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General FreeSpace => FreeSpace Discussion => Topic started by: Assassin714 on August 07, 2018, 12:16:17 am

Title: Things that rubbed you the wrong way
Post by: Assassin714 on August 07, 2018, 12:16:17 am
Are they any moments in Freespace campaigns that felt wrong or made you uncomfortable?

In the Derelict mission "The Sting", you are ordered to capture the cruiser Minerva, and they agree to surrender. But when the Auriga shows up, Command orders you to forget about capturing the Minerva and just kill them. Killing a surrendering enemy is a war crime. Sure, they did try to escape when the Auriga arrived, but they weren't even given a warning or an option to stand down again, Command just said that we had no use for them anymore, so kill them.
Title: Re: Things that rubbed you the wrong way
Post by: rubixcube on August 07, 2018, 05:05:22 am
Probably the penultimate mission where command nags the Bastion to "catch up with the Lucifer", how was this ever supposed to be possible? Lucy and Orion go at the same speed, and the Bastion was well back from the jump node on arrival.
Title: Re: Things that rubbed you the wrong way
Post by: X3N0-Life-Form on August 07, 2018, 02:49:18 pm
From good ol' FS2 : "Dammit, Command let Bosch escape !".
Title: Re: Things that rubbed you the wrong way
Post by: karajorma on August 07, 2018, 09:15:43 pm
What's your problem with that line? It's a fair assessment of what happened.
Title: Re: Things that rubbed you the wrong way
Post by: 0rph3u5 on August 08, 2018, 09:49:47 pm
That if you chose to destory the GTT Omega in ...But Hate the Traitor the campaign is not mechanically set-up to stop your progress, despite the announcement of court martial in the debrief.

... which gets even worse when you consider that the campaign then progresses to elevate you into a command level position in Exodus...
Title: Re: Things that rubbed you the wrong way
Post by: Nightmare on August 09, 2018, 01:38:57 am
That if you chose to destory the GTT Omega in ...But Hate the Traitor the campaign is not mechanically set-up to stop your progress, despite the announcement of court martial in the debrief.

... which gets even worse when you consider that the campaign then progresses to elevate you into a command level position in Exodus...

Every professional military leader started small y' know.
Title: Re: Things that rubbed you the wrong way
Post by: 0rph3u5 on August 09, 2018, 06:44:40 am
I get that said trial for warcrimes (verbatim from the debrief) probably went the way of the player avatar due it being the events of an undercover operation (after all in real life, some states forgive crimes committed by police officers doing undercover work) and the intel you were uneittingly carrying ... but willingness of an officer to violate their oath of service (mentioned in the debrief) would raise a red flag regarding fittness for a command role...

... or the GTVA is so militaristic that said court martial is a sham, which in turn raises a host of questions ... which then require seperate (fan-)campaigns to deal with*

*Is this a shameless plug yet or do I need to finish a release for that? :D
Title: Re: Things that rubbed you the wrong way
Post by: Fusion on August 09, 2018, 06:55:28 am
The realization that I'd potentially prevented the Vasudans from being able to fight back against the Shivans earlier than they did by helping capture Alexander McCarthy, thus ensuring the Vasudans would rely on inferior weaponry that couldn't damage Shivan ships until the ceasefire and agreements were made to share technology with the Zods. A lot of lives would probably have been saved in the long run.
Title: Re: Things that rubbed you the wrong way
Post by: Firesteel on August 09, 2018, 07:41:42 am
The realization that I'd potentially prevented the Vasudans from being able to fight back against the Shivans earlier than they did by helping capture Alexander McCarthy, thus ensuring the Vasudans would rely on inferior weaponry that couldn't damage Shivan ships until the ceasefire and agreements were made to share technology with the Zods. A lot of lives would probably have been saved in the long run.

Sounds like what I said in part 2 of n of the videos I've been doing.

Reminds me, I should get another one up...
Title: Re: Things that rubbed you the wrong way
Post by: Mito [PL] on August 09, 2018, 12:22:26 pm
Probably the penultimate mission where command nags the Bastion to "catch up with the Lucifer", how was this ever supposed to be possible? Lucy and Orion go at the same speed, and the Bastion was well back from the jump node on arrival.
I guess the Bastion was supposed to jump to Sol just a moment after Lucy did. Which failed spectacularly with that one mis-jump. So the last mission was probably meant to be a capital ship duel but I guess  :v-old: had some problems either with performance or explaining why wouldn't Lucy just use its main cannons in subspace to cut up Bastion into pieces.
Title: Re: Things that rubbed you the wrong way
Post by: Nightmare on August 09, 2018, 12:56:09 pm
It's simply more heroic that way. But unless the Lucifer didn't turned around or used its semi-canonical (didn't had them in FS1) side cannons the Bastion would've been safe.
Title: Re: Things that rubbed you the wrong way
Post by: CT27 on August 13, 2018, 08:40:08 pm
The ending to "Homesick".

It was a great campaign that I really enjoyed up until then.
Title: Re: Things that rubbed you the wrong way
Post by: manwiththemachinegun on August 15, 2018, 01:34:31 am
Are they any moments in Freespace campaigns that felt wrong or made you uncomfortable?

In the Derelict mission "The Sting", you are ordered to capture the cruiser Minerva, and they agree to surrender. But when the Auriga shows up, Command orders you to forget about capturing the Minerva and just kill them. Killing a surrendering enemy is a war crime. Sure, they did try to escape when the Auriga arrived, but they weren't even given a warning or an option to stand down again, Command just said that we had no use for them anymore, so kill them.

This is not a post promoting warcrimes (of course), but enemy combatants attempting to escape during an enemy attack are not "prisoners" persay.
Title: Re: Things that rubbed you the wrong way
Post by: Snarks on August 15, 2018, 02:17:06 am
The Phoenicia being ordered to stay to hold off the Sathanas in Bearbaiting. It bought all of like 20 seconds, which seems like a terrible tradeoff for a whole destroyer and its crew.
Title: Re: Things that rubbed you the wrong way
Post by: CT27 on August 15, 2018, 02:24:43 am
The Phoenicia being ordered to stay to hold off the Sathanas in Bearbaiting. It bought all of like 20 seconds, which seems like a terrible tradeoff for a whole destroyer and its crew.

