Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: woodburner on January 12, 2008, 09:29:57 am

Title: BIG mission
Post by: woodburner on January 12, 2008, 09:29:57 am
   I was planning a mission (the last one in the campaign i'm making) and I counted the ships, and there were 60 of them, including a modified Lucifer , 5 Sathanases (or is that Sathanae?) ,3 modified Terran cruisers and 45 bombers. I'm using a windows xp with about 3 gigs left. Will it work?

P.s. has anybody made a mission this big? Is there a bit TOO much apocalyptic chaos?

P.p.s Progress report: I'm finishing up. now. now I have just 1 Sathanas and a 10-odd wings of bombers w/ 100 waves each. I gave Alpha 1 flak guns and a big part in the fight.
Title: Re: BIG mission
Post by: Jeff Vader on January 12, 2008, 09:44:54 am
including a modified Lucifer , 5 Sathanases (or is that Sathanae?)
Sounds a bit weird, having many many Shivan big ships like that, but I dunno. Your mission. And don't start this again. At least I don't want another 'What's the plural form of Sathanas?' debate.

Will it work?
Why are you asking us? Play it and see for yourself.
Title: Re: BIG mission
Post by: Snail on January 12, 2008, 09:46:22 am
I was planning a mission (the last one in the campaign i'm making) and I counted the ships, and there were 60 :eek2: of them, including a modified Lucifer , 5 Sathanases (or is that Sathanae?) ,3 modified Terran cruisers and 45 bombers (:nervous:). I'm using a windows xp with about 3 gigs left. Will it work?

The plural of Sathanas is Sathanes (modern Greek), or Sathanai (ancient Greek).

As for whether or not it will work, it depends on whether you're using FreeSpace Open or Retail FreeSpace, as well as your detail settings. Large battles in FreeSpace Open with high-poly models and animated glowmaps on is not a good idea.

Also, how many kb is your mission? I've seen missions over 150kb in size (Karajorma's largest is 171kb AFAIK).

P.s. has anybody made a mission this big? Is there a bit TOO much apocalyptic chaos?

It depends, really. Mobius has made huge Battle of Endor-like missions with around four destroyers and about a dozen cruisers and corvettes which are still done very well. However, it is often seen as bad mission design to have too many ships involved at the same time, unless it is well-planned out, which is very hard for an inexperienced FREDder (no offense).

One way to see if it is a well-designed mission is to ask yourself this: Does the player make any difference? You can test this by simply parking your ship far away from the battlefield and watching the fireworks. Without your participation, the enemy ships should win. If the friendlies win 100% of the time without the player participating, then the scale of the battle is way too big and the player is sidelined, which is not good (obviously).
Title: Re: BIG mission
Post by: karajorma on January 12, 2008, 11:53:12 am
The plural for the Sath is Sathanas Juggernauts. Ignore anyone who tells you differently as that's the only canon pluralisation. :p

Sathanases is linguistically correct but sounds ugly so many people avoid it.

You absolutely do not use the Greek plurals unless you want to look like a very amateur grammar nazi or simply don't care about being correct.
Title: Re: BIG mission
Post by: Mobius on January 12, 2008, 12:17:45 pm
The plural for the Sath is Sathanas Juggernauts. Ignore anyone who tells you differently as that's the only canon pluralisation. :p

A Rainbow Not-So Brite dude uses "Satanai" given the fact that the specified form is undoubtely correct. I don't really want to "kill" an old language by adapting its words to English ones. Sathanas Juggernauts is also ok.

It depends, really. Mobius has made huge Battle of Endor-like missions with around four destroyers and about a dozen cruisers and corvettes which are still done very well. However, it is often seen as bad mission design to have too many ships involved at the same time, unless it is well-planned out, which is very hard for an inexperienced FREDder (no offense).

One way to see if it is a well-designed mission is to ask yourself this: Does the player make any difference? You can test this by simply parking your ship far away from the battlefield and watching the fireworks. Without your participation, the enemy ships should win. If the friendlies win 100% of the time without the player participating, then the scale of the battle is way too big and the player is sidelined, which is not good (obviously).

You actually forget that... 1) BoE-ish battles are possible in INFA, thanks to the railguns and 2) All the ships you mentioned do not appear at the same time. In a normal FS2 environment you can't get something like that.

