Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: Ace on June 30, 2004, 05:26:42 am
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Though I'm sure Plasma might not be pleased with this being posted in public, afterall it's supar-secrat spy stuff after doing some housecleaning I found this:
FS:FPS was a mod for Red Faction bringing the FreeSpace universe in a first person perspective set during the Terran-Vasudan war. You are William Bauer, a member of GTI's elite and fight the enemies of humanity as well as unravel a conspiracy that threatens the alliance.
Now keep in mind, this was done *waaaay* before anything like the TVWP, etc. the stuff on the Vasudans here are rough ideas Plasma and I tossed around.
The public knows about some of the stuff made for FS:FPS such as the Vasudan model Bobboau released. A lot of the high mucky-muck geezers of the FS community were involved. However when Red Faction wasn't very commerically successful, the project sat in stasis.
There's more documents with mission scripts and such that I should probably try to find and save before they vanish to oblivion. But a lot of it is in chatlogs that I lost during reformats in ages past.
Without further adeu, some of the info from FS:FPS-
FACTIONS:
Galactic Terran Alliance/Navy - The central government (Representative Republic) that presides over Earth and all systems occupied by humanity. This organization oversees the military defense and economic trade of all colonies.
[Historical Overview of the GTA] [Listing of Colonies]
Galactic Terran Intelligence - As the Terran-Vasudan war progressed the need for intelligence data caused GTI to grow so much it is often referred to as an organization working along side the GTA, not working for it.
[View Unit Attachments]
Vasudan Parlimentary Empire/Navy - The central government (Monarchy) that presides over Vasuda and all systems occupied by the Vasudans. This organization maintains a highly centralized grip on its colonies rather than the federal system employed by the GTA that allows the colonies to largely govern themselves.
[Known Historical Overview of the VPE] [View GTI Summary of Vasudan Military Threat]
Colonial Defense Force - A dissident group that has developed a strong following on the Beta Cygni and Ribos colonies. They wish to remove all GTA influence from their respective colonies and have begun doing so through a declaration of war and terrorist attacks on other GTA colonies.
[View GTI Summary of CDF Situation]
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GTA COLONY LIST:
Name: Population: Planets/ Net Economic Worth:
Inhabited**:
Sol (Terra/Solaris) 18,460,123,870 ...........9/5 $106,984,234,576,876,245
Delta Serpentis......2,000,020,460 ..........12/7 ..$8,259,974,112,300,580
Beta Aquilae...........640,612,040 ..........10/4 ..$1,054,966,812,096,920
Vega...................103,870,230 ...........6/2 ....$406,696,313,130,290
Antares*................16,499,550 ...........9/4 .....$62,956,694,264,650
Ross 128.................1,115,200 ..........13/4 ......$4,795,943,249,600
Beta Cygni.................360,450 ...........7/3 ........$590,123,515,350
Ribos......................296,670 ...........8/3 ........$508,836,158,410
Betelgeuse..................70,420 ...........5/1 .........$14,345,444,660
Laramis.....................12,230 ..........15/1 ............$135,396,920
Ikeya........................9,120 ...........6/1 .............$52,670,230
* - 87% Evacuated to Beta Aquilae as of April, 2329
** - If a moon of a planet is inhabited, the planet is considered inhabited.
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GTI UNIT ATTACHMENTS:
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KNOWN VPE HISTORY:
Khonsu I was the man to unite the Vasudan people under one banner after the intercene conflicts in the Vasuda Prime system now choked for resources. With the advent of subspace technology, his Imperium kept peace for decades, feeding the homeworld's ever growing need for resources. The seperatist movement was a result of this colonialism within the Empire, and soon even the Emporer's most loyal servants were torn within the civil war. At the end of the conflict, the Parliament of Vasuda was errected under the aims of a new socialist government. Khonsu was banished from Vasudan space to wander the galaxy. Over time, the Parliament has fallen into byzantine betrayals. The PVN prepared for a coup to bring back the Imperium of old which was far more stable, and the V-T war broke out. The Parliament uses the war to dispose of political enemies. At it's eighth year, the Parliament is certain of a decisive victory over the Terrans and their disloyal navy which has been weakened by conflict.
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VPE Historical Overiew
"...Vasudan history mentions a fall from grace of some nature about 8,000 years in the past. Prior to that time period dubbed the fall the only recorded history known is the lineage of the Khonsu dynasty. Past 10,042 years even the Khonsu dynasty is beyond recording. The nature of the fall is subject to debate: Some interpretations of the Antares document state that the teachers of Vasuda were destroyed, others claim that they marched the stars and were crushed by destroyers. With nothing but verbal records written 4,000 years in the past these myths can be regarded as nothing more then flights of fancy." - Dr. Victor Eisneh, Asimov University
"Over the history of Vasuda Prime, many empires rose and fell over the meager resources of the desolate world. Bloodlines mingled and caused alliances, which fell apart in scant time. The only bloodline of note is the Khonsu regieme which traces it's history the furthest and began the Vasudan Imperium, the first global state in the history of the Vasudan people.
The actual Parliament of Vasuda came into power shortly after the advent of spaceflight. The Imperium which had united Vasuda Prime after a multigenerational global conflict was the stepping stool of the councilors and minor heads of state which began the insurrection against Khonsu I. " - Dr. JoAnne Meik, Head Administrator, GTI Vanguard Research Institution (Delta Serpentis)
[GTI Update 2326] Those of the Khonsu bloodline are believed to be exterminated despite claims of mere banishment, however if historical records serve true they are highly charismatic and have strong military minds. If a Khonsu descendant is found, then clearly it would be within our vested interest to have that individual come to proper terms with our stance in this conflict.
Despite the Parliament's fall from a socialist government to it's current byzantine state it does hold democratic votes frequently abliet ones surrounded by bribery and extortion. Analysis has determined that despite the many changes of government within the VPE, the general doctrine profiles has remained standard, more so then possible under the circumstances. This has lead to the theory that the VPE is truly ran by another party which has not made itself known in Vasudan politics.
Knowledge on the true leaders of the Parliament would be instrumental in defeat of the VPE.
Parliamentary Vasudan Navy (PVN) Summary
The Vasudan navy is under direct command of the Parliament of Vasuda, and is headed by twelve admirals who control divisions of the Vasudan navy. Each division is then divided into fleets, and each fleet is often divided into taskforces for certain goals.
Only three divisions of the Vasudan Navy at any moment engage allied forces, the Vasudans circulate their naval assets frequently.
The navy was instrumental during the Khonsu coup, as the pre-subspace defense fleets sided with their Emporer as he attempted to retake Vasuda Prime from off-planet locations. Following the defeat of Khonsu, the Naval council swore fealty to the Parliament under the belief that they were a socialist government.
[GTI Update 2328] The war with humanity has focused the Navy from domestic affairs abused by the Parliament, however using the Navy against the Empire would proves impossible due to the current state of affairs.
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PVN SUMMARY:
The Parliamentary Vasudan Navy served under the reign of Khonsu I, last emporer before the fall of the Imperium and the sepratists which form the current Parliament took power under the guise of a socialist party. The Navy served the Parliament to it's fullest until signs of corruption were seen. Before a coup was attempted, the war with the Terrans errupted and soon the PVN found itself in a fight to survive. Eight years later, the PVN serves the Parliament only to protect the Vasudan people.
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PVN MILITARY FORCE HIERARCHY:
Infantry (Draftees of the Parliament, poorly trained for Napoleonic style tactics)
PVN Marines (Standard marines with combat issue uniform and weapons, well skilled by the Navy)
PVN Mechanized Infantry (GTA Roboreens were constructed as a response to this menace, powered armor suits for Vasudans which are rarely used. When they are it is for base assault)
Cynopolis Division (Equivalent to the GTI, this is the black ops unit, insanely loyal to the Parliament and at odds with the Navy)
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CDF SUMMARY (BETA CYGNI/RIBOS REBELLION SUMMARY):
The Colonial Defense Force generally poses a minor threat to the GTA. They are poorly organized mostly due to the large amount of internal conflicts of interest. Many disillusioned colonists have taken to acts of senseless violence in the name of the CDF even if they do not have legitimate membership. The question of how such individuals should be delt with has birthed a great deal of angst among the upper echelons of CDF command putting the cohesion of the group in danger. Units on Beta Cygni and Ribos are no longer coordinating with each other and communications between planets in the same systems are starting to break down.