It was kind of the reverse situation when Command ordered the Colossus to depart (which then got destroyed by the Sathanas).  It's been a while since I played that mission, but IIRC the Colossus' captain didn't say they couldn't leave (because they were disabled or something) he said they wouldn't leave and would try to buy the Bastion more time.

Buying maybe a minute more for the Bastion wasn't worth the sacrifice of the Colossus.
Title: Re: Things that rubbed you the wrong way
Post by: Fusion on August 15, 2018, 03:57:32 am
The Phoenicia being ordered to stay to hold off the Sathanas in Bearbaiting. It bought all of like 20 seconds, which seems like a terrible tradeoff for a whole destroyer and its crew.

I'd be willing to bet the Phoenicia was sold for scrap after Capella given the damage it took. Always seems to jump out with 2% hull integrity, and I doubt a ship is easily repaired from that level of damage.
Title: Re: Things that rubbed you the wrong way
Post by: Trivial Psychic on August 15, 2018, 04:49:29 am
I have a WIP FS Literary work (albeit stagnant for some time) which features the Phoenicia at one point after its encounter with the Sathanas.  Command does manage to rescue it.
Title: Re: Things that rubbed you the wrong way
Post by: 0rph3u5 on August 15, 2018, 09:00:22 am
Are they any moments in Freespace campaigns that felt wrong or made you uncomfortable?

In the Derelict mission "The Sting", you are ordered to capture the cruiser Minerva, and they agree to surrender. But when the Auriga shows up, Command orders you to forget about capturing the Minerva and just kill them. Killing a surrendering enemy is a war crime. Sure, they did try to escape when the Auriga arrived, but they weren't even given a warning or an option to stand down again, Command just said that we had no use for them anymore, so kill them.

This is not a post promoting warcrimes (of course), but enemy combatants attempting to escape during an enemy attack are not "prisoners" persay.

Small insert: the Auriga and her support ships might not have the legal protection through ius in bello as they are no regular fighting force, similar how exceptions were carved out against partisans and more recently terrorists by those who really wanted those exceptions...

The whole issue surrounding "irregular combatants"/"undeclared combatants"/"armed civilians" is a huge grey area in present day ius in bello
Title: Re: Things that rubbed you the wrong way
Post by: X3N0-Life-Form on August 15, 2018, 09:54:37 am
The Phoenicia being ordered to stay to hold off the Sathanas in Bearbaiting. It bought all of like 20 seconds, which seems like a terrible tradeoff for a whole destroyer and its crew.
I'm leaning more towards 0 seconds since I don't think the Sathanas slows down at all before firing, and vaporizing a Hecate-class destroyer takes less than two and a half seconds for a Sathanas.
Title: Re: Things that rubbed you the wrong way
Post by: Lorric on August 15, 2018, 11:13:19 am
Made me "uncomfortable"?

DIVE, DIVE, DIVE, HIT YOUR BURNERS PILOT!!!!!

I almost jumped out of my chair the first time! :D
Title: Re: Things that rubbed you the wrong way
Post by: Llocape on August 21, 2018, 10:55:22 am
The ending to "Homesick".

It was a great campaign that I really enjoyed up until then.

Same here. The "Homesick" ending really peeved me more than it should have.
Title: Re: Things that rubbed you the wrong way
Post by: Goober5000 on August 23, 2018, 06:25:24 pm
The ending to "Homesick".

It was a great campaign that I really enjoyed up until then.

Same here. The "Homesick" ending really peeved me more than it should have.

Yeah me too.  Blaise Russel said there would be a story or sequel follow-up to explain why, but that never happened.
Title: Re: Things that rubbed you the wrong way
Post by: Megawolf492 on August 26, 2018, 06:05:02 pm
In the mission "Eve of Destruction", you are supposed to be on the "third watch" of guarding the GTC Orff. But then you get relieved after only TWO MINUTES (iirc). I get this is the first mission of the game, so it's supposed to be easy, but give some in-universe reason ("Hey Alpha, looks like you've seen a lot of action and are a bit beat up. We'll send Delta to finish your watch.").
Title: Re: Things that rubbed you the wrong way
Post by: Mongoose on August 26, 2018, 09:15:47 pm
I also like how a Fenris's armor is so paper-thin that pairs of Anubises constitute an existential threat to it.
Title: Re: Things that rubbed you the wrong way
Post by: Cyborg17 on August 26, 2018, 09:51:40 pm
When command tells the second transport to dock with shivan cargo after the first transport blows up.  Why commmand, why????
Title: Re: Things that rubbed you the wrong way
Post by: Crazy_Ivan80 on September 07, 2018, 06:06:13 pm
The Phoenicia being ordered to stay to hold off the Sathanas in Bearbaiting. It bought all of like 20 seconds, which seems like a terrible tradeoff for a whole destroyer and its crew.

Command not jumping in capships behind the Sathanas, out of the way of it's beams.
Title: Re: Things that rubbed you the wrong way
Post by: Klaustrophobia on September 09, 2018, 05:35:05 pm
First mission of the Silent Threat campaign, 'sanitizing' the area.  On a less philosophical level, the whole ST campaign being a giant pile of disorganized crap.  Thank god for ST:R.
Title: Re: Things that rubbed you the wrong way
Post by: Cyborg17 on September 09, 2018, 06:46:20 pm
First mission of the Silent Threat campaign, 'sanitizing' the area.  On a less philosophical level, the whole ST campaign being a giant pile of disorganized crap.  Thank god for ST:R.

QFT
Title: Re: Things that rubbed you the wrong way
Post by: SL1 on September 26, 2018, 04:26:18 am
It doesn't make me feel "wrong" in a moral sense, but I have a hard time taking it seriously when a capship goes kamikaze in any campaign. They just move too slowly to make it seem like a legitimate threat. It would be a lot easier to take it seriously if you had the ship suddenly start going really fast and explain it by saying they're overcharging their engines way past the safety limits or something.

