Author Topic: BETA - Artifice  (Read 3717 times)

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Over the last few months, I've been grinding away on a campaign that had previously been shelved for a couple of years.  Unfortunately, while it is more or less complete, I'm not going to have time to sit down and give it another proper debugging run until December.  In light of that and the utter failure that was the closed beta period for Second Front, I've decided to throw this one to the wolves for an open beta.

Artifice is an eleven-mission sequel to Second Front.  In late 2369, you are assigned to a squadron in a remote sector of Alpha Centauri, near the Aldebaran node.  Though this may seem like a boring assignment, shortly after your arrival, criminal activity spikes, and your duties are interrupted by unexpected guests at the node.

Additional information, screenshots, and download links are available at the following website:
http://home.comcast.net/~blueflames/SF2site

 

Offline Mad Bomber

  • Booooom
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Not bad so far. The dialogue is quite good, and the missions are flyable (albeit difficult from time to time), though the characters who speak throughout the missions should probably have more consistent ship-guardian flags.

Also, there were a couple instances where it might have been better to do a return-to-hangar rather than standard jump-out. (But then I thought, perhaps you were trying to make it Retail-playable. Dunno if that's the case.)

However, the most pressing thing I can think of is this:

Spoiler:
I've played through the missions, as well as reading through as much of the info as I could find, in case I missed something in the heat of battle or a debriefing somewhere, and there just doesn't seem to be any reason given (except maybe irrational paranoia) for the villain to be doing what he's doing.

So, why, particularly, is he waging a personal crusade against the GTVA and its citizens, and why in the heck are the officers and crew of the Altair Fleet enthusiastically following him in his mad campaign of genocide?
"What the hell!? I've got a Snuffleupagus on my scanners! The Snuffleupagus is active!"

 
Also, there were a couple instances where it might have been better to do a return-to-hangar rather than standard jump-out. (But then I thought, perhaps you were trying to make it Retail-playable. Dunno if that's the case.)

Retail compatibility was indeed the goal.

Spoiler:
So, why, particularly, is he waging a personal crusade against the GTVA and its citizens, and why in the heck are the officers and crew of the Altair Fleet enthusiastically following him in his mad campaign of genocide?

Spoiler:
In case the spoiler tags aren't enough for you, this is one of those really, REALLY big spoilers.  These are really big spoilers, as in spoilers to this campaign and another that I've not even started development on yet.

Bast is a pretty paradoxical character.  For two years, he has watched the GTVA ignore the possibility of another shivan incursion.  There has been no campaign to seal jump nodes, and proposals he has personally made the Security Council for the study of the potential of hybrid GTVA-shivan technology have been officially and repeatedly rejected.  What Bast sees is a government failing to even acknowledge its most basic goal of defending its citizens.  What Bast sees is the need for a demonstration.

His initial plan isn't to carve a path of destruction from Altair to the capitol, though.  Initially, he attempts to sneak the Firestorm through lightly-trafficked areas to Delta Serpentis.  Once there, they were to take control of the communication systems on the planet and attempt to send out a signal to 'wake up' any shivan units in GTVA space that may have gone into hiding after the destruction of the Lucifer in the Great War.  He was then going to deploy the Galen to mop up these shivan forces as the demonstration that he thought the Alliance needed.

Unfortunately, the Firestorm broke down in Alpha Centauri, and the transport it was escorting was captured rather quickly, after abandoning the cruiser.  Bast's subtle plan was doomed to be ruined by such x-factors as criminal activity and technical troubles, so he abandoned that.  Utilizing the de facto communications blackout in Altair and his background in counter-intelligence, he convinced those in the Altair fleet that the Alliance was facing a widespread rebellion, the likes of which dwarfed even the Neo-Terran Front.  Though this seems like quite a lie to swallow, intel coming into Altair has been getting filtered through Bast's office for some time now (recall that he cut the system off from civilian traffic, and most direct transmissions from GTVA Central Command never quite make it to Altair), so he had been finessing information to make this seem plausible to his subordinates for quite some time now.

(An important bit to note here is that a solid week passes between missions three and four, so the Firestorm has had time to be repaired and mobilized with the rest of the Altair fleet.  I'm not sure I made the passage of time clear enough in the briefings.)

To call Bast's campaign one of genocide is to misunderstand his intention.  He isn't out to kill off a particular group or even out to kill indiscriminately.  Recall, he jammed communications in Aldebaran, and only attacked its fleet vessels when they attempted to intercept his fleet.  He would have continued to act in such a manner, until, in Alpha Centauri, he was unable to establish a comprehensive jamming field, until after the Chicago and Phoenicia were able to get the word out about his attack of the blockade.  At that point, the goal became speed (with the exception of approaching the Chicago slowly, rather than performing an intrasystem jump, allowing the station's crew to evacuate).  Bast never goes out of his way to attack targets of opportunity, opting only to attack what stands directly between him and his objective, attempting to minimize casualties until the bitter end.