The CDF does pose a serious threat in terms of propaganda, however. The media has already shown great sympathy for their cause. This can be blamed on a tactical blunder made by the 17th infantry on Beta Cygni III where 84 neutral civilians were killed by GTA marines trying to fight off a CDF ambush in an urban area. Because the militia members looked identical to nearby civilians, properly spotting and engaging the enemy was nearly impossible. That incident caused resentment for the CDF by neutral Beta Cygni colonists, but the media and other colonies failed to see the incident as a planned propaganda move by the CDF and instead viewed GTA forces in the system to be savages. As a result the fragmented CDF forces can operate from a position of relative strength as GTA forces are now bound by public opinion and the campaign to maintain the Pan-Terran movement throughout all colonies (To the end of winning the T-V war).
Further, neutral civilians on Beta Cygni - and Ribos to a lesser degree - have begun relaying intelligence information to the GTA in hopes of getting rid of the CDF. Some civilians have gone so far as to take up arms against the CDF, causing a situation of civil war in the system. A mob of angry anti-CDF protestors recently beat six CDF supporters to death in the capital. Retaliating pro-CDF colonists have resorted to terrorist acts such as arson and bombing, claiming at least 167 lives as of April 30th, 2329.
Additionally, CDF activities have led to several destructive raids on GTI holdings in Beta Cygni. Rebel movements in Ribos are also putting highly sensitive GTI holdings at extreme risk. Because of this clear and present danger it has become very apparent that GTI Special Operations Command intervention is needed to terminate the CDF without having GTA ground forces intervene and drawing more public disapproval. SOC operatives have already been installed in numerous CDF units and enough intelligence data has been gathered to begin destroying their largest logistical assets, retrieve stolen GTA property, and carry out assassinations with the intent to completely crippling their command structure. Two SOC units have already been allocated for these tasks, and it is becoming imperitive that they are deployed immediately so Beta Cygni and Ribos can maintain the ability to defend against an offensive from the growing forces of the Vasudans in Antares.
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TEH HEIRARCHY! (Lowest to Highest in terms of 'eliteness')
GTA Marines Ground Divisions (Standard Marines)
GTA Marines Space Divisions (Marines with special training for capturing ships and installations)
GTA Marines Mechanized (Called "Roboreens", rarely used, highly experimental)
GTI Special Operations Command Beta/Delta Teams
GTI Special Operations Command Alpha Teams (Also called "Black Assassins" and "Destruction Incorporated")
GTI ??? (Rumors of even more elite units, not confirmed)
PEOPLE:
GTI (The good guys):
Commander William Bauer - You (The player, silly!)
Mission Specialist, SOC
Commander William Bauer has a long and distinguished career with the GTA. He was born on June 7th, 2298 in Delta Serpentis. At the age of 20 he enlisted, becoming a pilot serving aboard the Hercules class cruiser Minerva. Excellent performance earned him a station on the first Orion class destroyer, GTD Orion, in Alpha wing one year later. Shortly thereafter rising tensions with the newly discovered Vasudan Empire caused Galactic Terran Intelligence to seek out skilled pilots for dangerous recon missions. Bauer was chosen multiple times, eventually being offered a promotion and permanent assignment to GTI Special Operations Command. In 2321 tension between Terrans and Vasudans finally lead to full scale war, at which time Bauer began training to become a Mission Specialist for SOC rather than remain a pilot. The year 2325 saw Bauer's return to field operations in Deneb performing recon, sabotage, and marking targets for orbital strikes. Multiple successes in ground combat and space combat lead to promotion in early 2327 to the rank of Commander.
Captain Andrew Snipes (Yes! The future father of You-Know-Who)
Mission Specialist, SOC
Before being reassigned to Beta Cygni Lt. Commander Andrew Snipes served in Antares as a fighter pilot performing dangerous assaults, recon, and escort. He is known, rather infamously, for his razor wit and strange sense of humor.
Quote (Responding to death threat along the lines of being shot in the face): "Sorry, but my face was not designed to absorb high velocity projectile impacts, but DAMN -- it looks like yours was and has been hit more than a few times."
Admiral Gregory Hollis
Head of GTI
Lt. Commander Alex McCarthy
???
Evil GTI (The bad guys):
Admiral David Grier
Head of GTI R&D
Admiral Lauren Resthwhich
Special Operations Command
Captain Javier Soliviet
Mission Specialist, SOC
Captain Soliviet is a great believer in the presevation of humanity via whatever means necessary. His job is for all intents and purposes his life. Soliviet's service record is so far perfect, and he has been known to obsessively pursue his objectives until they are completed regardless of the price paid.
Quote (Following the Delta Serpentis bomb plot framing): "You are very talented prey, Bauer. I can't say that I'm not enjoying the chase, but don't delude yourself into thinking you can get away. Run as much as you'd like, I'm a patient man -- And now I've given you a lot more to run from."
Commander Kristene Yarrows
Mission Specialist, SOC
GTA (Kinda Neutral):
Admiral Karen Ross
Commander, 5th Fleet
Admiral Oksana Fueske
Commander, 7th Fleet
President Tylor Hansen
Chief Executive of the GTA
Senator Benjamin Dekarske
Representative for Beta Cygni
CDF:
Francis Selein
Chief Executive of the CDF
Colonel Samuel Blochmann
Commander, CDF
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FROM MINOR NPCs... (Random sayings when player is nearby in regards to events or places)
Beta Cygni:
CITIZEN: I saw the mess you thugs made at the capitol. Heh. To think we trust you to save us from the Vasudans.
CITIZEN: Does all that optical equipment you carry paint civilians with huge red targets?
CITIZEN: CDF, non-combatant... What does it matter if you GTA types are going to shoot us all anyways?
CITIZEN: Then again, at this rate we'll all enlist in the CDF.
CITIZEN 2: People have the right to opinions however irrational, but these CDF people are taking it too far.
CITIZEN 2: One of my friends had her brother murdered by a mob of those CDF lunatics. He didn't have any affiliation at all! He was neutral!
CITIZEN 2: It's insulting that those crazy militia men claim themselves to be representative of colonials like me.
CITIZEN 2: Do they really think that we can live in blissful paradise without GTA protection on the doorstep of the Vasudan empire?
CITIZEN 2: Idiots. I hope the GTA crushes them mercilessly.
CITIZEN 3: The economy is suffering, the war is going bad, and now THIS. *Sigh*
CITIZEN 3: I guess every empire has to end at some point... I was just hoping I wouldn't have to be around to watch it happen right in front of me.
CITIZEN 3: I suppose some colonies will survive easily by themselves... Just wish I knew which ones so I could move.
CITIZEN 4: It's a huge universe, you'd think we could find enough room for everyone so we could have some peace and quiet.
CITIZEN 4: Besides, my friend is a freighter skipper way out running between Ross 128 and Laramis and HE says we have a lot more to worry about than the Vasudans.
CITIZEN 4: He said that fighter patrols and transports occasionally vanish.
CITIZEN 4: He thinks a whole 'nother species is doing it. Not many people believe him, though. Not sure that I do either.
CITIZEN 5: You should watch your back.
CITIZEN 5: The body of a GTA marine is one thing, but a GTI SOC guy? That'd be quite a trophy in the eyes of a lot of people around here.
CITIZEN 6: Is it true the Vasudans are breaking through Antares?
CITIZEN 6: What's going to happen to us? Ribos?
GTA MARINE: Fighting has gotten so out of proportion that our main base on the Southern outskirts of the capitol is in danger.
GTA MARINE: How a rag-tag band of lunatics have gotten so far and caused so much damage is a mystery.
GTA MARINE: I think they're getting help and equipment from the Zugs.
GTA MARINE: We were hoping for some mechanized units, but I guess Alpha SOC is just as good.
GTA MARINE 2: Most of us would've been going home now after being replaced by a new division, but the Vasudans decided to attack Antares.
GTA MARINE 2: I fought the Zugs in Deneb for years, but this is just scary.
GTA MARINE 2: Seeing your friend fried by a bolt of hot plasma is terrible enough without knowing it came from a fellow human. So much for a united humanity...
GTA MARINE 3 (EGG): Have you been on the streets? The looks you get are colder than deep space.
GTA MARINE 3 (EGG): But I guess it's better than the violation felt by bulletin board administrators.
GTA MARINE 3 (EGG): Who's volition is twisted enough to want to administer such a vile thing?
GTA FACILITY JANITOR (EGG): Mundanes! They're all just primitive mundanes!
GTA FACILITY JANITOR (EGG): They cannot understand my great mind! They're just jealous!
GTA FACILITY JANITOR (EGG): That's why they made me the janitor! Those stupid Marines and their primitive vocal droning.
GTA FACILITY JANITOR (EGG): It's far below my own capacity. But soon... soon they will see!