Fighter kamikazes are a little more believable, but even then, Freespace collision mechanics still occasionally make me wonder why the fighters are now exploding on impact instead of bouncing off like usual.



I guess the Bastion was supposed to jump to Sol just a moment after Lucy did. Which failed spectacularly with that one mis-jump. So the last mission was probably meant to be a capital ship duel but I guess  :v-old: had some problems either with performance or explaining why wouldn't Lucy just use its main cannons in subspace to cut up Bastion into pieces.

Or they realized how underwhelming FS1 capship battles were with nothing but blob turrets that fire slow-moving projectiles at a slow rate of fire that don't even do that much damage. FS1 capships just didn't feel dangerous at all, except for the Lucifer, and even the Lucifer was sort of undercut by how awkward and hacked-together its "beams" looked in the vanilla game.



In the mission "Eve of Destruction", you are supposed to be on the "third watch" of guarding the GTC Orff. But then you get relieved after only TWO MINUTES (iirc). I get this is the first mission of the game, so it's supposed to be easy, but give some in-universe reason ("Hey Alpha, looks like you've seen a lot of action and are a bit beat up. We'll send Delta to finish your watch.").

What bothered me about that mission was how Lt. Harbison, the "seasoned veteran and top-notch pilot", says "We'd better get relieved soon. I can't take much more!" after only a couple waves of Anubises.



Title: Re: Things that rubbed you the wrong way
Post by: Asteroth on September 28, 2018, 03:19:19 pm
It doesn't make me feel "wrong" in a moral sense, but I have a hard time taking it seriously when a capship goes kamikaze in any campaign. They just move too slowly to make it seem like a legitimate threat. It would be a lot easier to take it seriously if you had the ship suddenly start going really fast and explain it by saying they're overcharging their engines way past the safety limits or something.
This is actually surprisingly difficult to do in the engine; the way that Silent Threat: Reborn handles it with the Hope attempting to jump out directly in front of it's target is pretty clever I think.
Title: Re: Things that rubbed you the wrong way
Post by: X3N0-Life-Form on September 29, 2018, 04:14:25 am
If I were to do it, I'd either do a STR-style jump, or I would make a #kamikaze variant of the ship with the same acceleration but a huge top speed.

But yeah, in vanilla FS, that never made much sense. I think the most absurd is the Repulse going "imma gonna ram ya !", then getting vaporized within the following 5 seconds (granted, the front of the exploding destroyer does quite a bit of damage, but the Repulse is basically still standing still when it gets blasted).
Title: Re: Things that rubbed you the wrong way
Post by: karajorma on September 29, 2018, 04:53:39 am
I know the ships are moving slowly but you have to remember that they are huge and very heavy. A modern-day aircraft carrier weighs somewhere around 50 - 100 thousand tonnes. The Repulse is probably 5 to 10 times that weight and is travelling at 20mph! Something that size and weight at that speed would tear through almost anything you can imagine.

If you've ever seen a video of what happens when something stalls on a level crossing and gets hit by a train, it's shouldn't be too hard to see why even at low speed that kind of mass is going to do a huge amount of damage.
Title: Re: Things that rubbed you the wrong way
Post by: Iain Baker on September 29, 2018, 05:57:55 am
Why does everyone blockade a node by putting ships in the exit path? It's just asking for trouble from any cap ship with heavy forward facing guns. Why not place the ships to the flanks and rear. At least the Ancients worked this out when they tried to ambush Lucy by shooting her in the ass when she exited the node.

Also, why not just mine a node with a metric $h1t ton of nukes, antimatter or meson bombs? Anything that comes through get roasted, or at least the vanguard would. The mines could be set to only detonate when a specific ship comes through, or a ship of sufficient mass, to ensure they do not expend themselves on a cruiser. Fighters and cap ships can deal with the smaller vessels and prevent them from targeting the mines. If a destroyer or larger comes though the set off the mines. The destroyer etc. will be destroyed or severely damaged, and if using meson bombs, the node may collapse too, thus sealing off the entry point - for a while at least. If I were the GTVA this is what I would do to all nodes leading to non-gtva territory. I would ensure we had the capability to rapid deploy fresh mine fields at other strategic nodes should something get through too, perhaps via a destroyer sized mine layer. A conversion of the huge logistics ships from BP might suffice for this.
Title: Re: Things that rubbed you the wrong way
Post by: Iain Baker on September 29, 2018, 06:02:57 am
From a gameplay perspective - lack of reverse thrust and glide functions. Once you have gotten used to using them, as you will if you play any of the Babylon Project campaigns for example, not having them feels like loosing a limb. Especially so when carrying out gun runs on cap ships. The 'glide-by-shooting' technique is awesome  :cool:
Title: Re: Things that rubbed you the wrong way
Post by: SL1 on September 30, 2018, 01:16:53 am
a #kamikaze variant of the ship with the same acceleration but a huge top speed.

I was actually going to ask about that as a possibility.



I know the ships are moving slowly but you have to remember that they are huge and very heavy. A modern-day aircraft carrier weighs somewhere around 50 - 100 thousand tonnes. The Repulse is probably 5 to 10 times that weight and is travelling at 20mph! Something that size and weight at that speed would tear through almost anything you can imagine.

If you've ever seen a video of what happens when something stalls on a level crossing and gets hit by a train, it's shouldn't be too hard to see why even at low speed that kind of mass is going to do a huge amount of damage.

I might be able to understand that on an intellectual level, but even if I do, it just doesn't feel that way in the game.

It also reminds me of another weird speed thing: Capships go into the 200/300 range when entering or exiting subspace, but fighters slow down when jumping. That always seemed odd to me. The fact that a fighter's jump drive seems to take a random amount of time to charge up has also killed me on more than one occasion. Area completely clear? Three seconds from pressing the button to actually jumping. Ten fighters on my tail, but far enough away that I can afford three seconds? Now it takes ten seconds for some reason, and I'm dead. And if nothing else, that proves that capships are capable of going much faster, if only for a few seconds. It's been a while since I last played STR, and I don't specifically remember the Hope doing what Asteroth mentioned, but that would be a good way of doing it, and it would make sense in-universe. Use regular engines to get close, then power up the jump drive when you're close enough and hit them even harder. You could even say that the destruction of an active subspace drive creates an even more powerful explosion.



