I'm sure most of you remember how much of a relief the dialogue skip option for long cutscenes was.
We've done one better now, and added in-mission checkpoints to one of our longer, more epic set piece battles. Using a menu at mission start, you can move directly to checkpoints you've unlocked, jumping forward to two key points in the mission assuming you've already reached them by normal means. Warships and fighters will be teleported around, summoned, vanished, damaged or destroyed as appropriate.
This is hardly an original idea. There are a lot of talented FREDders in the community who've played with this concept and could doubtless pull it off, and maybe have already - Axem, BlackWolf, Karajorma, FUBAR, lots of others.
I just wanted to mention Blue Planet's take on this concept, because I think it's cool, because I think these guys all deserve a shout-out (Karajorma gave The_E and I the critical bit of help we needed to get this working, and FUBAR was also a huge help), and because it shows how much potential there is in the FreeSpace Open engine.
Just to get this working we pulled off a number of fun tricks. One of my favorites was building a real-time in-mission display of a ship's world coordinates in FRED, so that we could figure out where a ship was at a given moment, write down those coordinates, and set-object-position the ship to that location when the checkpoint was activated. (This has the helpful side effect of writing the coordinates to the mission log, so you can track the ship's position at every second of the mission.) Setting this up is a pretty simple exercise with variables.
If anyone who is not already an awesome genius FREDder like the aforementioned chaps wants some pointers on how to pull this off, or wants to suggest improvements, it could be a fun conversation.