GTA FACILITY JANITOR (EGG): ...For I have forged an Unholy Alliance that will show them all!
GTA FACILITY JANITOR (EGG): If I can ever get done mopping I may be able to finish it, too!
GTA FACILITY JANITOR (EGG): I hate orange juice! And substances with dissassociated electron orbits! And parasitic fish! I hate them ALL! I'll show them!
Ribos:
GTA MARINE: I'm not sure what's going on in Beta Cygni, but around here we've been having a pretty easy time containing the extremists.
GTA MARINE: Then again they certainly are not as well armed as the CDF.
GTA MARINE: And there's very few of them when compared to the CDF.
GTA MARINE: You SOC guys sure cleaned out the CDF in Beta Cygni.
GTA MARINE: It's just a shame you couldn't have done it sooner.
GTA MARINE (EGG): Infiltrating and cleaning out enemy ships is really starting to wear me down.
GTA MARINE (EGG): Especially now that Captain Eldridge was killed...
GTA MARINE (EGG): Now we have Captain Baranec who thinks it lifts our spirits to act like a pirate.
GTA MARINE (EGG): The nostalgia is really lost when he starts making captured enemies "walk the plank". That is, the airlock.
GTA MARINE (EGG): Of course he never really ejects them, just scares them half to death.
GTA MARINE 2a (EGG): Why do the mechanized guys keep asking if I have stairs in my house?
GTA MARINE 2b (EGG): I don't like how they always say "I'll be back" or "Hasta La Vista, Baby" in bizarre accents when leaving the mess hall.
GTA MARINE 2a (EGG): And what is Optimus Prime, and why do they keep talking about it?
GTA MARINE 2b (EGG): Have you heard them referring to themselves as "Unit 00", "Unit 01" and so on when in the field?
GTA MARINE 2a (EGG): What a bunch of weirdos. The GTA must be getting desperate.
GTA FACILITY JANITOR (EGG): ...think it's funny to impersonate me, do they?
GTA FACILITY JANITOR (EGG): I can get a lawyer! We'll see how funny it is then!
GTA FACILITY JANITOR (EGG): Perhaps they will finally grasp my truly superior intellect then!
GTA FACILITY JANITOR (EGG): The windows... They're all wrong... I can show them how smart I am by living without Windows!
GTA FACILITY JANITOR (EGG): They won't be able to deny my greatness then!
GTA FACILITY JANITOR (EGG): The oracle was wrong! Wrong! I am a great person!
Beta Aquilea:
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Here's another snippet, this time listing off the missions. This is in a different post due to the fact it's taking forever for all of the text to be in one post-
New Mission Ideas:
Part One - Beta Cygni
>> Tioga District, (Beta Cygni capitol)
Setting: A dense collection of buildings occupied by civilians and CDF alike
Objective: Find CDF field outpost in the Tioga District
Find Stolen Munnitions and Supplies
Overview:
Enemies: CDF
Difficulty: Easy
>> Capitol District, (Beta Cygni capitol)
Setting: Large numbers of government buildings permeated with rioters and CDF militia men
Objective: Assassinate CDF Colonel Blochmann
Help GTA Marines secure the area
Overview: All CDF operations in and around the capitol city have been coordinated by one man: Colonel Samuel Blochmann. Normally one would expect CDF forces to be ejected from the capitol quickly and without question, however Blochmann is not only an excellent strategist, but he also seems to have access to advanced intelligence from sources that are still unknown. Several hours following your incursion into the Tioga District more rioting erupted near the city center and CDF forces under Blochmann's control have capitalized on the situation by attacking GTA marines attempting to contain the civil unrest. Sniper fire is starting to become heavy and the environment makes it difficult to pick the enemy out on the ground or in the air. We believe Colonel Blochmann is in the immediate vicinity after decrypting and examining much of the radio communication currently taking place. Your task is to seek out Blochmann at his suspected location and kill him. Also be certain to provide as much support for the marines as possible by eliminating snipers and other attackers.
Enemies: CDF, angry civilians
Difficulty: Medium
>> CDF Outpost (56km W of capitol)
Setting: A small but well armed outpost
Objective: Rescue Senator Dekarske
Overview:
Enemies: CDF
Difficulty: Medium
>> CDF Base Prime (86km NW of capitol)
Setting: A mid-sized base consisting of tents and numerous tunnels/caves
Objective: Infiltrate Base and Steal Strategic Information
Call Down Orbital Strike on Base (BIG Boom)
Overview:
Enemies: CDF
Difficulty: Medium
Part Two - Ribos
>> Tombaugh Station
Setting: Tombaugh Station and it's scaffold
Objectives: Acquire Debriefing
*Capture SOC Operative
Overview: Arriving from a Xanthas into the docking bay at Tombaugh, the player sees workers still finishing the bay and attempting to get it fully functional. The player is then escorted to see Gregory Hollis, commander of the GTI. The marines comment on how much of an honor this must be. Several walkways and trams within the station show the half-under construction station at it's fullest. After the ride is done, in one of the hallways Snipes yells out and talks, the Marines begin to get irritated as they're not paid by the hour and Hollis still wants to see the player. Then a man walks by in the hallway and Snipes recognizes him from Beta Cygni, when trying to ask, he runs away. Snipes and the player give chase. This leads through an airlock onto the scaffold where the GTA Galatea is being completed. Small worker drones can be seen, and the chase goes into the Galatea itself, with technicians frantic as they see the men chasing down the corridors. Aboard the Galatea he is cornered between the player, Snipes, and the security teams. The officer spills his guts to Hollis on an abandoned facility used by Grier in Antares, now destroyed by the Vasudans. Hollis congradulates Snipes and the player and asks them to personally head the investigation and also to disrupt any other operations of Grier's in Antares.
Enemies: SOC Operative
Difficulty: Medium
Part Three "Devil's Advocate" - Antares
>> Vasudan Freighter
Setting: Vasudan Ma'at class transport PVFR Khons
Objectives: Infiltrate Freighter's Upper Decks
Eliminate Crew
Defend GTI Linguist (Dr. Baugh)
Overview: In order to reach an abandoned GTI base used by Grier's forces, a Vasudan ship with current IFF codes must be seized. With full cooperation of the 3rd squadron from the GTD Intrepid, the player boards a Vasudan freighter designated the Khons as it resupplies at a cargo depot deep in Vasudan held territory. Communications will be jammed during the operation to avoid suspicion by Vasudan High Command. As the player is fighting, Apollo space superiority fighters are attacking Anubis fighters. Simiarly before the transport docks the Apollos have disrupted the external subsystems of the freighter. As the transport docks, the pilots make witty remarks, and then the Elysium docks onto the hull with a thud and a rattle. Welding can be heard, and then the pilots do a countdown before opening the hatch. At that moment several Vasudans try to rush into the transport, blasted by the player. The Ma'at lacks artificial gravity, so this makes combat especially difficult between the close quarters and low friction. There are only four decks on the vessel, and there are two cargo bays which are both pods. Each of the hallways on the tops and bottoms have yellowish gas venting in, though it's an oxygen atmosphere. The lighting is also yellowish, with flashing red for an alert. Similarly, Vasudan speech can be heard over the intercomm, signalling the player's position on the ship. If the player enters a bay, Vasudans ambush and the area is depressurized and jettisoned into space. There is a thirty second time period before the cargo pod is jettisoned. As the player moves through decks, certain hull regions get depressurized and the blast doors close. There are vents though, and though these have blast doors, there are small override buttons for pressure release, these are large enough for a person to crawl through and to enter the next region. Explosive weapons aren't allowed as they would puncture the hull and make damage to the transport visible. After the bridge is secured, the player calls for the transport to bring in the linguist so they can take control of the transport, as soon as the linguist arrives, the decks get hot with combat and even more Vasudans were on the ship then believed possible, all fully armed. Once the transport is finally secured, the mission is over and more personnel transfer over.
Enemies: Vasudan Marines, Vasudan Command Staff
Difficulty: Medium
>> Antares VIII Outpost Ruins
Setting: Ruins of Grier-Loyal GTI outpost
Objectives: Find Data Core
Extract Information
Overview: Using the captured PVFR Khon, a team can travel to the planet of Antares VIII which was recently bombarded by the Vasudans. The surface for tens of kilometers in a radius from the base is a pitted waste from the bombardment, smog and low clouds and dust blur the hot morning sun. What is left of the outpost is a twisted hulk, creeking and slowly falling apart. Investigation finds many corpses and access to the lower base. The lower regions are dark, and still warm to the touch with the metal giving off steam. Vasudans land nearby, investigating the transport and the base, a few patrols are engaged as they enter the ruins while the player and allies go deeper. Yarrows is found in the debris, and is escorted back to the transport. She talks a little about project Phantom, as well as about a convoy. The transport is then attacked by Vasudans in orbit, it manages to make the jump but with critical damage. Fearing the hull collapsing, the vessel jumps out in orbit of Antares VI. Guidance control fails, and the ship plummets to the surface.