From a gameplay perspective - lack of reverse thrust and glide functions. Once you have gotten used to using them, as you will if you play any of the Babylon Project campaigns for example, not having them feels like loosing a limb. Especially so when carrying out gun runs on cap ships. The 'glide-by-shooting' technique is awesome  :cool:

Glide is definitely very useful. I haven't played much of TBP, but I know I used it a lot in Wing Commander Saga, and not just for conserving afterburner fuel (though that is a very good feature). I don't have much experience with reverse thrust, so I can't really form an opinion on that either way. But one thing I wish I could get more use out of is lateral thrusters. I've played a few mods that had them (Diaspora, Dimensional Eclipse, and TBP), but they always seemed too slow to be of any real use. I guess I was hoping they'd be more like Descent. I'm certainly willing to be corrected about this, but that's how it looks to me right now.
Title: Re: Things that rubbed you the wrong way
Post by: Destiny on September 30, 2018, 10:39:58 am
[...]Dimensional Eclipse, [...] but they always seemed too slow to be of any real use. I guess I was hoping they'd be more like Descent. I'm certainly willing to be corrected about this, but that's how it looks to me right now.

It's dangerous to go slow. Take this.


I recorded this in hope that it changes your perspective that DE is too slow [No guarantees...]. I pray that the bleeding YouTube link works if not this sentence will! (https://youtu.be/eB0wIB9lvoU)


Forgive the lack of ETS management (fixed loadout doesn't let me run my preferred kinetic primaries...), terrible flying and whatnot other slipups like recording notifications...the EMP shockwave causing a notification from Windows to appear at just the right time...
Title: Re: Things that rubbed you the wrong way
Post by: Spoon on September 30, 2018, 10:50:09 am
Take this but a working embeded version of it.  :p
Title: Re: Things that rubbed you the wrong way
Post by: Asteroth on September 30, 2018, 12:54:23 pm
The fact that a fighter's jump drive seems to take a random amount of time to charge up has also killed me on more than one occasion. Area completely clear? Three seconds from pressing the button to actually jumping. Ten fighters on my tail, but far enough away that I can afford three seconds?
It's consistent, but it is strongly affected by being shot at. You need to reach a particular speed and maintain your heading for several seconds, and being shot at at all will knock you around messing up your speed and direction and delaying the warp. This is obviously on purpose in order to encourage you not to jump out with hostiles still near you (and this might all be wrong if a coder wants to correct me, this is just based on my experience with it).
Title: Re: Things that rubbed you the wrong way
Post by: Spoon on September 30, 2018, 01:35:36 pm
As I learned today, the speed to reach is 40 with a 5% tolerance (So 38-42 range). The time it takes for you to warp out will depend heavily on the acceleration and deceleration of your fighter. The minimum warptime will be 3 seconds.
A WoD example; the Kaze has fast acceleration but slow deceleration. From stand still, it will take only roughly 4 seconds to warp out. But from max afterburner speed, it will take a wooping 13 seconds, and half of that time is waiting for the ship to decelerate from 50 to 40. Because of the exponential acceleration that freespace uses to adjust velocity.

DahBlount today added a feature to customize the '$Target warpout match percent' in game settings.tbl so a higher tolerance value can be set. Which is very nice indeed.
Title: Re: Things that rubbed you the wrong way
Post by: Colonol Dekker on September 30, 2018, 01:58:03 pm
A lack of Dark ships 18 years after his concept art for the apollo mk 2  :nono:
Title: Re: Things that rubbed you the wrong way
Post by: Nightmare on September 30, 2018, 03:53:05 pm
A lack of Dark ships 18 years after his concept art for the apollo mk 2  :nono:

As awesome as Darks concepts were, there're quite a few takes on a Apollo Mk II.
Title: Re: Things that rubbed you the wrong way
Post by: Lorric on September 30, 2018, 04:05:47 pm
Ah yes, the can't jump out if you're being shot up thing. Something that you have to learn the hard way and something that comes up rare enough to forget, and then there's the fact that you can't cancel the jump, so you just have to helplessly watch as your sitting duck ship gets destroyed.
Title: Re: Things that rubbed you the wrong way
Post by: Colonol Dekker on September 30, 2018, 04:20:00 pm
I thought you could press alt+Jt again, oh! You mean once the jump point opens?

A lack of Dark ships 18 years after his concept art for the apollo mk 2  :nono:

As awesome as Darks concepts were, there're quite a few takes on a Apollo Mk II.


Yes.  But I wanted dark ships.
Title: Re: Things that rubbed you the wrong way
Post by: Mongoose on September 30, 2018, 04:20:34 pm
That's why if you find yourself in that situation, you crank engines to max, spam the afterburner, and hope your ship is fast enough to get a few-thousand-meter head start before you try to jump.
Title: Re: Things that rubbed you the wrong way
Post by: Nightmare on September 30, 2018, 04:24:28 pm
Yes.  But I wanted dark ships.
The SOF Orpheus is basically a Apollo Mk2 with SOC (like Artemis DH) maps. ;)
Title: Re: Things that rubbed you the wrong way
Post by: Lorric on September 30, 2018, 07:17:14 pm
That's why if you find yourself in that situation, you crank engines to max, spam the afterburner, and hope your ship is fast enough to get a few-thousand-meter head start before you try to jump.
If that's not possible because they're faster than me, I've managed to jump out by throwing my ship around until I've got them off my 6 just long enough to cut the engine and hit jump when it's as close to the magic number 40 as possible.
Title: Re: Things that rubbed you the wrong way
Post by: SL1 on September 30, 2018, 10:03:06 pm
Take this but a working embeded version of it.  :p

Okay, why did up/down/left/right thrust never go that fast for me? What was I doing wrong?



