 pm
for the Post Meridian conversion: The  Annecy and Juarez could be removed from the escort list. They are not mission critical ships and they croud out the Omega from being on the escort list.
Easily remedied by giving Omega a higher escort priority than the Deimoses'.

As for Delenda Est, maybe have one of the corvettes that manage to jump out come back for a second round? That'd also give the players another reason to disable them prior to chasing them away.
Title: Re: Suggestions for future updates
Post by: bigchunk1 on June 04, 2011, 06:11:23 pm
From the main thread:
Update the coop mission 'Corvette Strike' for greater difficulty.
Implementation of RTS elements...
Conversion of WIH mission Aristia.
Title: Re: Suggestions for future updates
Post by: bigchunk1 on June 11, 2011, 11:23:42 am
bp2-mc10 'Rat defence': 'Ignore Aquarius wing' does not become true or false after they depart or are destroyed.
Wing deployment is better than older updates, but is somewhat scattered and light throughout. Keep at it and be sure to play the mission soon.
Protect blackburn objective never becomes true, even after the players protect the blackburn. Mission goes stale around 14:00 minutes in and nothing happens. Is this intended?
This mission has the ammo glitch. Bug me on IRC or PM me after you commit the mission so I can fix it and it won't overlap your version.

Plunder: Host crashes on respawn. Was thought to be an error due to a new build but it has happened in older builds as well. Check logic in the modular spawning system.

Post Meridian is unstable, could be performance overload, could be fred logic.

Tev Gauntlet: Wings jump out, this is non standard in gauntlet missions. Recommend removing the feature. 'Disable Nimrod' directive does not flag true even if you destroy it. Mission does not continue after this event and crashes shortly afterward.

Fleet Battle B: UEF capship turrets are locked at the beginning of the mission and only are activated at irregular times. This MUST be fixed. Possibly try a repeating turret-free sexp at more frequent intervals. If that does not work, hopefully a coder type knows what's up.

TvTvT is still not playable. Hostile team cannot see the Unknown team. Recommend changing iff from hostile to traitor and changing the corresponding IFF color sexps. 
Title: Re: Suggestions for future updates
Post by: Lester on June 12, 2011, 11:02:47 am
Tev Gauntlet: Wings jump out, this is non standard in gauntlet missions. Recommend removing the feature. 'Disable Nimrod' directive does not flag true even if you destroy it. Mission does not continue after this event and crashes shortly afterward.
The only wings that jump out are treb strikes, which are supposed to jump out upon unloading their ordnance. The 'Disable Nimrod' directive is my fault, but I don't have any idea what might be crashing the mission afterwards.
Title: Re: Suggestions for future updates
Post by: MatthTheGeek on June 12, 2011, 11:20:40 am
Plunder: Host crashes on respawn. Was thought to be an error due to a new build but it has happened in older builds as well. Check logic in the modular spawning system.

Post Meridian is unstable, could be performance overload, could be fred logic.
I've tested both of them on latest nightly on my real comp, both work perfectly fine. Whatever goes wrong goes only wrong on your end.
Title: Re: Suggestions for future updates
Post by: bigchunk1 on June 12, 2011, 04:59:39 pm
...
I've tested both of them on latest nightly on my real comp, both work perfectly fine. Whatever goes wrong goes only wrong on your end.

Perhaps try a game with multiple players. We were running with a full set of 8 yesterday, and last week, numbers were up there as well.

The thing about plunder is that multiple hosts have claimed a crash occurred when they were respawning. We may find in future tests that there is no stability issue, but just something to keep an eye on. It is good to know which missions run smoothly and which are more likely to crash.   
Title: Re: Suggestions for future updates
Post by: Talon 1024 on June 13, 2011, 02:08:23 am
Sorry if this is kind of off topic, but here is my resmoothed GTF Nyx/Ezechiel.  I thought you guys could use it.