Enemies: Vasudan Marines
Difficulty: Medium
>> Antares VI GTI Outpost
Setting: Small GTI (Grier's) outpost
Objectives: Infiltrate Base and Find Location of GTI Convoy to Beta Cygni
Draw Portion of Convoy Escort Away with False Distress Signal
Reveal Convoy Location to the Vasudan Navy
Overview: The Khon's crash was a violent one, digging a mile long trench in a glacier. Friction melted a lake at the impact site, and the ship has been sinking. The ship at mission start is vertical, water has filled many decks and pressure doors are closing let alone all of the stress the hull has been under. An escape must be made. One the player escapes with the others, they notice the massive trench and lake formed. Snowflakes are falling from the bright sky, and a massive storm has just ended. A path out from the canyon reaches a hill, some large lights that must have been scouring the area last night can be seen, no one is sure how long they were unconcious. Yarrow cannot be found anywhere. The player makes his way up, tents and marines with some vehicles are at this camp investigating the crash. Once eliminated, one of the vehicles on a road leads to the GTI base. Snipes using the base equipment picks up odd radio singals nearby, the storm as it is was too heavy to gain any clear idea on what it's from. The road does lead to the disturbance. Snipes also uses the equipment to call the Intrepid for backup. Two Marines without their weapons taking a walk are out on the cold road, both panic as they see the vehicle not being driven by one of their friends. After the marines surrender and are handled by another, the base is in sight. Two turrets defend the base, Snipes hops into one of the vehicles and notes a cliff recently formed by ice over one of the turrets, he asks for some decoy fire from them as he plants explosives. He moves in and detonates the explosives as the player does decoy duty. With one turret down, a base flank is exposed, Snipes keeps the soldiers on the outside occupied and the player enters the base. GTI marines man various stations in the small base, after some fighting they are removed and access to the comm center is gained. The mission objectives are then completed and more GTI marines arrive as the Intrepid is called for backup with the base's higher power comm array. Fighting gets somewhat intense, and then an enemy Xanthas appears out of nowhere only to be shot down by the Intrepid's reinforcements.
Enemies: GTI
Difficulty: Medium
Part Four - Beta Aquilae
>> Isolationist Village
Setting: Maurius Spaceport and New Baoij (Beta Aquilae Prime)
Objectives: Eliminate the Traitor
Overview: A GTI officer has been feeding information to Grier-loyal forces. He has been tracked to the Beta Aquilae system. Also intelligence has stated that an important GTI shipment with high-ranking personnel will arrive shortly at Betaq, the traitor must be eliminated before he can make contact with these people. Starting at a military spaceport at the outskirts of the city, it is easily noticed that Aquilae Prime is a planet with dense jungles and high rainfall. GTA marines when asked and shown a picture know that the man frequented the main concourse. As the player steps out into it, a small merchant finds the player after he asks some questions to various people, he is eager to say that a small isolationist village is where the man currently is, he also asks the player to check his wares. If the player investigates such as going through the ventalation system, in the back room of the man's shop is an unconcious body. The player can wake up this person, who turns out to be the real shopkeep, the imposter vanishes and overall the player still wants to investigate the village since it's his only lead despite being a trap, the real question is still what is going on. A small tramway leads out of the town through the jungle only a short distance from the village. Very few people are on the tram, and most are tourists who want a view at these people who have tried to live a "simpler life." When at the village, stealth is needed, despite the heavy rainfall and fact that the village is built over a lake, there are many civilians who can give away the player's position. The actual journey into the village itself is also different then that of the tourists, the player takes a side path to avoid detection. The traitor himself is near the center of the town, speaking with some villagers and begins making his way to his small home at the edge of the town for sleep. The player needs to sneak through town, not raising any alarm, kill the traitor, and dispose of his body. A perfect place to dispose of it is the water right under his home. As soon as the body is dropped, footsteps are heard above, a villager has walked into the man's home. Sounds of a gun being pulled out, and then a voice on a radio, "He's here!" can be heard. GTA marines then pour out of the water, surrounding the village. All of the sudden a projectile from the sky explodes and forms a massive crater at the village enterance, blocking access to the tram track a kilometer away. Marines yell that more torpedoes are inbound from orbit and to take cover, and the civilians panic. There is a small cave however, and some of the marines make a run for it, so should the player. There is a time limit, and once the player reaches the small cavern which is closed in and with a small cliff overhead as well as once the time limit is out, the second bomb impacts. The cavern mouth closes, trapping the player and marines in it, the mission ends.
Enemies: Traitor, GTA marines
Difficulty: Medium
>> Return Engagement
Setting: Cavern near ruins of New Baoij
Objectives: Escape
Overview: The player is with some of the GTA marines who managed to get to the cave for cover. One of the marines is thankful the blast didn't kill them, he mentions something about a GTI officer who went rogue in the town and was threatening to kill the senators coming in. The officer then says that they've been tight-lipped about why they're coming expect to prepare security for them. Sounds are heard of boulders settling, and then a quake breaks one of the cave walls. The isolationist village a long time ago was a mining camp for the early GTA. Moving through the caverns there is broken equipment and the power is clearly out. The player must navigate through the mine, still suffering from tremors and turn on the old nuclear power core which is still intact. When taking the elevator to the surface, it then fails and begins to fall to it's bottom, which could easily kill the player. The emergency ladders are then taken, and many are broken and twisted. However the power being on allows the elevator to get higher, where there are ladders which can be used, in the starting levels of the mines the elevators are broken. After the ladders are taken to the top, another tremor hits, and they collapse, the way to the surface is hazardous and when breaking through the old rusted main doors, the player is welcomed by the sight of some areas of forest near the crater which was the village now being on fire. GTA marines are cutting down trees to clear an area to contain the fire, one of them spots the player and wonders what SOC is doing in the area, especially after giving the insane orders to level the village. The man spits and also compains how SOC makes their lives harder, but he can be better then SOC by offering the player use of their facilities. Taking a transport back to the city, the mission ends.
Enemies: Hazardous Environment
Difficulty: Medium
>> Spaceport
Setting: Maurius Spaceport
Objectives: Investigate GTI Activity at Maurius
*Take transport to Delta Serpentis
Overview: As the transport lands, the marines are eager to get off duty after the fiasco. One of the marines at the door to the airlock into the spaceport says it's quarantined, the marines just off duty are irritated and being arguing with his orders. The player sneaks out through a vent. From the vent the barracks can be seen and heard, the marines are irritated and being locked in due to the quarantine, and mention something about cargo being shipped in. Working further through the base, the player sees cargo being unloaded from transports, some odd sounds are coming from some of the cargo. Further down, the player arrives at the main concourse, at the far end of a room where several GTA senators are speaking with Grier on funds of a 'Project Phantom' and Grier leaves the room to bring in the examples. The SOC officers keep a close eye on the senators. Among the senators is Dekarse. Moving through the vents, you move near a duct by Dekarse who coughs and says he needs to use the restroom, he eyes the vent as a sure sign he sees you as he moves to the restroom. Moving further through the vent system, the player reaches the bathroom where he talks with Dekarse. The senator doesn't know much, but he was contacted after being rescued by you from the CDF by Grier on 'Project Phantom' since clearly Dekarse has a vested interest in stopping future rebellions. Dekarse says to meet him at Delta Serpentis, he can give details on 'Phantom' then. He knows one of the cargo transports is headed for Serpentis, and suggests you hitch a ride. The door opens and an SOC officer steps in, the player has just enough time to sneak back into the vent, when the officer asks why Dekarse was taking so much time. When moving through the vents, the player sees several cargo bays, and must work through a series of vents and the rooms themselves to make their way to the bay with the transport headed to Delta Serpentis without being detected. At the Serpentis bay, in the vent over it, a man in a GTI officer's uniform inspects the transport, he then looks at the player, smiles, and walks away. (This man is Javier) The player then sneaks into the cargo transport, and the mission ends.
Enemies: SOC Blackops
Difficulty: Medium
Part Five - Delta Serpentis
>> Old Barsoom Spaceport (65 miles East from the Capitol City) (Delta Serpentis IV)
Setting: Small spaceport with a barracks nearby, in a small sandy canyon near the Sea of Vespers, night time.