It's consistent, but it is strongly affected by being shot at. You need to reach a particular speed and maintain your heading for several seconds, and being shot at at all will knock you around messing up your speed and direction and delaying the warp. This is obviously on purpose in order to encourage you not to jump out with hostiles still near you (and this might all be wrong if a coder wants to correct me, this is just based on my experience with it).

Does it matter if you're actually getting hit, or just that you're being shot at? I never try to jump when I'm actually getting hit, because that's certain death 99% of the time.



As I learned today, the speed to reach is 40 with a 5% tolerance (So 38-42 range). The time it takes for you to warp out will depend heavily on the acceleration and deceleration of your fighter. The minimum warptime will be 3 seconds.
A WoD example; the Kaze has fast acceleration but slow deceleration. From stand still, it will take only roughly 4 seconds to warp out. But from max afterburner speed, it will take a wooping 13 seconds, and half of that time is waiting for the ship to decelerate from 50 to 40. Because of the exponential acceleration that freespace uses to adjust velocity.

DahBlount today added a feature to customize the '$Target warpout match percent' in game settings.tbl so a higher tolerance value can be set. Which is very nice indeed.

That explains it. If I'm running from enemy fighters and trying to make a quick escape, I'll be close to maximum speed when I hit Alt-J, so the jump will take longer. This is good to know. Thanks.



Ah yes, the can't jump out if you're being shot up thing. Something that you have to learn the hard way and something that comes up rare enough to forget, and then there's the fact that you can't cancel the jump, so you just have to helplessly watch as your sitting duck ship gets destroyed.

I thought you could press alt+Jt again, oh! You mean once the jump point opens?

I don't know if pressing Alt-J again works, but I know that pressing Esc works if you do it before the jump point opens. I'm also pretty sure that you become invulnerable when the jump point opens, because I've had occasions where I could see my ship taking a ton of fire as it entered and it didn't seem to actually do any damage.
Title: Re: Things that rubbed you the wrong way
Post by: Mongoose on September 30, 2018, 10:19:10 pm
I'm not actually sure if you're home free when the external camera view triggers.  I was never unlucky enough to die during the sequence, at least.
Title: Re: Things that rubbed you the wrong way
Post by: Colonol Dekker on October 01, 2018, 08:01:19 am
That supernova bit.....half the time ;)
Title: Re: Things that rubbed you the wrong way
Post by: Firesteel on October 01, 2018, 12:55:49 pm
My memory's fuzzy with FS1's engine but I don't think you were invulnerable at any point during jump out in the original engine, just immune to physics during the warp out animation. FS2 acts slightly differently (again my memory is fuzzy) or it at least removes the collision volume faster than in FS1.

I remember being able to kill things until the warp flash on the retail engines (I don't remember about FS2's though)
Title: Re: Things that rubbed you the wrong way
Post by: Mito [PL] on October 01, 2018, 01:01:18 pm
I remember that when a fighter/bomber was jumping out as soon as the jump flash appeared, the target was semi-transparent to weapon fire until it at least partially made it through the "event horizon" - then, it was possible to get some shots on the ship until the warp flash diappeared.

I'm not sure if it's like that now, but I remember there being something like that at some point.
Title: Re: Things that rubbed you the wrong way
Post by: Grizzly on October 01, 2018, 01:48:04 pm
Into the Maelstrom's dialogue seems slightly out of order, with the corvette sending a wing of fighters before one of your wingmen calls Mayday.
Title: Re: Things that rubbed you the wrong way
Post by: Goober5000 on October 01, 2018, 11:44:42 pm
From a mission designer's point of view, the Hope kamikaziing the Hades in ST:R.  It's a great visual spectacle and it raises the stakes considerably, but it makes little sense on closer examination.

For context, in FS1, the Hades has 800k hitpoints, but in FS2, this was lowered to 400k, probably due to how utterly insane the last mission of the original Silent Threat was.  However, due to the amount of friendly ships in ST:R's final mission, the length of time needed for messages and to present a serious challenge, and the need to have enough hitpoint margin for the Hope's attack to make a significant impact, the Hades's hitpoints were raised back to 800k.  Originally the Hope did 50% of damage, but after playtesting this was reduced to 25%.  Thus, the Hades starts the last mission of ST:R with around 75% of its hull strength, or 600k hitpoints, equivalent to 6 Orion-class destroyers.

The first problem is that realistically, a kamikaze attack should have completely obliterated the Hades.  A massive destroyer colliding at around 200 m/s should have absolutely ripped apart both ships like something out of a Michael Bay film.  And that's only from a structural standpoint: if for some impossible reason some part of the Hades remained intact, there should have been a reactor core breach or similar cascade failure.  Instead, the Hades shrugs off the assault with absolutely no structural deformation, only minor damage, and only a temporary, quickly-repaired engine failure.  If the Hades had been destroyed, there would of course have been no need for the next mission.

The second problem is that opening a subspace portal on top of the Hades should have caused some kind of serious disruption, whether by shattering the hull, sucking part of it into subspace, or cutting a slice out of it like a buzz saw.  Additionally, accelerating the Hope to subspace-jump speeds compounds the momentum problem in the previous paragraph.  But I discovered that without the subspace jump, the Hope spends too long in the vicinity of the Hades before hitting it and exploding.  It kills the momentum of the scene and deflates the tension.

These two points were sources of moderate consternation while I was FREDding the mission, but I decided that Rule of Cool must apply.  And this has been vindicated by the fact that, in all the years since ST:R has been released, not one time has anyone mentioned either of the two problems. :)
Title: Re: Things that rubbed you the wrong way
Post by: Trivial Psychic on October 02, 2018, 07:01:52 am
Did you test it using just the Hope's arrival momentum to collide the two?
Title: Re: Things that rubbed you the wrong way
Post by: Goober5000 on October 02, 2018, 02:16:37 pm
IIRC I did.  I believe the Hope and Hades didn't actually collide until they were overlapping for a few seconds, making the dialogue feel somewhat superfluous.  With the subspace jump, there's a very clear distinction between arrival and attack.
Title: Re: Things that rubbed you the wrong way
Post by: Firesteel on October 03, 2018, 05:23:19 pm
I think part of why no one pointed out that the Hades should have been obliterated or messed with by subspace forces is probably because it can't happen in the game without some heavy duty model swapping or physics simulation (though you could certainly have had the Hope destroy the Hades). Ships in FS can warp out on top of each other without affecting each other so obviously subspace doesn't pull things into it in that way, as far as the simulation rules go.

