I have no idea... I haven't even looked at the model to see if it was HTL or not.
Personally, I'd like a different looking carrier... something like the Galaxy class, but the size of the Warlock. I just went with what was available at the time :)
The Warlock isn't my favorite style, but it fits the role I am looking for.
So building a 6km long warship 10 years after Capella? And 2 Knosses portals? With a economy that hasn't yet recovered?
It's a streach, but in the realm of possible I guess. :)
The economy is doing great thx to all the new jobs available building warships & Knossos portals...
EDIT: Oops. I guess there's no cruse liner mission. Was that on purpose?
I like it very much. Do I have your permission to use some of those cutscene missions for my own nefarious purposes?
So, the two missions are over...
1. I like the cutscenes very much.
2. The two missions are very easy. With 2 UD8-Kayser as primary too much firepower for every foe. I played the 2 missions on hard as easy as other campaigns' missions on very easy :eek2:
i try them on insane tomorrow but i do not expect a difference.
Sure, you're welcome to use them.... but open up the scenes in FRED, and check out the SEXP tree.... they're rediculously easy to figure out. Then you'll be able to make any scene you want with any ship you want. If you have any trouble, let me know and I'll see if I can help ya.Quote
Are you saying that you can make cutscenes like the original FS2 ones with FRED? (Sorry if this is well known, I haven't seen the latest version of FRED and I never knew anything about making cutscenes)
Are you saying that you can make cutscenes like the original FS2 ones with FRED? (Sorry if this is well known, I haven't seen the latest version of FRED and I never knew anything about making cutscenes)The latest version of FRED2_open includes a sizeable list of SEXPs which are used to create cutscenes. They may seem confusing at first, but it's not too hard to figure out once you test everything once.
- Initial premise is peachy. New system with lots of activity leaves plenty of room for varied combat areas and environment-based plot twists later on.I liked the idea of having a foe that wasn't Shivan... I kinda got sick of fighting them after awhile LOL. And there will be plenty of plot twists :D
- Cut-scenes: Big thumbs up, though a couple may last a bit too long at current... whoopdy-doo, I know, but wanted to mention it as the thought crossed my mind while watching. 0rph3u5 made great use of them in The Black Hand TBP campaign and I'm glad to see the technique used more as it's a really cool extension to a mission or intro to a briefing.The cutscenes are one of the most fun things to tinker around with in Fred. Technically, you could make an entire movie out of a mission if you wanted... many minutes long, if you had the time to script all of it.
- It's definitely on the 'very easy' end of the spectrum right now... On the flip-side, I think the whole pirate stockpile of lokis and ursas (and pilots!) would have been wiped out in the 2nd mission. In my run-through, I didn't lose a single wingman and still ended up waiting 3 or 4 minutes for the ship to jump. Herein lies a conflict between logic and story-telling. Of course the GTVA is going to send in the big dogs with the intent of wiping out the pirates 'yesterday.' This is a brand-new top-o-the-line carrier and it's going to have all the best equipment. Given that, they won't be sending their pilots out with moth-eaten Apollos, HL-7s and MX-50s. IMO, game balancing only works when it fits the circumstances. We've got Erinyes (Erinyi?) and Kaysers as we should. The pirates, seeing this new threat, have the choice of running (no way no how, ya scurvy dog) or sending everything they have at the new threat (Yar!).I've decided to keep the Erinyes fighters, but I am going to remove the Kaysers from use except for very special missions where a lot of firepower is required. However, I may reserve the Erinyes fighters for the same thing... kinda like special ops equipment.
2. Make the pirates much smarter with much bigger cojones. For instance, you could start the 2nd mission as a red-alert/scramble and have a couple enemy bomber and fighter wings already in-theater with an already mildly-damaged Midway. Maybe they're also disillusioned GTVA vets that deserted, so give 'em a better AI class. Side-note, I like Zeus bombers for pirate roles; it's just a personal taste as Ursas are big, lumbering bulls-eyes IMO. Maybe add in some Vasudan craft to boot. They're pirates after all, so (unless you have pirate shipyards later) they'd likely have a wide mix of craft. To toughen-up the mission in particular while showing the pirates aren't stupid, have one or two bombers drop a couple shots right into the hangar bay just as your wing exits, have the Midway send a message that the hangar is wrecked and that you'll get no more (beta wing) fighter support. Now the total firepower is cut in half so the pirates can be left with much fewer incoming numbers. But have 2x2 fighter/bomber wings jump in at four corners of the ship. Two sets of bombers could, say, try to disable engines while the other two sets start knocking out turrets. Trying to engage/defend/evade over all that distance while prioritizing targets could get crazy and may take a lot of wingman orders to keep the Midway in one piece.
But Vasudans aren't pirates. :(Hehe sorry, I see how it reads that way... I didn't mean a generalization that Vasudans were pirates (0MG H34DZ PIR8S!!1!one!!) but shifted focus back to 'pirates' in general. But, if they can turn into the HoL whackjobs, they can definitely be pirates!
As for the pirate ship classes and supplies... just wait until you play the whole campaign and find out where they're coming from :PEnough said--I'll ponder no more about their Star Wars cloning technology and Star Trek replicator systems! :nervous:
But, if they can turn into the HoL whackjobs, they can definitely be pirates!