http://www.ciinet.org/kevin/ezec8guns.pof

Note for the BP team: This one is newer than the one Woolie Wool sent to you guys a while ago.
Title: Re: Suggestions for future updates
Post by: Destiny on June 13, 2011, 03:37:41 am
Tev Gauntlet: Wings jump out, this is non standard in gauntlet missions. Recommend removing the feature. 'Disable Nimrod' directive does not flag true even if you destroy it. Mission does not continue after this event and crashes shortly afterward.
The only wings that jump out are treb strikes, which are supposed to jump out upon unloading their ordnance. The 'Disable Nimrod' directive is my fault, but I don't have any idea what might be crashing the mission afterwards.
Aquarius wing objective does not turn red after treb strike, btw. I slammered them, but only one or two died.
Title: Re: Suggestions for future updates
Post by: SypheDMar on June 13, 2011, 08:25:32 am
Tev Gauntlet: Wings jump out, this is non standard in gauntlet missions. Recommend removing the feature. 'Disable Nimrod' directive does not flag true even if you destroy it. Mission does not continue after this event and crashes shortly afterward.
The only wings that jump out are treb strikes, which are supposed to jump out upon unloading their ordnance. The 'Disable Nimrod' directive is my fault, but I don't have any idea what might be crashing the mission afterwards.
Aquarius wing objective does not turn red after treb strike, btw. I slammered them, but only one or two died.
Yeah... You need to kill them all. :p
Title: Re: Suggestions for future updates
Post by: MatthTheGeek on June 13, 2011, 08:47:32 am
Post Meridian and the Capship disabling Gauntlet have both been tested today in real multi (2 players, me hosting) and worked perfectly fine from beginning to end. It might be performance overload from other hosters.
Title: Re: Suggestions for future updates
Post by: Darius on June 13, 2011, 09:03:45 am
AoA probably won't get an update for a while, so did people want a copy of the HTL Sanctuary for SVN?
Title: Re: Suggestions for future updates
Post by: MatthTheGeek on June 13, 2011, 09:15:45 am
Is that really a question ? Any HTL is good to take !
Title: Re: Suggestions for future updates
Post by: Destiny on June 13, 2011, 10:04:03 am
Oh uh suggestions...more 12p variants of the coop maps (if possible), because in the latest game we had quite a big turnout of players...

Is that really a question ? Any HTL is good to take !
Unless it's horrible than
Tev Gauntlet: Wings jump out, this is non standard in gauntlet missions. Recommend removing the feature. 'Disable Nimrod' directive does not flag true even if you destroy it. Mission does not continue after this event and crashes shortly afterward.
The only wings that jump out are treb strikes, which are supposed to jump out upon unloading their ordnance. The 'Disable Nimrod' directive is my fault, but I don't have any idea what might be crashing the mission afterwards.
Aquarius wing objective does not turn red after treb strike, btw. I slammered them, but only one or two died.
Yeah... You need to kill them all. :p
Well they jumped out, shouldn't it turn red? Same goes for the Nimrod if it jumps out/gets blown up by players.
Title: Re: Suggestions for future updates
Post by: bigchunk1 on June 13, 2011, 04:27:55 pm
@Talon1024 thanks for the update! A .pof file for the Soc Nyx is already in the svn. I upgraded the model and committed it. Still looks nice with the retexture.

(http://i1178.photobucket.com/albums/x380/Brandon_Rehayem/HTLsoc1.png)
(http://i1178.photobucket.com/albums/x380/Brandon_Rehayem/HTLsoc2.png)
(http://i1178.photobucket.com/albums/x380/Brandon_Rehayem/HTLsoc3.png)


@Darius If the HTL Sactuary does not cut down on framerate, I think that would be a great idea. We already have two conversion missions which involve the Sacturary: 'Universal Truth' and 'Forced Entry'. Send me a PM or post it here and i'll see if I can't update the SVN.
Title: Re: Suggestions for future updates
Post by: Antares_Z13 on June 16, 2011, 04:31:34 pm
Edited post for further clarification of my idea


Capture the Narayana


What is it?
"Capture the Narayana" is a new gameplay mode for Blue Planet: War in Heaven multiplayer where two teams attempt to duel for supremacy over the capital ship and decimate one another. If you're familiar with the gameplay mode "Domination" from Unreal Tournament 99/UT:GOTY or "King of the Hill", then you should feel at home here. This gameplay mode should have either a score limit or a time limit.


How do you "capture" the Narayana?

In order for teams to capture the Nara, they must hack (via scanning) the warship while fending off assaults from enemies. Teams that manage to hack the warship will gain a tactical advantage over their foes for a set period of time before the Nara deactivates. This places an emphasis on strategizing how players prioritize which foe he or she should target, when to target an enemy, and when to hack the Nara rather than immediately go for kills (considering that respawns are infinite in this scenario).


Hack? Capture??
When a player from either flies within scanning range of the Nara the hacking progress begins. The hack will take some time so your teammates will have to play a little defense. Don't get too comfortable while scanning, cause one of your enemies (on the opposing team obviously) can halt your hacking progress by flying into scanning range as well causing the capture to come to a halt. If that happens then you need to eliminate the for scanning the Nara or drive him/her away from it so the process can resume. Keep in mind that enemies will attempt to do the same to you, this is why teamwork is paramount here.


Is this a "one team must be UEF and the other GTVA" thing?
I didn't plan such. If things go my way any player could use any ship he or she chooses just as long as all involved are having fun.


How many players?
I originally thought 4v4, but I'm thinking 6v6 might be best (if possible)...it's debatable.



