Hard Light Productions Forums

General FreeSpace => FreeSpace Discussion => Topic started by: Darkstar on June 15, 2001, 02:26:00 pm

Title: My new idea
Post by: Darkstar on June 15, 2001, 02:26:00 pm
Everytime you play a mission it's allmost the same with the exception of ship and weapons type for Alpha Beta Gamma and Delta wing. The entry points of hostiles can be random aswell but that's about it.
Untill now.

I added a variable to a mission telling it to randomly add 1 or two to the variable. In a hostile wing's arrival cue I specified that if the variable was 1 it should jump in and if the variable was 2 it wouldn't. I tested the mission and would you believe it it works. This was just a simple test you could also set it that if it was 2 a cruiser should jump in or another wing or any combination, This would add a bit to the mission because you would never know who you will be facing.

Has anyone else ever thought or tried it?

I also posted this at the fred forum but what can I say, "I like it when a plan comes together"


------------------
It is said, that in every age there is one singular event that forever changes the world around us.
Title: My new idea
Post by: kode on June 15, 2001, 02:35:00 pm
Sounds quite cool.

------------------
Evil is the root of all money, so where is my money?
Title: My new idea
Post by: Snipes on June 15, 2001, 02:52:00 pm
Sandwich should read this, if your stealth, this happens, and if your a bomber, this happens... cool
Title: My new idea
Post by: QXMX on June 15, 2001, 03:08:00 pm
Thats a good idea.  Instead, it'd make missions more exciting.  I'm wondering if  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/v.gif) did that in Argonautica(sp?), cause I played it and bombers hammered the Aquataine, and then I played it again and there wasn't a peep from the Shivans  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)

------------------
.....File not found....please enter password

Co-Creator, GroundZero ("http://www.subspacezero.com")
ICQ# 117983680
Title: My new idea
Post by: Sandwich on June 15, 2001, 05:21:00 pm
I'm here, don't worry!  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)

Actually, I've already used the random variable in the first mission of my campaign. You're supposed to "re-direct" an NTF convoy so they don't resupply a certain ship. Once their escort is blown away, the game chooses a random number that decides if this civilian convoy cooperates or resists.

Also, Snipes, I can't think of any way to get the RAND variable to help with a SEXP that only fires if the player chooses a certain ship - can you? Maybe I'm just missing something...

------------------
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com")
Title: My new idea
Post by: Snipes on June 15, 2001, 05:31:00 pm
oh, I dunno, I just thought this could help... I wanna play your first mission it sounds cool  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/smile.gif)
Title: My new idea
Post by: Sushi on June 16, 2001, 11:23:00 am
I once played a really cool mission for Jane's F15 that used this principle extremely well. The idea was a routine patrol in bordering-hostile territory...and depending on what variables returned true, any number of different combinations of things could happen. This is the kind of thing where you could make a mission where five, ten, twenty, thirty different things could happen in any combination- some variables could spawn other random checks for other variables, some things might turn into a linear path that excluded everything else. At any rate, this could make for some of the most replayable and tense missions ever- you'll never know exactly what's going to happen until it already has.  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)

------------------
Sushi- the OTHER white meat!

Accelerate your game-Velocity Mod ("http://sushicw.homestead.com/files/freespace/velocity.htm")
Sushi's Freespace Zone ("http://sushicw.homestead.com/files/freespace/index.htm")-Future home of loads of cool stuff.
Title: My new idea
Post by: Setekh on June 17, 2001, 05:45:00 am
Can anyone say 'replayability'?  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/wink.gif)
Title: My new idea
Post by: Shrike on June 17, 2001, 06:05:00 am
Can you say '***** to program'?   (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)

Now it would be cool if there was some way (a super-SEXP?) to set up such branching progressions easier.
Title: My new idea
Post by: Setekh on June 17, 2001, 06:07:00 am
Ummm... ahhhh....