So basically what I'm saying is no one has commented on it because of the way the rules surrounding capships work in FS and the Hope X Hades collision obeys all the same rules.

(This is related to my research btw :D)
Title: Re: Things that rubbed you the wrong way
Post by: Destiny on October 04, 2018, 09:42:24 am
Okay, why did up/down/left/right thrust never go that fast for me? What was I doing wrong?
Spoilers for DE so
Spoiler:
My guess is you probably didn't pick the Phoenix (http://wiki.hard-light.net/index.php/GTF_Phoenix_(Nukemod)) in early of Act 3.

My second guess would be that the nature of the mission when you first flew the Yukikaze meant that you did not really have to test out it's maneuverability, however that's offset by the mission after it, although only for the first half...and then your picked fighter would get it's upgrade and none of 'em boasts much in lateral maneuverability.

Guess that rubs you the wrong way in more than one. Sorry.


But well if you wanna do maneuvers like that for the entirety of a campaign, play the Droid's Dark Souls Singularity campaign instead of the main DE one!
Title: Re: Things that rubbed you the wrong way
Post by: Iain Baker on October 04, 2018, 03:28:37 pm
Lack of mid-mission check points in long-ass missions.  :p Especially ones where you are very likely to die right near the end  :banghead:


I wish there was a mid-mission save system in Freespace. Then I could get my 'savescum' on ;)
Title: Re: Things that rubbed you the wrong way
Post by: X3N0-Life-Form on October 05, 2018, 12:48:21 am
Hehe, I remember when I first saw "checkpoint reached" in Blue Planet, I was like "Wait what ? Freespace doesn't do checkpoints ???" :D
Title: Re: Things that rubbed you the wrong way
Post by: Nightmare on October 05, 2018, 05:06:11 am
Make a new thread about things that rubbed you the right way.. ;)
Title: Re: Things that rubbed you the wrong way
Post by: Colonol Dekker on October 05, 2018, 08:14:51 am
I remember there being a hot sci-fi woman thread already.
Title: Re: Things that rubbed you the wrong way
Post by: Kie99 on October 07, 2018, 07:55:07 am
One thing I didn't like about FS2 compared to FS1 was the boiler plate "You did not have authorization to return to base pilot".  FS1 had pretty detailed debriefings on the consequences if you fled.
Title: Re: Things that rubbed you the wrong way
Post by: Nightmare on October 07, 2018, 08:27:24 am
Oh that reminds me of something - the first time I played FS1, I was always wondering how in the mission where you chase the Lucifer to the node Command always told me to jump out; I ultimatly did so and ended up getting the No-RTB debriefing. My understanding of the game was pretty bad back then. :lol:
Title: Re: Things that rubbed you the wrong way
Post by: Snarks on October 07, 2018, 06:53:29 pm
One thing I didn't like about FS2 compared to FS1 was the boiler plate "You did not have authorization to return to base pilot".  FS1 had pretty detailed debriefings on the consequences if you fled.

While true, the debriefings were often also ridiculous. You'd end up getting court martialed or assigned to janitorial duties. The entire campaign falls apart and thousands died because you retreated, despite the player character supposity just being one out of many, many pilots in a the war. And this applies even if things have gone completely sour, and your fighter craft is on the verge of exploding. Compared to how pilots are actually treated in real life, it feels like you're a penal legion pilot that's supposed to fight until he dies or something.
Title: Re: Things that rubbed you the wrong way
Post by: Spoon on October 07, 2018, 07:39:27 pm
One thing I didn't like about FS2 compared to FS1 was the boiler plate "You did not have authorization to return to base pilot".  FS1 had pretty detailed debriefings on the consequences if you fled.

While true, the debriefings were often also ridiculous. You'd end up getting court martialed or assigned to janitorial duties. The entire campaign falls apart and thousands died because you retreated, despite the player character supposity just being one out of many, many pilots in a the war. And this applies even if things have gone completely sour, and your fighter craft is on the verge of exploding. Compared to how pilots are actually treated in real life, it feels like you're a penal legion pilot that's supposed to fight until he dies or something.
FS2 debriefs for failure states are not any better in that regard really.

Try failing the first mission of the FS2 campaign. Those refugee ships you're escorting are apparantly incredibly vital to the war effort.
Title: Re: Things that rubbed you the wrong way
Post by: SL1 on October 07, 2018, 09:02:01 pm
FS2 debriefs for failure states are not any better in that regard really.

Try failing the first mission of the FS2 campaign. Those refugee ships you're escorting are apparantly incredibly vital to the war effort.

Damn, you're not kidding. If you lose both transports, the GTVA just gives up.


Quote from: Lieutenant-Captain Loukakis
As officers of the GTVA, we have sworn to protect all citizens of the Alliance. The destruction of both Iota transports is a travesty, pilot. You have disgraced the 53rd Hammerheads, and I will recommend your immediate discharge from the fighter corps.

The Alliance's offensive is now in shambles. Only 25 percent of the Vasudan refugees have been recovered, while the NTF continues to massacre thousands without mercy.