The big exception is the end of the final mission, if the battle goes lop-sided for the Phoenicia.  Bast opts to bombard the capitol city, if he manages to jump into orbit.  He is obviously unable to acheive his goal of capturing the central communication node on the planet, so he opts to destroy it and its backups, using bombardment of the city to mask his goal.  At this point, his objective has become escaping GTVA space, as he has given his demonstration of hybrid technology in the worst way possible, and if the Alliance is unable to coordinate intersystem interception efforts, he will be able to get away without causing any more significant damage to the GTVA fleet.  Even on the 'victory' track in the last mission, Bast seeks to escape, but the Galen is in no condition to attack the orbital blockade.

I'll leave it to you to figure out why he and his ship disappear in the Ross 128 system, though I will point out that it is more than just the Galen's combat systems that have been overhauled.

Were there any points that felt like they were more difficult than they should have been?  Some bits are meant to be tougher than others, but I don't want trivial moments to be stupid-difficult (example:  "Can't....scan....cargo....fast....enough.....AAAAAUGH!").

Addendum -- Woo.  That's a big spoiler block....
« Last Edit: October 24, 2007, 06:53:30 am by BlueFlames »

 
Sounds like an excellent idea even though I just lost all sense of surprise for this story.  :yes: Don't be dissapointed about the lack of reply; betas (or anything that doesn't have OMGZ 140 NEW MODELS) as a rule have a certain irrational stigma attached to them for most people here, but I'll download this and tell you what I think.

 

Offline Snail

  • SC 5
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Adding screenshots always doubles the reply count.

 
Played about 1/3 of the way through so far. Impressive first release, BlueFlames.  :yes:

Spoiler:
The mission balance and design is good, and at the moment I can't come up with a real criticism of either.

I haven't finished the whole campaign yet, and although I haven't noticed anything cool so far I'll wait for the storyline to develop.

Only one specific bug I'd like to point out. In the 2nd or 3rd mission, where you have to scan the incoming freighters and their cargo around Chicago station, a pirate Poseidon jumps in with two Hercs escort. I can kill the Poseidon and Hercs first, and the enemy only goes hostile when I scan the Poseidon. Maybe you should make these pirates go hostile once they take signficant damage. Also, on the same mission, one of the cargo that I was supposed to scan was destroyed by a shockwave and debris collision and I had a neverending mission; you should make the cargo ship-guardianed, or invincible since you don't use SCP.

Also, I'm curious, why do want to maintain Retail compatibility? Practically everyone uses SCP now and won't need retail support.

 
My actual first release.

Quote
Also, I'm curious, why do [you] want to maintain Retail compatibility?  Practically everyone uses SCP now and won't need retail support.

I play retail, and since I consistantly get so little feedback on my work, I make missions/campaigns that fit my preferences.  I could belabor the point, but this is well-trod ground.

That being said, I also have a preference for relatively bug-free releases, so likely during the semester break, I'll be addressing bugs reported here and noted in the readme, as well as doing another thorough bug-hunt of my own.

[edit]Incidentally, to those who have played through...

Spoiler:
...which path have you been taking through missions six and nine?  (SF2-9.fs2 is actually two missions crammed into one file [biggest FRED-induced headache ever], with the mission playing out much differently depending on your relative success/failure in mission six.  The final mission also accounts for you letting one or both of the cruisers slip past your blockade in the previous mission.)
[/edit][/size]
« Last Edit: October 30, 2007, 09:22:19 pm by BlueFlames »

 
I like branching campaigns but I haven't gotten that far yet. In fact, I haven't played SCP for about a week. So I'll get back to you, I haven't "given up" on the playtesting. 

You enjoy retail, most enjoy SCP. I personally prefer FRED. As in the original, not FRED2.  :P There is a strong nostalgia feeling there and I agree with you. Just curious.

 

Offline TrashMan

  • T-tower Avenger. srsly.
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If I were you I'd avid missions where you have a half an hour of dogfighting enemy fighters, only to have something happen at the end of hte mission that itsn't predictable and depends largely on chance...and you fail..and have to repeat...over and over.