Objectives: Reach the Delta Serpentis Capitol
Overview: The cargo transport which the player stowed away in during the last mission does not land at the Delta Serpentis intersystem spaceport, instead a small spaceport used by the GTI. The pilot checks the cargo and turns on the player, and GTI blackops storm the transport. The hatch is locked and access is in the cockpit player sneaks arround and from the cockpit of the transport notices tents and floodlights. The area is used as a staging ground for the GTI under Grier. The ocean can be heard clearly, and the two moons in the sky are casting full light. There is also light to the east, the massive halo of the capital city's lights. Javier is also talking with the GTI marines. As the player works his way back to the hatch to exit and escape, the transport's landing pad is lowered and enters the undergound GTI supply complex. Heavilly outgunned, an escape is possible through the ventillation shafts. The vents go through a few rooms and conversations can be heard about an intruder, places on alert, troops can be seen moving. The vents exit to the outside, and from there a small village is nearby. The main feature of this suburb is the tramway station in it's center. The player sneaks through the suburb and stows away on the tram in a position where he can view the passenger compartment. As the train starts moving for the capital, it's pulled over by a GTI group in the middle of nowhere. This group has some vehicles, and the player must evade and acquire one. As the player leaves to acquire one, he hears a familiar female voice (Yarrows) yelling "Stop!" who is rushing from the train to reach the player, but doesn't arrive in time. Driving In the distance she can be seen calling for backup over the radio, yelling "Get those Xanthas airborne!". As the player drives he must go down a canyon as the tram tracks are blockaded, the player takes the same route it appears the GTI officers did. Escaping from the troopers, two dropships then attempt to gun his vehicle down, and it escapes into a tunnel at the side of the costal canyons. This tunnel abruptly ends, but a side walkways leads through to a second tunnel with a utility tram. Entering this utility tram, the player switches into civilian clothes.
Enemies: GTI blackops GTA marines, later local police forces
Difficulty: Medium
>> Czernda District, Capitol City (Delta Serpentis IV)
Setting: A high class, trendy sector of the Delta Serpentis capitol
Objectives: Contact Senator Dekarse
Overview: Senator Dekarse has decided to meet the player to discuss what he has learned of project Phantom. After inspecting it's facilities he has decided that funding the project is a greater risk then the Terran-Vasudan war it promises to end. He is very concerned about his message being intercepted, and so asks for a meeting at Tracey's which is a very popular coffee and espresso shop, even though tastes in such drinks is rather retro for Serpentans. The player must keep his weapon holstered, and is wearing civilian clothing and so is very vunrible to attack. After exiting the underground mag-tam, the player is welcomed to the perpetual twilight of it's red giant as well as the steel towers that reach for the stars. Monorails connect many of the skyscrapers, the ground is well manacured park like trees, bushes, and sidewalks. Small lights line the sides of these trees. (note: most aircraft/spacecraft are government owned and purely military in purpose, the main transit on the planet is by foot, Ralph Nader's dream) In one of the parkways is a plaque dedicated to Colin Czernda, first man to land on Delta Serpentis IV. Tracey's is a kiosk between several buildings, very high profile, glass construct for the outer walls. Among the people seated is Deskarse. The player talks with Dekarse who bluntly says to defeat the Phantom project you need to be at Ross 128, he then wants to give more information plus get clearance to give you safe passage if you meet him at a safehouse later, he's a little worried that he's being watched. As the player walks out, a man in a suit enters and drops a suitcase off. The suitcase explodes, destroying the building. Police soon arrive, and the player is blamed for the incident. After avoiding several police patrols, the player makes his way to the spaceport.
Enemies: Local police forces, some GTA soldiers in SWAT teams. Player must avoid GTI blackops.
Difficulty: Medium
>> Spahn District, Capitol City (Delta Serpentis IV)
Setting: An art and culture center of the capitol city.
Objectives: Meet Snipes
Overview: Snipes contacts the player, informing him of a location to meet him at in the Spahn district. Snipes is pretty frantic and stresses something about the Ross 128 system and how he has to get you out. The Spahn sector is quite a sight, with a college campus, shops, and many sociable people with opinions on politics, they think the player is a new professor on campus. The campus itself is circular, and the center has some fountains and a giant bronzed orange tree, the first one planeted on the planet. Javier tips off local police, and after a few minutes to get your barrings and be bombarded by students, the player figures out that the museum is the quickest route to the warehouse where Snipes is at. The second the player walks onto the T-intersection in front, police run at all sides and yell "HALT!" Running into the museum, it is noticed that the police are merely blockading the building.
---cutscene---
The player uses the time to put on his combat suit, and the cutscene shows him adjusting the last notches on it. He pulls out his gun, and looks arround a corner in the museum. All of the sudden Yarrow appears from out of a corner holding a gun she says something to the effect of: "Please stop Commander, this has gone on long enough and too many people have died already. Marines surround the player and more marines break through from a rooftop drop. All of the sudden Snipes yells over the comm to brace yourself and then the high powered weapon of his Xanthas transport blasts the back half of the museum away. Bookcases and ceiling parts fall on marines, and Yarrow is trapped under a bookcase. The player runs away.
--/end cutscene---
The museum is falling apart and a handful of marines are left, the player has a time limit before air support destoys Snipe's transport on the roof. When the player reaches the roof, the next cutscene begins.
---cutscene#2---
Snipes rushes the player in, and they launch. The scene switches to the museum where Yarrow is trapped under a bookcase, two marines pull it off of her, and ask "Should we persue" and she dryly says no.
--/end cutscene#2---
Enemies: Local police forces, some GTA soldiers in SWAT teams. Player must avoid GTI blackops.
Difficulty: Medium
Part Six - Ross 128
>> Arean Deuterium He-3 Mining Facility (Ross 128 IV)
Setting: Station in orbit over Ribos IV (Gas giant)
Objectives: Destroy the Arean Mining Facility
Overview: The Arean Facility was formerly a commercial outpost that was scheduled to be shut down following the liquidation of its corporate owner. The GTA decided that further expansion via Ross 128 into Laramis and Luyten would be greatly aided if the system could produce and process it's own deuterium fuel and as a result the government purchased the facility. Arean remained inactive for several years until GTI recommissioned the facility as part of its Ross 128 research corpus. Unfortunately the vast majority of GTI's holdings in Ross 128 are loyal to Admiral Grier including Arean, which is providing fuel for all GTI vessels in Ross 128 and Laramis. The destruction of the Arean Facility will severely disrupt long term operations in the star system since additional deuterium will have to come from Delta Serpentis. It will not be enough to immediately immobilize Grier's forces, but it will generate enough confusion to make the following missions plausible instead of absolutely immpossible.
Enemies: For this mission the player will be fighting some GTA marines, but mostly elite GTI soldiers.
Difficulty: Hard
>> Riveria Station (Ross 128 II Orbit)
Setting: Arcadia Class Installation Riveria
Objectives: Disrupt Station Security Systems
Destroy Any 'Project Phantom' Equipment and Data
Escape to GTI Research Lab 'Mankato' (on planet surface)
Overview: After the destruction of the Arean Facility everyone will be on high alert. Riveria Station houses a portion of Grier's research assets in Section Gamma on decks 34, 35, and 36. The situation is complicated since your point of origin will be the docking bay, which is in Section Delta and five decks above your target. Fighting all the way to Section Gamma is an insurmountable task, so it will be necessary to create a diversion such as resetting the security computers in Section Epsilion into diagnostic mode. In order to move through the station discreetly you should make use of maintainance corridors - The surveillence equipment in the corridors is old and largely infrared based, something your armor was specifically designed to mask. When moving above decks remember that many of the standard GTA marines will most likely ignore you unless you draw attention to yourself, but there are two SOC units on the station and they will recognize you as being out-of-place, and they have all the training and skills that you do. Once you have liquidated the Phantom Project equipment in Section Gamma you will need to quickly escape to either an escape pod or go back to the docking bay and stoaway on one of the transports leaving for the GTI lab on the planet surface.
Enemies: For the first part only GTI SOC (Unless the player gets rowdy so everyone shoots at him), the second part will basically be everyone and everything.
Difficulty: Very Hard
>> Mankato Research Facility (Ross 128 II)
Setting: Large subterrainean research base. Heavily defended and almost built like it was meant to keep something IN rather than keep intruders out.
Objectives: Destroy the Lab
Overview:
Enemies: GTI, GTI, and more GTI. Plus a Shivan and a few experiments gone wrong.