 (http://dynamic.gamespy.com/~freespace/ubb/noncgi/devil.gif)
Title: My new idea
Post by: Arnav on June 17, 2001, 10:52:00 am
 
Quote
Originally posted by Shrike:
Can you say '***** to program'?    (http://dynamic.gamespy.com/~freespace/ubb/noncgi/tongue.gif)

Argh, I can see the long load times it would take my P2 to load up my test versions of that kind of mission.... *shudders violently*


------------------
- Arnav Manchanda
ICQ: 6228797
Creator of Technological Superiority: http://www.3dap.com/hlp/hosted/techsup ("http://www.3dap.com/hlp/techsup")
Title: My new idea
Post by: Kazan on June 24, 2001, 12:11:00 pm
I can say easy to program and fast to load  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif) on a PII 350mhz

------------------
FreeSpace 2: The Babylon Project Effects Nerd and Programmer.
http://freespace.volitionwatch.com/babylon ("http://freespace.volitionwatch.com/babylon")

Alliance Productions
http://alliance.sourceforge.net ("http://alliance.sourceforge.net")

Did you say you wanted your head used as a soccer ball?
The Klooges are coming! RUN! RUN FOR YOUR LIVES!
Title: My new idea
Post by: Ace on June 24, 2001, 01:29:00 pm
Sounds interesting, though I don't like pure randomness occuring, I could set up some missions in "The Babel Effect" which take certain player selections and give different combat sequences.

The cost would be my lowering selection of weapons and ships, but making missions more tailored to the player's choice. (i.e. if you're in a bombing strike with a bomber, more cap ships and less wings, if in a fighter you have to defend your wings more, if only in fighters it'll have cap-ship support arrive which you defend, etc.)

------------------
Ace
Staff member FreeSpace Watch
 http://freespace.volitionwatch.com/ ("http://freespace.volitionwatch.com/")
Title: My new idea
Post by: Black Ace on June 24, 2001, 01:35:00 pm
 
Quote
Originally posted by Arnav:
*shudders violently*

Violently? You might want to get that checked out dude...  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/lol.gif)



------------------
Staff Member, Hard Light Productions ("http://www.3dap.com/hlp")
Creator / Project Coordinator: The Perfect Storm ("http://www.3dap.com/hlp/tps/")
TPS Forums Page - Click Here ("http://dynamic.gamespy.com/~freespace/ubb/forumdisplay.cgi?action=topics&forum=The+Perfect+Storm&number=15")
Think you've got killer vocal cords? Voice actors needed! Email me @                        [email protected]                          

These detonators were a piece of junk! I even followed the directions... - Lt. Commander Snipes - Special Operations Command
Title: My new idea
Post by: Sandwich on June 24, 2001, 04:26:00 pm
 
Quote
Originally posted by Ace:
Sounds interesting, though I don't like pure randomness occuring...

It doesn't need to be purely random, though. Try this:
- "variable" = RAND 0-100
- IF "variable" < 75 do I_have_a_75%_chance_of_occurring
- IF "variable" > 75 do My_chances_are_25%

Basically you have a random number from 0 to 100, and you can choose the likelyhood of a certain action occurring.

 
Quote
Originally posted by Ace:
...I could set up some missions in "The Babel Effect" which take certain player selections and give different combat sequences.

The cost would be my lowering selection of weapons and ships, but making missions more tailored to the player's choice. (i.e. if you're in a bombing strike with a bomber, more cap ships and less wings, if in a fighter you have to defend your wings more, if only in fighters it'll have cap-ship support arrive which you defend, etc.)



I've been trying to figure out how to do something based on which ship the player picked, and it sounds like you've figured out how...? Have you?  (http://dynamic.gamespy.com/~freespace/ubb/noncgi/biggrin.gif)


------------------
"He who laughs last thinks slowest."
"Just becase you're paranoid doesn't mean they're not out to get you."
"To err is human; to really screw up you need a computer."
Creator of the Sandvich Bar ("http://michael.randelman.com")