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Archived Boards => The Archive => Stellar Assault => Topic started by: Spoon on October 23, 2010, 04:08:08 pm

Title: Mission Design Direction - PUBLIC
Post by: Spoon on October 23, 2010, 04:08:08 pm
So, to be honest.
I'm at a bit of a loss here.

Aside from the models and a few names, SAFSO isn't much like the 32x or SS game at all. And when I made that rough mission in a more 32x style (The player takes on several capital ships with little support) it was said to be boring.
So like, are we just going with a freespace style mission approach? Capital ships are 'set pieces' that are either there for story purposes or bomber runs, lots of fighters and a lot of relying on wingmen and such? Aka, the 'realistic military' style over the arcade style of the original games.
Title: Re: Mission design direction
Post by: Quanto on October 24, 2010, 09:26:29 am
The idea is to go for missions that truly drive the plot. I absolutely do not want to follow the mission style used in the 32x game. And we are not trying to recreate the old game "word for word" so to speak.

And yes you are right SAFSO isn't much like the 32x or SS games. And that was kinda the point, the core gameplay is there, but we are also trying to create our own game and our own universe, based on the material from the older versions. They were both great games, but they were far from perfect.
Title: Re: Mission Design Direction - PUBLIC
Post by: Droid803 on November 03, 2010, 12:09:33 am
Just ensure that there are plenty of capship escort (against waves of bombers), and fleet action (where you defend from waves of bombers) and station defense (where you defend from waves of bombers). Also have plenty of disarm beam cannon objectives.
The more the better.
Especially so if it is the entire campaign.
Killing bombers and beam cannons is the best thing ever.
Title: Re: Mission Design Direction - PUBLIC
Post by: General Battuta on November 03, 2010, 12:11:56 am
Just ensure that there are plenty of capship escort (against waves of bombers), and fleet action (where you defend from waves of bombers) and station defense (where you defend from waves of bombers). Also have plenty of disarm beam cannon objectives.
The more the better.
Especially so if it is the entire campaign.
Killing bombers and beam cannons is the best thing ever.

dawn of sol design document?  :nervous:

Just ensure that there are plenty of capship escort (against waves of bombers), and fleet action (where you defend from waves of bombers) and station defense (where you defend from waves of bombers). Also have plenty of disarm beam cannon objectives.
add lesbians and angst
Killing bombers and beam cannons and then reading pages of text is the best thing ever.

war in heaven design document?  :nervous:
Title: Re: Mission Design Direction - PUBLIC
Post by: NGTM-1R on November 03, 2010, 01:01:55 am
I'm pretty sure Dawn of Sol actually included a number of assaults. :P
Title: Re: Mission Design Direction - PUBLIC
Post by: Thaeris on November 03, 2010, 10:40:09 am
Although out of the scope of the first chapter of the campaign, we have several ships in the design phase which will eventually be used by the Solar Government Marine Corps. I'd love to see a mission where you're covering a planetary assault.
Title: Re: Mission Design Direction - PUBLIC
Post by: General Battuta on November 03, 2010, 10:43:06 am
For the moment the biggest obstacle to that type of mission (with a terrain model present) is simply that the AI will either balk and refuse to go below a few thousand meters of altitude, or smash itself into the ground.
Title: Re: Mission Design Direction - PUBLIC
Post by: Droid803 on November 03, 2010, 05:22:05 pm
No worries, just make them all kamikaze pilots.
Then smashing into ground is DESIRED RESULT~! \o/
Title: Re: Mission Design Direction - PUBLIC
Post by: Quanto on November 04, 2010, 05:56:23 am
Planetary Assaults are something I'm a little on the fence about. The SGMC will more than likely be making hot strikes onto Veslan Installations and what-not.