Difficulty: Very Hard
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Here's a snippet from the training dialogue. This shows Plasma's sense of humor:
SNIPES: Well, I'm not entirely certain why we're HERE. When I heard an SOC Mission Specialist wanted to take a run through basic training I almost died laughing. I stopped pretty quickly when they added that I was to oversee the training -- At that point I wish I HAD died laughing.
SNIPES: But I guess the love of pain is part of the job description, so let's get this over with, Commander.
>> HUD & MOVEMENT
SNIPES: First of all you are currently wearing the latest in summertime fashion from GTI Research & Development: The A452 Mark-something-or-other advanced infantry armor system. It's mostly built from composite materials so it has excellent ballistic resistence for the weight. It also masks your infrared signature and is designed to make very little to no noise while moving unless you decide to go tap dancing. The charcoal gray color also helps you blend in to a lot of different backgrounds in low light conditions.
SNIPES: You'll also notice all the pretty little lights displayed by the HUD attached to the helmet on your head. The number next to the word "ARMOR" gives you a general idea of how much abuse your armor has taken and how much it can take in terms of percentage. Ideally you want to see the number at 100 at all times, but just remember when it gets to zero your kneepads ARE very nicely cushioned so you can get down on them and start praying to whatever supreme deity you believe in.
SNIPES: Now try not to loose me on this one, but the number next to the word "HEALTH" gives you an estimate of how much abuse YOU have taken and how much you can take before you fall over and stop doing that... thing... you know, that one thing that's really in fashion these days... What was it? Oh yeah! BREATHING.
SNIPES: The HUD also provides a crosshair to assist in aiming and a list of weapons you are currently carrying with their respective ammo counts. Moving right along...
SNIPES: Notice that those two stumps hooked to your lower torso enable you to move forward (W), back (S), strafe left (A), and strafe right (D). You can also jump if you'd like (Space).
SNIPES: In the field you'll encounter all sorts of interesting people and environments -- Most of which will want to kill you. For this reason you'll need to be resourceful and understand how to exploit your surroundings to their fullest. The amazingly revolutionary device before you now is called a DOOR. Many doors will open automatically when someone approaches them, but some doors - like this one - require a button or switch to open. Walk up to the switch and activate it (Enter).
SNIPES: Okay, so now you've completed all the training necessary to be a standard issue GTA marine, let's move onto the SOC stuff. In front of you is a ladder. Walk up to it, grab it, look up, and climb. You can also go down a ladder by reversing the process. We're really getting into the top secret black ops stuff now!
SNIPES: You can also climb other things like fences and some support columns. Continue moving forward...
SNIPES: Now you see some water in front of you. Jump in and swim to the other side. Also note that not all the weapons you'll be using in the field can fire while submerged in water or nastier liquids like acids or lava. But in those extreme cases you probably won't live long enough to discharge your weapons anyway.
>> WEAPONS
SNIPES: Your best friend in the field will be your weapon. Generally you point the end with the hole in it at something you don't like, pull the trigger, and the thing goes boom. Pretty simple.
SNIPES: In front of you are the two most commonly issued pistols in GTA service.
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You guys got an enormous volume of writing done. Where's Plasma at these days?
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Heh, not bad, from what I read...
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Wait, I thought it was a Half-Life mod. O_o;; Or was planned to be..
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Nope, Red Faction. I suspect if it had been a HL mod it might have lasted a little longer, but ti's a bit late now. :(
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the story changed a lot after that BTW, I added on a nice rampage through a GTI instalation were you face off against a few shivan human hybrids. and stuff
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I like that Janitor...:D man i would have bought Red faction just to play this!
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WOW! :nod:
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Hehe, but maybe you can start again. This time with Source. >:3
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Wow, Unidan! There's a name I haven't seen for a while. ;)
Btw, source? Red Faction's source was released? :nervous:
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Hey Steak, guess you missed the "Hey I'm back." thread. No, Source is the new engine Valve developed for Half-Life 2. You know, the whole thing with the hacker and the stealing and the big news story and all. XD
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Yeah, I must've. You gonna be hanging around for a while? Lots of stuff is happening now and in the next few weeks. Oh, that. Pah, I thought you meant something cooler than that. :D
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Yeah I'll be hanging around, not as active as I was way-back-when though. I did reinstall FS2 and the uh.. source project thing and all those packs and stuff, looking awesome. :D
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Good stuff
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Originally posted by Bobboau
the story changed a lot after that BTW, I added on a nice rampage through a GTI instalation were you face off against a few shivan human hybrids. and stuff
That whole bit was the last mission, the Manako facility: "...a Shivan and a few experiments gone wrong."
I don't have copies of the forum and instant messanger conversations that led to a lot of the stuff in here but what Bobboau definately had a lot of influence in things. He came up with stuff like screwed up GTI experiments such as Shivan "drones." There were also going to be some references to the hybrids in Warzone (which was in development at the time).
You'll probably notice all of the references to Phantom, Plasma's FS fiction. I've always wanted him to finish it. Another thing with some subtle influence was another project he was working on Obsidian 41. At first I didn't like O41, but it's a very good prequel for the Terran-Vasudan war and is a fun Tom Clancy meets the X-Files plot.
I'm not sure if anything was publically released for it though...
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Good God on the Port-o-Potty of heaven I barely remember writing half of this crap. It almost seems coherent, too.
Ace and myself have always had a pretty dark view on the Freespace universe and those characters contained within. My main point was trying to present the bad guys in a capacity that they seriously felt were serving the greater good. They weren't really horrible people so much as they were just tragically misguided.
Too bad for them, the only way Terrans and Zugs were gonna live was with each other as they learned that the Shivans played a far larger role in things than thought before. As far as the Shivans the Phantom/FS:FPS plot never presumed to dictate their purpose, but to only outline the path of assholes who tried to use them (the Shivans) as a weapon of mass destruction for political gains.
As for why any humans involved would do such a thing... Well, that lies with the characters in general and their own personal faults.
So yeah. And stuff.
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Wow, another oldie. Nice to see ya, Plasma. :)
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Originally posted by Plasma
Good God on the Port-o-Potty of heaven I barely remember writing half of this crap. It almost seems coherent, too.
Ace and myself have always had a pretty dark view on the Freespace universe and those characters contained within. My main point was trying to present the bad guys in a capacity that they seriously felt were serving the greater good. They weren't really horrible people so much as they were just tragically misguided.
:nervous:
Sounds familiar...
:nervous: In more ways than one...
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this might see life yet in another FPS engine... will half-life 2 be moddable? ;)
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I hope to god so...You just had to show all this stuff, didn't you Ace? There I was, just browsing through the Forums, completely ignorant about anything involving FS:FPS. "Huh? Whats that?" Then you release this script and whet my appetite...
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Interesting. Very interesting. I would personally change it a bit, but that's just personal preference [I can elaborate].
HL2 is certainly the best possible platform for FS:FPS.
Can we somehow get GTA Marine models out of Volition? Source engine seems to be capable enough to let us use them in unchanged form.
Yeah, yeah, I'm dreaming.:D
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Not really... :)
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Originally posted by Hollewanderer
Interesting. Very interesting. I would personally change it a bit, but that's just personal preference [I can elaborate].
HL2 is certainly the best possible platform for FS:FPS.
By all means, do elaborate.
Also given all the crap Valve has put the gaming community through I would rather (personal opinion) see such a project embrace the Doom 3 engine instead.
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Source is the newest engine, is probably what he means :)
How well can the Doom3 engine actually handle large outdoor environments & vehicles, though?
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Originally posted by Plasma
By all means, do elaborate.
Also given all the crap Valve has put the gaming community through I would rather (personal opinion) see such a project embrace the Doom 3 engine instead.
Ok.
I would change it so that it would encompass:
-the T-V war. Basically, the first part would stay the same.
-the Great War and the internal conflict within GTI that has finally caused:
-the proper GTI rebellion that the player will fight against.
It looks to me that FS:FPS was originally to be set in earlier stages of T-V war, and that just wouldn't fit with the Shivan begin in one of the facilities. The very reason for GTI rebellion was, IIRC, live Shivan subjects, research on Shivans etc... a captured Shivan before the Great War has even started would be a strange idea, and Shivans would not cooperate with GTI, based on all we know about them. So, in the timeline it would follow Silent Threat, with a large T-V War part as introduction. You could also fit Bosh into it. Maybe an easter egg?
Those are just cosmetic changes in timeline, and, as I said, based more on a personal opinion than anything. They have little influence on gameplay, as no missions would be thrown out.