Mission 3 methinks:
After defending that cruiser for and finally scaning that Firestorm (or whatever that names was) you're told to protect it. Would be nice if your wingman actually joined you, insted of flying around allmost 3000 meters away.
So when that heavily modified Leviathan with flak and AAF galore jumps in above, you maby wouldn't be the only target :lol:
Also, since hte enemy cruisers jumps above you, it will more often than not fry the transports that docks with firestorm with it's first beam shot, making you fail the mission before you could even fire a shot at that beam cannon.

I had to edit the mission in notepad and add another wing with orders to cover me pass things thing - I was THAT frustrated with it. You want to avoid things like that.

I'll add more comments as I play trough the missions.
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline TrashMan

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OK, the Last (?) mission is buggy as hell. (mission 10 methinks)

First of all that vasudan destroyed ducks out immediately, TAGs are useless.
Secondly, the "destroy galens beams" objective can't be completed, as it's front beam auto-repairs itself. I can take out the other two, but it kills the Phoenicia with it's main beam (even when I edited the ships.tbl to give it 10 TIMES more hit points)
Secondly the Galen launches fughters and bombers liek crazy and all the GTVA has is 20 fighters? No reinforcments, no nothing. Not even from the planetary bases (the planet is friggin close)

frustrating as hell. There's no way to complete this mission, so I though loss is hte "normal" outcome, but njet..
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 
Remember it's a beta, don't take these comments too hard, BF. Although SOP with betas is to find a small group of cooperative people to playtest them. Of course, this takes a lot of time and doesn't always work, so good call.

 
Actually, that I've had two people make it through the whole campaign during the beta is an improvement over the closed beta of Second Front (where half-a-dozen people got through half the campaign and then got distracted by a shiny object and disappeared).  I also fully expected there'd be at least one person with a crappy attitude about existing bugs, forgetting this is a beta release, but as long as they're pointing out valid bugs and making reasonable criticisms, I can tolerate that.

Trashman, I'll probably PM you some time tonight or tomorrow to ask a question or three about the circumstances surrounding a couple of those bugs you reported.  (I've logged all of them, but one might be intended behavior, and a couple of those sound like they're problems rooted in the tables, rather than the mission.)

Anyway, keep it coming.  More feedback now will make for a better final release later.

 

Offline TrashMan

  • T-tower Avenger. srsly.
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Ya, I know this is a beta. Sorry about the attitude.  :o
Was frustrated. :blah:
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 
UPDATE

Beta 0.5 is on the way.  I'm going to give it a play-through this weekend to make sure I didn't break anything while fixing the bugs I addressed tonight, and after that I'll be posting it.  There's only one bug left on my list (involving breaking up a list of 19 messages so the player can interrupt it by being stupid), and I think I've cleared out everything brought up by Mustang19 and Trashman in this thread.  In light of that, this should be close to the final version (assuming I didn't introduce a host of new and exciting bugs to fix).

Change List (spoilers are pretty mild until the last line)
Spoiler:
0.5
  Protected a number of cargo containers from destruction in the second mission.
  Allowed certain ships to return fire against Alpha 1 in the second mission.
  Adjusted timing of orders for fighters in mission three.
  Adjusted scripting of the Memnon to make it more likely to last through mission three.
  Made sure that key-resets and training-context-speed were reset at the beginning of the loop mission and mission seven.
  Reduced asteroid density in mission seven (hopefully reducing collision detection issues near the end)
  Adjusted false start conditions in mission seven.
  Increased delay before Firestorm makes its initial jump in the final mission.

 

Offline Macfie

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  • If somebody made a campaign I've probably got it
In mission 1 the briefing talks about the pirates disabling freighters so they can take the cargo but in the actual mission they try to destroy the freighters.
You need to change the logo for your campaign the black artifice does not show up against the dark background.

I like the campaign.  I found it an interesting sequel to 2nd front.  I played it using FSOpen 3.6.10 and didn't have any problems.
Normal people believe that if it isn't broke, don't fix it. Engineers believe that if it isn't broke, it doesn't have enough features yet.
The difference between Mechanical Engineers and Civil Engineers is:
Mechanical Engineers build weapons.  Civil Engineers build targets
An optimist sees the glass half full; the pessimist sees it half empty. An engineer sees that the glass is twice as big as it needs to be.

 
I'll not belabor the fact that this update's been heavily delayed, and while it was not entirely spent on bug-fixing, I did get a hell of a lot more done than what's in my previous post.  I'm once again at a state where I've squashed all the bugs I've found to-date.  Barring catastrophe, I'm hoping to call have a '1.0 final' out in early January.  If no new bugs get reported, '0.7 RC1' will become '1.0 final' (hence the RC-bit).

Update file available on the Artifice website.