Command reports we have lost the GTD Aeneas, the GTC Coriolanus, and the GVC Mirage. Our efforts to blockade the Alpha Centauri and Sirius jump nodes have failed. The Security Council will order the fleet to withdraw from Deneb and negotiate terms with the NTF.
Title: Re: Things that rubbed you the wrong way
Post by: Mongoose on October 07, 2018, 09:12:47 pm
Honestly those things always cracked me up.  I mean you are the Almighty Alpha 1, after all.
Title: Re: Things that rubbed you the wrong way
Post by: Lorric on October 07, 2018, 09:40:50 pm
Honestly those things always cracked me up.  I mean you are the Almighty Alpha 1, after all.
Exactly. Your presence galvanises them all. Even if you're not there in a particular battle, the knowledge you're there fighting and being Alpha 1 raises the standard of everyone else as they stand tall on the shoulders of the colossus that you are. Without you they are hopelessly lost, and they dissolve and crumble. :)
Title: Re: Things that rubbed you the wrong way
Post by: X3N0-Life-Form on October 08, 2018, 01:07:55 am
My own theory is that how well the player does in a particular mission is supposed to be representative of how well the entire fleet does everywhere else (in FS2 anyway), eg. if you do well, they roll over the NTF or the Shivans at every turn, if you do poorly they still succeed but it becomes more of a Pyrrhic type of victory, and if you fail **** goes downhill for everybody.
Title: Re: Things that rubbed you the wrong way
Post by: Goober5000 on October 09, 2018, 07:55:56 pm
My own theory is that how well the player does in a particular mission is supposed to be representative of how well the entire fleet does everywhere else (in FS2 anyway), eg. if you do well, they roll over the NTF or the Shivans at every turn, if you do poorly they still succeed but it becomes more of a Pyrrhic type of victory, and if you fail **** goes downhill for everybody.

I like this theory.


It's a shame Neo-Terra Victorious is dead, but if anyone ever restarted it, I think it would be fun to brainstorm ways to subtly shift events in FS2 to achieve different outcomes.  For example, we all think the Belisarius just stupidly sits there and dies, but what if it was supposed to be a sacrifice to distract the Psamtik?  If the Psamtik was delayed just a few seconds before arriving at the jump node blockade, it could have allowed enough time for an NTF destroyer to arrive, which would have further repercussions, etc.  One of those "for want of a nail" situations.
Title: Re: Things that rubbed you the wrong way
Post by: Nightmare on October 09, 2018, 08:20:06 pm
That's indeed a very interesting way to think about these things. :nod:

Even though FS2 had awesome writing, there are fans to give even the few flat parts a meaningful explanation. :D

BTW, why didn't the Belisarius try to fire upon the Psamptik?
Title: Re: Things that rubbed you the wrong way
Post by: Iain Baker on October 10, 2018, 08:42:00 am
That's indeed a very interesting way to think about these things. :nod:

Even though FS2 had awesome writing, there are fans to give even the few flat parts a meaningful explanation. :D

BTW, why didn't the Belisarius try to fire upon the Psamptik?

Because the Belisarius' scans showed the Psamptik was at that point protected by impenetrable plot armour  :lol:
Title: Re: Things that rubbed you the wrong way
Post by: X3N0-Life-Form on October 10, 2018, 09:11:34 am
They failed to make an effective prayer to the Almighty FRED to beam-free them.
Title: Re: Things that rubbed you the wrong way
Post by: Snarks on October 10, 2018, 09:32:51 am
I know that mission designers don't want their players to just be sitting there doing nothing or ensure very long missions, but the rate at which a boarding party captures a ship in the Freespace universe really breaks my immersion. We're talking about huge ships, but one or two tiny transport ships are able to board marines that can not only traverse through the ship in record speeds, but also often shoot through all the crews and onboard marines of another ship. And while I try to image some kind of ridiculously efficient hyper loop transport systems inside of ships to make up for this kind of ludicrous speed, it very much does not match what we actually see on the flight deck in the menu (I'm looking at you exit animation button).
Title: Re: Things that rubbed you the wrong way
Post by: General Battuta on October 10, 2018, 10:05:25 am
I know that mission designers don't want their players to just be sitting there doing nothing or ensure very long missions, but the rate at which a boarding party captures a ship in the Freespace universe really breaks my immersion. We're talking about huge ships, but one or two tiny transport ships are able to board marines that can not only traverse through the ship in record speeds, but also often shoot through all the crews and onboard marines of another ship. And while I try to image some kind of ridiculously efficient hyper loop transport systems inside of ships to make up for this kind of ludicrous speed, it very much does not match what we actually see on the flight deck in the menu (I'm looking at you exit animation button).

Internal partitions are thinner than hull armor so you just get inside and railgun everyone through the walls :snipe:
Title: Re: Things that rubbed you the wrong way
Post by: General Battuta on October 10, 2018, 10:05:42 am
Note: I just made this up
Title: Re: Things that rubbed you the wrong way
Post by: SL1 on October 10, 2018, 10:27:41 am
I know that mission designers don't want their players to just be sitting there doing nothing or ensure very long missions, but the rate at which a boarding party captures a ship in the Freespace universe really breaks my immersion. We're talking about huge ships, but one or two tiny transport ships are able to board marines that can not only traverse through the ship in record speeds, but also often shoot through all the crews and onboard marines of another ship. And while I try to image some kind of ridiculously efficient hyper loop transport systems inside of ships to make up for this kind of ludicrous speed, it very much does not match what we actually see on the flight deck in the menu (I'm looking at you exit animation button).

Related to that, something I've been wondering about lately is how moving between ships works when the ships are docked in such a way that it really doesn't look like people could walk upright between them. Like in Dunkerque, where the transports dock with the Messana vertically. It seems like instead of walking, you might have to frequently climb up or down to move from your transport into the ship it's docked with. That would probably slow things down considerably.
Title: Re: Things that rubbed you the wrong way
Post by: General Battuta on October 10, 2018, 10:28:32 am
Zero G, or artificial gravity, either way it's not a problem.
Title: Re: Things that rubbed you the wrong way
Post by: X3N0-Life-Form on October 10, 2018, 10:46:52 am
Internal partitions are thinner than hull armor so you just get inside and railgun everyone through the walls :snipe:
Well, :V: told us that it was a valid way to fight as far back as the original Red Faction.
Title: Re: Things that rubbed you the wrong way
Post by: Iain Baker on October 10, 2018, 12:33:03 pm
Internal partitions are thinner than hull armor so you just get inside and railgun everyone through the walls :snipe:
Well, :V: told us that it was a valid way to fight as far back as the original Red Faction.