Sex-p's might be needed:
"Has-scanned" (or some variation for cargo-known for a specific player). I'm not that educated on sex-p's yet so someone else who knows more can clarify further on this.
Title: Re: Suggestions for future updates
Post by: Droid803 on June 18, 2011, 08:20:47 pm
Capture the Narayana

...

Sex-p's might be needed:
"Has-scanned" (or some variation for cargo-known for a specific player). I'm not that educated on sex-p's yet so someone else who knows more can clarify further on this.


You could get around has-scanned by checking for the number of players within a certain distance and facing at the Narayana (or whatever ship you want, really). That's what "scanning" basically checks for anyway, and this way you can change the "scanning distance" in FRED without messing with the table entry, and you can also alter the FoV that allows you to keep scanning.

Unless the FoV-check and distance SEXPs don't work in multi :(
Title: Re: Suggestions for future updates
Post by: docfu on June 19, 2011, 06:30:15 am
Just three things so far:

One:

Post Merdian:

Awesome, given I've only played it solo(in multiplayer). The only thing I'd like to say is that there is always a huge framerate drop right before the two frigates jump out and the enemy destroyer jumps in to beam the hell out of everything.

One note though: since Alpha, Beta and Gamma have respawns why not give them to Delta and Epsilon too? Seems odd that 2/3rds of the wing respawn and Delta and Epsilon get hosed almost instantly.

Two:

Delenda Est :

Remove the guardians on the beam cannon weaponry/carthage and take that pansy captain out and put in a blood monger. All capships should open fire as soon as they get within range. Yes, I realize it's not "what happens in the story" but since I'm fighting on the losing side and the guys with control of the big guns keep refusing to fire it's getting a llittle old...

or...

At least...

Turn off the guardian and if a player does blow up the beam turret "ahead of schedule"...call in Adm. Steel, the Solaris AND Mr. Snuggles to kill the player's framerate as punishment.

Three:
I realize this might be getting way ahead of the game since this is likely to happen in Blue Planet 3 but I would really like to see Gauntlet's featuring the Shivans and the new UEF ships.

One mission that particularly comes to mind would be "Clash of the Titans" from the original Freespace as a benchmark. I spent a lot of time playing this one when the original game came out because it was always fun to see which produced better results: trying to kill the Demon yourself vs holding off the bombers and letting the Bastion do the work.

I wonder what 4 Uriels would do to the Demon...

-Docfu
Title: Re: Suggestions for future updates
Post by: bigchunk1 on June 19, 2011, 03:52:00 pm
@Antares I like the idea. I don't know how doable it is in fred just yet. A workaround would need to be found.

@docfu
Delenda Est as it is now is a simple conversion, meaning it was modified with the primary goal of being a technically playable multiplayer mission. The single player version of Delenda Est used carefully scripted sequences to promote a more cinematic experience and to keep gameplay under control. E.g. the Carthage is attacked before the... <spoiler> happens. I have purposely kept many of these safeguards in place (guardianed turrets and such) to preserve the authentic mission as much as possible. That original model, of course, is subject to change.

There have been suggestions for an update on the Delenda Est mission. Some have included; a surprise last ditch effort attack from the tevs (bombers?), warships such as the Leander jump in for a second round of fighting towards the end, the <spoiler> happens and players must face the final threat and defeat it as well. There are many possibilities, thanks for sharing yours.

I have considered ideas about taking the BP modpack against the shivans in a gauntlet style mission. I was thinking of a shivan gauntlet where you play as the Vishnans. The lack of weapon variety is one of the things which hold me back from jumping on that idea. Ignoring plot, gameplay wise a shivan gauntlet with UEF, or perhaps any terran(human?) fighter at your disposal might be a good idea.
Title: Re: Suggestions for future updates
Post by: docfu on June 20, 2011, 11:57:09 pm
Actually after a day of thinking about this the thought occurred to me that the UEF has no idea about current Shivan technology (aside from what the defectors and Sanctuary would have told them at the end of BP.) since the collapse of the Sol jump node at the end of freespace 1.

So, in all honesty, having a bunch of UEF simulations where you take on only original FreeSpace Shivan and Vasudan ships would not only be very cool, but would also be very logical from a training standpoint. You would train versus the enemy you know using past battle experiences.

No Capella scenarios would be present because Sol would have no idea that any of that happened.