I would also add one mission, an attack on Vasudan planet where player lands behind enemy lines to support the friendly units. At that point, he could stumble upon enemy GTI operatives and their shadowy plans, or fight only Vasudans. Just an additional mission to hone your covert ops skills before things start to get tough, and for some eyecandy, too. [deploying from capships in orbit. Could be very useful for POTDs and screenshots showing off how cool the mod is]
As I said, it is just a matter of taste, as all of those are fairly insignificant. [well, maybe except the new mission] I would be perfectly happy with the storyline staying as it is, I just think that Shivans would make more sense during the GTI rebellion. You could have Taranis capture mission, too.
And Id is pulling far more **** than Valve has ever pulled. After they, for no reason at all, eliminated coop in Doom 3 for PC and left it in on X-box version, I lost all respect for them. Valve may do some pretty bad things, yes, but they don't throw out interesting features for no reason at all.
Besides, HL2 will have larger modding community, and it is always helpful when making a mod. After all, all of the HL modders will jump to HL2, and Doom 3 will have to gain a modding community by itself, without any previous one ready to jump in.
And Doom 3 engine can't handle large outdoor environments for it's life, and that is a BIG problem.
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Originally posted by Hollewanderer
After they, for no reason at all, eliminated coop in Doom 3 for PC and left it in on X-box version, I lost all respect for them.
They did what? :blah:
.
..
...
:mad:
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Originally posted by Jetmech Jr.
They did what? :blah:
.
..
...
:mad:
Yeah. I don't remember what article it was in, unfortunately, so I can't provide the link.
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betcha Gates paid em off... :nervous:
j/k
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Error! Error! I have the quote now!
Read this thread (http://kier.3dfrontier.com/forums/showthread.php?t=65536&highlight=Doom+coop)
As I said, completly no reason at all.
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I was under the impression they were never developing co-op for the PC, it was alsways going to be an X-box exclusive.
NB: i read that the single player of Doom 3 may be incredibly short. Apparently, a journalist was invited to play through the enitre game - when asked how long it would take, he was told he'd be finished by lunchtime......
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On the PC version, it was always conceived of as a purely single-player experience. The whole, "you're alone in your room and all the lights are turned out." It's an experience where we want you to be afraid to get up and turn the lights off because you're alone. Whereas, because the console market is different, because people like to play together. Now, we won't have the ability to do split-screen, but the console consumer is more, "Hey, we love co-op" and it's all supported within the Xbox with Xbox Live and System Link. It made a lot more sense for us when we were designing [the game] to include that feature, [which] was never considered to be a critical feature for the PC [version], given that our goal from the start with the PC version was to make it the best single-player game that id had ever made.
The reasoning behind that eludes me... :blah:
How they came to that conclusion will forever be a mystery to me :rolleyes:
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Originally posted by aldo_14
I was under the impression they were never developing co-op for the PC, it was alsways going to be an X-box exclusive.
Yeah you right co-op planned only for XBOX
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Originally posted by aldo_14
I was under the impression they were never developing co-op for the PC, it was alsways going to be an X-box exclusive.
NB: i read that the single player of Doom 3 may be incredibly short. Apparently, a journalist was invited to play through the enitre game - when asked how long it would take, he was told he'd be finished by lunchtime......
Yeah, and it's still dumb, because they are working on it anyways. They could add it to PC version, too. It certainly wouldn't hurt or be hard to do, and would make the game better.
And I can't believe that it will be that short. Hell, that would make it shorter than the original Doom games, AFAIK! I can download multiple HL mods that are longer.
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If you look at this;
GN: Last question. There's co-op offline and online for Xbox, but not for the PC. I doubt it could be a technical concern, so what's the reasoning for that?
Todd: That's a good question. The Xbox version, because it's in contemporaneous development with the PC. When it was started, basically was conceived as a console implementation of what we're trying to do on the PC, as opposed to a port where they take whatever we do on the PC and "boom" slap it on the Xbox. The Xbox version was designed from the ground up to support co-operative play over System Link and Xbox Live. There [were] some changes, concessions, considerations that had to be made from a lot of different standpoints in terms of stuff as mundane as how narrow the hallways are to the ability of the AI of the enemies to focus on one versus two players -- because it's no fun to play the co-op guy that the world seems to ignore -- to how the narrative of single-player story is told.
On the PC version, it was always conceived of as a purely single-player experience. The whole, "you're alone in your room and all the lights are turned out." It's an experience where we want you to be afraid to get up and turn the lights off because you're alone. Whereas, because the console market is different, because people like to play together. Now, we won't have the ability to do split-screen, but the console consumer is more, "Hey, we love co-op" and it's all supported within the Xbox with Xbox Live and System Link. It made a lot more sense for us when we were designing [the game] to include that feature, [which] was never considered to be a critical feature for the PC [version], given that our goal from the start with the PC version was to make it the best single-player game that id had ever made.
Then does that mean that Xbox single player will be nowhere near as scary as on the Pc, because the games been designed for co-op play? and if so, wasn;t the whole point of 'new' Doom to be scariness? (because the engine can't chuck around hundreds of beasties any more)
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Originally posted by aldo_14
If you look at this;
Then does that mean that Xbox single player will be nowhere near as scary as on the Pc, because the games been designed for co-op play? and if so, wasn;t the whole point of 'new' Doom to be scariness? (because the engine can't chuck around hundreds of beasties any more)
They could just port the coop from X-box, including modified maps, and do the same for single-player from PC. You'll have X-box coop maps on both platforms, and PC single player maps for both platforms. Neither will include any additional job, except the porting itself, and would combine the best of the both worlds. But nooooo...
And I would say that yes, if coop uses the single player maps, [and not slightly tweaked versions] it won't be as scary as the PC version.
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Originally posted by Hollewanderer
They could just port the coop from X-box, including modified maps, and do the same for single-player from PC. You'll have X-box coop maps on both platforms, and PC single player maps for both platforms. Neither will include any additional job, except the porting itself, and would combine the best of the both worlds. But nooooo...
And I would say that yes, if coop uses the single player maps, [and not slightly tweaked versions] it won't be as scary as the PC version.
not necesarrily - it's implied in the earlier quote that the X-box version uses different AI routines, i.e. that a Pc coop version would cause issues with the AI focusing on only one player and ignoring the other. Porting AI code would probably have some issues, as the X-box has a different architecture to a windows PC (i.e. different chip architecture, as well as different memory bus setup, etc).
Of course, there's an issue there as to how this AI will affect the single player on X-box.... X-box is les spowerful than a PC (even allowing for architecture / Os differences, I think the brute force of most Pc chips, etc, outweights it), so does that mean the x-box AI is more simplistic in some way? i.e. are we talking something which is almost a Serious-Sam like situation?
(and how complex is Doom 3 AI, anyways? i.e. can a zombie - or any enemy - do anything other than just walk and groan?)
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Originally posted by Hollewanderer
I would change it so that it would encompass:
-the T-V war. Basically, the first part would stay the same.
-the Great War and the internal conflict within GTI that has finally caused:
-the proper GTI rebellion that the player will fight against.
It looks to me that FS:FPS was originally to be set in earlier stages of T-V war, and that just wouldn't fit with the Shivan begin in one of the facilities. The very reason for GTI rebellion was, IIRC, live Shivan subjects, research on Shivans etc... a captured Shivan before the Great War has even started would be a strange idea, and Shivans would not cooperate with GTI, based on all we know about them. So, in the timeline it would follow Silent Threat, with a large T-V War part as introduction. You could also fit Bosh into it. Maybe an easter egg?
Those are just cosmetic changes in timeline, and, as I said, based more on a personal opinion than anything. They have little influence on gameplay, as no missions would be thrown out.
I would also add one mission, an attack on Vasudan planet where player lands behind enemy lines to support the friendly units. At that point, he could stumble upon enemy GTI operatives and their shadowy plans, or fight only Vasudans. Just an additional mission to hone your covert ops skills before things start to get tough, and for some eyecandy, too. [deploying from capships in orbit. Could be very useful for POTDs and screenshots showing off how cool the mod is]
As I said, it is just a matter of taste, as all of those are fairly insignificant. [well, maybe except the new mission] I would be perfectly happy with the storyline staying as it is, I just think that Shivans would make more sense during the GTI rebellion. You could have Taranis capture mission, too.
In Silent Threat it is mentioned that the GTI had knowledge of and was (most likely, artistic liscense here as the Hades was very advanced and would require decades of intensive research) conducting experiments with Shivan technologies and specimen before the Great War occured.
Plasma expanded on this in his fanfiction Phantom, and that was used for the basis of most of FS:FPS' plot.