I remember being railguned by the mercs whilst crawling through an air vent which allowed for zero movement. I died. A lot ;-)
Title: Re: Things that rubbed you the wrong way
Post by: Trivial Psychic on October 10, 2018, 11:40:52 pm
Maybe they just do like the Cylons and vent all of the air into space, killing the crew... or do the humane thing and just pump the place full of knockout gas.
Title: Re: Things that rubbed you the wrong way
Post by: Assassin714 on October 11, 2018, 02:15:04 am
I consider the short capture time to just be a concession for the sake of gameplay, like the absurdly low ranges of weapons and speeds of ships.

Title: Re: Things that rubbed you the wrong way
Post by: Goober5000 on October 18, 2018, 12:42:04 am
I know that mission designers don't want their players to just be sitting there doing nothing or ensure very long missions, but the rate at which a boarding party captures a ship in the Freespace universe really breaks my immersion. We're talking about huge ships, but one or two tiny transport ships are able to board marines that can not only traverse through the ship in record speeds, but also often shoot through all the crews and onboard marines of another ship. And while I try to image some kind of ridiculously efficient hyper loop transport systems inside of ships to make up for this kind of ludicrous speed, it very much does not match what we actually see on the flight deck in the menu (I'm looking at you exit animation button).

It was for this very reason that I FREDed the Repulse capture operation the way I did in ST:R.


I consider the short capture time to just be a concession for the sake of gameplay, like the absurdly low ranges of weapons and speeds of ships.

Also, this.
Title: Re: Things that rubbed you the wrong way
Post by: Iain Baker on October 19, 2018, 03:54:00 am
I know that mission designers don't want their players to just be sitting there doing nothing or ensure very long missions, but the rate at which a boarding party captures a ship in the Freespace universe really breaks my immersion. We're talking about huge ships, but one or two tiny transport ships are able to board marines that can not only traverse through the ship in record speeds, but also often shoot through all the crews and onboard marines of another ship. And while I try to image some kind of ridiculously efficient hyper loop transport systems inside of ships to make up for this kind of ludicrous speed, it very much does not match what we actually see on the flight deck in the menu (I'm looking at you exit animation button).

It was for this very reason that I FREDed the Repulse capture operation the way I did in ST:R.


I consider the short capture time to just be a concession for the sake of gameplay, like the absurdly low ranges of weapons and speeds of ships.

Also, this.

About 15 years a go I played a Star Trek themed space sim on my old PS1. The beam weapon range of the cap ships was immense - they could hit you when they were so far away they were just a few pixels. Your ship had a mini warp engine thingy which worked like afterburners on 'roids. You could close that sort of distance in a second. I guess it was supposed to be more realistic, encouraging hit and run attacks, but in truth it just sucked from a gameplay perspective.

That said I do often feel the ships in FS2 are too slow. Anything less than a Perseus feels like you are flying through treacle. I would love to see a mod that increases the speed of the ships slightly. Perhaps have retail Perseus speed as a base speed for the slow ships, like bombers, and increase form there, so that the modded Perseus really is nippy AF  :D


As an aside - does anyone else feel FS1 games / FSPort etc feel quicker than FS2 games? Flying the length of an Orion feels like it takes less time in FS1 than it did in FS2, even in fighters with comparable speeds. Or is it just me?
Title: Re: Things that rubbed you the wrong way
Post by: Iain Baker on October 19, 2018, 04:01:20 am
The target turret feature targeting crappy little laser turrets when there are still main beams you need to de-fang. Some games, Inferno for example, get around this by having them highlighted with a big X, and the BP team are working on something that treats main beams as subsystems, but in campaigns that do not feature something like this it can be a real pain.
Title: Re: Things that rubbed you the wrong way
Post by: PIe on October 19, 2018, 09:57:12 am
That said I do often feel the ships in FS2 are too slow. Anything less than a Perseus feels like you are flying through treacle. I would love to see a mod that increases the speed of the ships slightly. Perhaps have retail Perseus speed as a base speed for the slow ships, like bombers, and increase form there, so that the modded Perseus really is nippy AF  :D
There was the old velocity mod that probably doesn't work anymore.  Also, it's a completely different universe but have you played Dimensional Eclipse?
Title: Re: Things that rubbed you the wrong way
Post by: Lorric on October 19, 2018, 11:41:26 am
The simplest way would be implementing a time compression setting. Play on 1.2X speed or something, that way the speed of projectiles and rates of fire would increase as well. It would be a good way to increase the difficulty of the game.
Title: Re: Things that rubbed you the wrong way
Post by: Woolie Wool on February 03, 2019, 08:30:07 pm
As someone on the team of a mod (Legion) that freely mixes FS1 and FS2 assets...

FS1's balance is ****. Absolute, unmitigated, Clostridium difficile-infected fecal matter. The difference in power between the ML-16 and other weapons is absurd, the intended progression curve of the other primary weapons is essentially inverted (the Banshee is worse than the Prometheus, which is worse than the Avenger), the Anubis could have been a viable fighter if it had an afterburner (what the ****, Volition?), the observed behavior of weapons and ships frequently contradict their in-universe description and role, the list goes on and on and on.

I can't rebalance the FS1 stuff for this campaign, but god damn do I ever want to. FreeSpace 1 is an ungodly mess of a game and I encourage anyone else developing a campaign set before FS2 to chuck the table values from FS1 in the garbage and rebalance based on FS2 or just from scratch. FS2 was a rushed product with less than a year of development yet its gameplay balance wipes the floor with FS1's (not that it's perfect, it's just better by far).
Title: Re: Things that rubbed you the wrong way
Post by: Jeep-Eep on February 09, 2019, 11:05:48 am
The realization that I'd potentially prevented the Vasudans from being able to fight back against the Shivans earlier than they did by helping capture Alexander McCarthy, thus ensuring the Vasudans would rely on inferior weaponry that couldn't damage Shivan ships until the ceasefire and agreements were made to share technology with the Zods. A lot of lives would probably have been saved in the long run.

Why do you think they read about those trials in school.