This could make for a very cool side project while the rest of us wait for WIH - Part 2.
Title: Re: Suggestions for future updates
Post by: Scotty on June 21, 2011, 01:35:46 am
The UEF knows what has happened since the Great War.  Remember in Delenda Est, one of the frigate captains has a talk with Admiral Lopez about Admiral Koth and futility of a last stand.
Title: Re: Suggestions for future updates
Post by: KyadCK on June 21, 2011, 03:45:09 am
'Training Simulations' are like the holy grail to us (or at least me), it allows us to bend the rules and make missions that would not otherwise make sense with the main story (see: gauntlet missions in general). There is no reason the UEF couldn't have pre-war training simulators for anti-shivan, especially considering the scare they got the first time. Or they just have old ones from the Great War sitting around, who knows, and there HAS to be that one guy who updates it with the new info from defectors 'because it would be fun'. We all know someone like that, and with the billions of people in Sol, I promice there is one in BP too.

The idea holds merit to me, and as such I will start fredding something to revolve around it unless docfu would rather make it himself and submit it to the project.
Title: Re: Suggestions for future updates
Post by: docfu on June 21, 2011, 07:27:01 am
To keep this simple I'll start by specifying that training missions should be considered "to have been developed before the re-opening of the sol node."

I've never fredded anything except hacking the current WIH missions to let me check out those new snazzy bombers and other ships that haven't been released yet (and to see what 12 Uriels do to the Meridian in Post Meridian). As a result I wouldn't feel comfortable releasing anything.

I don't see a need to do all of the original freespace missions. Considering the first 1/3rd of the game you neither see Shivans nor have shields would mean that any UEF fighter should dominate to the point where it's not worth playing.

I'll spend an hour tonight looking over old missions to see which have significant value and post a list. I'm guessing probably 5-6 offhand would be worth doing and I'll write some notes so that hopefully they can be scaled to have value.

Again, Clash of the Titans instantly comes to mind because on Easy-Medium difficulty you could have the original mission as is, then on Hard/Insane you could simply quadruple the number of enemies in flight to make the mission difficult. Upgrading the demon to have beams wouldn't work because before the sol gate was opened the UEF had no idea of beam weapons.

KyadCK: Can you locate the multiplayer versions of the freespace 1 missions? I think there was a thread where someone redid the FSOpen Missions to make them more difficult and give them a fresh look. They might be a good place to start.

I think it's a worthy topic to discuss what kind of training missions the UEF would consider. Should we spin this off into it's own thread?
Title: Re: Suggestions for future updates
Post by: Lester on June 21, 2011, 08:07:53 am
So, if I understand correctly, you want a remake of Clash of the Titans with UEF ships instead of GTA ships? If so, that'd be incredibly easy to make.
Title: Re: Suggestions for future updates
Post by: docfu on June 21, 2011, 10:13:18 am
I just split the thread off with a detailed description of what I'm thinking of at:

http://www.hard-light.net/forums/index.php?topic=76742.0 (http://www.hard-light.net/forums/index.php?topic=76742.0)
Title: Re: Suggestions for future updates
Post by: KyadCK on June 21, 2011, 12:33:26 pm
I've never fredded anything except hacking the current WIH missions to let me check out those new snazzy bombers and other ships that haven't been released yet (and to see what 12 Uriels do to the Meridian in Post Meridian). As a result I wouldn't feel comfortable releasing anything.

After a bit of debugging and polish, my first mission is now in the BPmulti SVN. Dont give up before you try, you never know how good you are untill you do and we are always looking for more help. It is also quite a bit easier to learn when you have people that can help you to understand what went wrong, or how to do a certain thing, and most of us hang out on IRC. Please, make an attempt. If it helps it does not have to be put on the svn right away but can be shared via PasteBin or something.

Quote
KyadCK: Can you locate the multiplayer versions of the freespace 1 missions? I think there was a thread where someone redid the FSOpen Missions to make them more difficult and give them a fresh look. They might be a good place to start.

It is worth noting that we do NOT have FS1 assets. So things like the Apollo or Scorpion are out of our reach unless we add them to the SVN manualy since adding yet another large mod -FSport and it's MVPs in this case- to our already long requirement list might not be for the best.
Title: Re: Suggestions for future updates
Post by: docfu on June 22, 2011, 12:12:43 am
Okay, if you tackle Clash of the Titans and toss in a Karuna (because we are talking current fleet readiness.) I'll tackle Evangelist.

I'm trying to decide which UEF fighters should replace the original Freespace fighters. Uhlans are an easy pick but Uriels don't seem like a fair replacement for Hercs.

Comments?
Title: Re: Suggestions for future updates
Post by: MatthTheGeek on June 22, 2011, 02:23:04 am
I don't see those simulations should be 1:1 conversion from FS1 anyway. The deployment of UEF forces in those mishes should fit the UEF doctrine. Put Kents or Uriels if they fit the spirit of the mission and what the UEF would deploy in those circumstances. Also, remember than Uriels can take bombing, no need to send Durgas unless it is a very valuable target.