Having a campaign occur over a larger timeline would require a non-linear narrative, moving back and forth through time via related events ala the movie Pulp Fiction. Or would require an episodic campaign that would, feel disjointed or would require a lot more missions to do for the proper effect.
Also fighting multiple Shivans would have made them seem like standard villains. We did not want to cheapen the Shivans, we wanted them to be terrifying. So the whole V-T war GTI experiments gone wrong worked out for the best.
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Originally posted by Ace
In Silent Threat it is mentioned that the GTI had knowledge of and was (most likely, artistic liscense here as the Hades was very advanced and would require decades of intensive research) conducting experiments with Shivan technologies and specimen before the Great War occured.
Plasma expanded on this in his fanfiction Phantom, and that was used for the basis of most of FS:FPS' plot.
Having a campaign occur over a larger timeline would require a non-linear narrative, moving back and forth through time via related events ala the movie Pulp Fiction. Or would require an episodic campaign that would, feel disjointed or would require a lot more missions to do for the proper effect.
Also fighting multiple Shivans would have made them seem like standard villains. We did not want to cheapen the Shivans, we wanted them to be terrifying. So the whole V-T war GTI experiments gone wrong worked out for the best.
Ahhhh... I haven't played ST for years. Sorry for the mistake.
Yes, in that case, it could be the best option.
And do you have the link to this fanfiction? I would be interested in reading it.
Actually, multiple Shivans could very well be VERY menacing enemy. Do you know about Gargs [or Gargantuas] from Half-Life? You fought 3 in the original game, and they are one of the most memorable FPS enemies that I know. It's more of a matter of scaring the player to death by showing that one is nearby and that it wants player DEAD than having one in the whole game. Gargs, for example, were nearly invincible and you had to use trick tactics to take down two of them, as brute firepower simply did not work [Gargs were bulletproof, just like Shivans, so you couldn't shoot one to death without tons of explosives]. You could do some Shivan encounters without cheapening them, it would just require proper balancing of the player's arsenal and some good mapping. [forcing player to use his brain to get away from one, and not giving him the weapons to kill it] But yes, now when I think about it, Taranis capture may not be the best level idea.
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Originally posted by Hollewanderer
You could do some Shivan encounters without cheapening them, it would just require proper balancing of the player's arsenal and some good mapping. [forcing player to use his brain to get away from one, and not giving him the weapons to kill it] But yes, now when I think about it, Taranis capture may not be the best level idea.
The main problem with a Taranis capture recreation is how to deal with the zero gravity in a way that still makes the mission playable and without horrifically frustrating the player. One idea that was kicked around in later mission outlines was using a Terran or Vasudan vessel belonging to either GTI or the CheOps (Zug intel agency?) which happened to be transporting a live Shivan specimen so we could recreate a Taranis-like mission with gravity.
Other things I vaguely remember:
I think in some of the later dialogue sequences we cooked up we made a few references to a major insurrection in Antares that had occured either right before or during the opening years of the TV War. A theme that was wide spread throughout FS:FPS was the social division between outer colonies and the big three due to economy: Sol, Delta Serpentis, and Beta Aquilae. Mostly this was manifested in growing anti-federalism which got a massive boost following a minor civil war in Antares. Dissidents in Beta Cygni and Ribos both use Antares as a rallying call against the GTA throughout the early parts of the FS:FPS campaign. But the details were never really fleshed out regarding what happened in Antares and I doubt they'd fit in with established FS history at the moment.
We had a reoccuring janitor NPC. I will neither confirm nor deny if he was based off of real life figures.
An incomplete memo from a field SOC officer and Admiral Grier (That the player could discover if they dug around enough):
TO: V. Adm. Grier
FROM: SOC3-2
We've just successfully transfered weapons and medical supplies to the Vasudan dissidents, who now want to be referred to as "Hammer of Light", on Vasuda Prime and Altair. Of course they would like more than what was allocated, but with their attitudes getting even more fanatical we're all beginning to wonder if it's such a good idea to give them better odds against the standing Vasudan government. On the off chance that these folks rise to power, the war will only be paused for a decade or two while they consolidate their grip on things. They're all smiling and acting nice just because we have things they need, don't mistake their actions for genuine loyalty to the GTA. As soon as the war is over I think it would be in the bests interests of the galaxy reevaluate our standing towards the Hammer of Light.
We'll be returning to Vega shortly.
Easter egg news article:
ORDINANCE MISDROP KILLS 17
BETA AQUILEA - Early Tuesday at 0908 the commercial districts of Telsaer (Capital of BA3) were rocked by a tremendous explosion. Once the dust settled the entire 7800 block of Lamphrey Avenue was reduced to a deep crater. Originally a terrorist act was suspected, however in a press conference the following day the GTA announced the explosion was a result of a malfunctioning Orbit-to-Ground strike missile. One of the uninhabited Southern continents on Beta Aquilea 3 is used for limited weapon testing, and the modified GTOGM-255 Super Falcon missile was intended to strike that region. How the weapon malfunctioned was not specified, but it was revealed that the missile came from the GTD Eisenhower of the 4th fleet.
Among the damage was the offices of GAIN Software which specialize in automated software packages designed to gather marketing data on modern day personal computers for use by corporations without the users' knowledge. It was also the GAIN offices that became the tomb for seventeen of its own employees. Two adjacent buildings that were scheduled for demolition were consequently abandoned and were also destroyed in the blast.
Family members of those slain demanded an apology and compensation from the GTA. They will receive neither. "What happened was most unfortunate. Our technicians are currently searching for the cause of the fault." was the complete extent of the GTA's opinion on the matter as spoken by 4th fleet Admiral Vespa.
In related news, the SaveNow company, also situated on Beta Aquilea 3, has announced that it will move its main offices to Delta Serpentis. SaveNow cited the GAIN incident as the primary motivation for the change.
Can't find anything else other than that except for some incomplete dialogues that suck.
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hey, what was the ftp password for the fsfps ftp, there was a lot of crap that I had uploaded there that I think people would be interested in, assumeing they can get it before VW colapses into a pilar of firey destruction.
here's the link to the internal forum, it's still there http://www.volitionwatch.com/vwbb/forumdisplay.php?s=&forumid=30
though only a few of us will have access to it, perhaps it can be made public
interesting thing of note 4-11-02 is the day that work inexplicably just stoped, for no realy good reason
eh, looks like the ftp was killed and all the files in it are gone, but I still have everything I made, I just have no idea where I put it
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Damn, the old timers are all coming back, it seems. Now we just need to find what hole Dark plunged into, and we're set. Some great work was done for FS:FPS, and I believe it can still go somewhere.
By the way, this seems like a good thread to post this (notice the Corsair landing gear :D):
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:lol: :lol:
Midway well never be the same.
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ROFLMAO!!!
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:lol: ah that was secret weapon in WW II
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Originally posted by aldo_14
How well can the Doom3 engine actually handle large outdoor environments & vehicles, though?
it can't support outdoor enviroments without a signifigant performance hit, it seems.. hence why the game has its claustraphobic feel to it..
go with source, i'd say.. it's more flexible, and supports vehicles
and styxx, to quote will smith..
"I've GOT to get me onna these!"
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Originally posted by Styxx
Damn, the old timers are all coming back, it seems. Now we just need to find what hole Dark plunged into, and we're set. Some great work was done for FS:FPS, and I believe it can still go somewhere.
By the way, this seems like a good thread to post this (notice the Corsair landing gear :D):
:eek2: Dude, that owns!
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:lol: Is that BF1942? Bravo!
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Yep, and it flies too! I just didn't post any screenshots of that because the prop on the front and the floating ailerons on the sides made it look somewhat goofy.
:D
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Freespace mod for BF42 that would be neat.
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Originally posted by Plasma
The main problem with a Taranis capture recreation is how to deal with the zero gravity in a way that still makes the mission playable and without horrifically frustrating the player.
A while back I wanted to start a FS FPS MOD for Serious Sam, for a number of reasons.
One main reason was the multiple gravity fields you could designate; basically, coat everything inside the Taranis with a knee-high gravity field pulling in the direction of the surface, and you have a perfectly working simulation of zero gravity combined with magnetic boots.
Another reason was the character animation capabilities SS offered - Shivans would not have been a problem.
A third reason was the absolutely seamless indoor-outdoor "transition", with ginormous outdoor areas supported right alongside moody indoors. Flickering and colored lights, fog, haze, true mirrored surfaces, and textures that wouldn't get blurry from close up - all were big selling points years ago.
And now, with the Serious Engine 2 (http://www.croteam.com/) under development, I'm getting really excited again. :)