And does the player really have to make the difference? Giving the impression that the player is influencing the battle while everything is scripted to balance the player's actions(if he does well by saving a certain ship from destruction another ship won't use all its beams, the arrival of a ship can be delayed to balance the mission, etc. etc.) is a bad idea? In any case, you can't deny that BoE and BoE-ish missions will only be used for eyecandy and/or as "playable cutscenes" where the player doesn't really need to make the difference. It would be possible by giving him the possibility to give orders to a wing or two at max.
Title: Re: BIG mission
Post by: karajorma on January 12, 2008, 12:34:41 pm
If the player isn't making a difference to the outcome of the battle you have to question why you didn't just make the whole thing an in-game cutscene instead.
Title: Re: BIG mission
Post by: Mobius on January 12, 2008, 12:51:32 pm
The player isn't always supposed to make the difference. Alpha 1 is oftentimes sent to deal with fighters while the true mechanics of the mission are left to capital ships. The Great Hunt(FS2) is one such mission.

The same principle can be applied to BoE and BoE-ish missions: the player can simply go around killing spacecraft while eliminating hostile warships is up to allied warships. "Yeah but destroying turrets and bombers is what the player is supposed to do to change the outcome of the battle"...no, if proper events can balance everything.
Title: Re: BIG mission
Post by: karajorma on January 12, 2008, 02:34:53 pm
The player isn't always supposed to make the difference. Alpha 1 is oftentimes sent to deal with fighters while the true mechanics of the mission are left to capital ships. The Great Hunt(FS2) is one such mission.

The same principle can be applied to BoE and BoE-ish missions: the player can simply go around killing spacecraft while eliminating hostile warships is up to allied warships. "Yeah but destroying turrets and bombers is what the player is supposed to do to change the outcome of the battle"...no, if proper events can balance everything.


I'm not reading that or anything else you write till you put it back into a sensible font type.
Title: Re: BIG mission
Post by: Mobius on January 12, 2008, 02:48:19 pm
Uhm...

"The player isn't always supposed to make the difference. Alpha 1 is oftentimes sent to deal with fighters while the true mechanics of the mission are left to capital ships. The Great Hunt(FS2) is one such mission.

The same principle can be applied to BoE and BoE-ish missions: the player can simply go around killing spacecraft while eliminating hostile warships is up to allied warships. "Yeah but destroying turrets and bombers is what the player is supposed to do to change the outcome of the battle"...no, if proper events can balance everything."
Title: Re: BIG mission
Post by: Snail on January 12, 2008, 04:21:37 pm
Uhm...

"The player isn't always supposed to make the difference. Alpha 1 is oftentimes sent to deal with fighters while the true mechanics of the mission are left to capital ships. The Great Hunt(FS2) is one such mission.

The same principle can be applied to BoE and BoE-ish missions: the player can simply go around killing spacecraft while eliminating hostile warships is up to allied warships. "Yeah but destroying turrets and bombers is what the player is supposed to do to change the outcome of the battle"...no, if proper events can balance everything."


Then I don't need to play the campaign. I just sit and drink coffee while watching the fireworks.

It's a GAME, Mobius, not a movie. You are supposed to participate.

You absolutely do not use the Greek plurals unless you want to look like a very amateur grammar nazi or simply don't care about being correct.

Karajorma is not amused about my usage of Greek plurals. :(
Title: Re: BIG mission
Post by: Mobius on January 12, 2008, 04:34:23 pm
The player will always have to engage fighters for his/its own survival. He/It can fly an insignificant fighter, not a bomber able to turn the tide of the battle.

I have already mentioned The Great Hunt(FS2). The first missions are pretty much a "sit and wait". In Surrender, Belisarius! Iota can survive without a magistral performance of Alpha 1. It happens in m2 and m3. And what if you destroy all BFReds of the Sathanas in Bearbaiting? High Noon will just be a "sit and admire the fireworks" mission.

Overall, there are MANY missions in which the player is pretty much a spectator. You can partecipate to a campaign but nobody should give for sure that the player is important in BoE and BoE-ish missions.


About the plurals...when people are informed about the correct form...they should simply use them. No excuses, too many words(and languages) are being killed.
Title: Re: BIG mission
Post by: Snail on January 12, 2008, 04:38:17 pm
My point is that Battle of Endor missions are not to be done unless the player is involved. A mission with 29 cruisers and 50 fighter wings fighting against ten Sathanas juggernauts is pointless unless the player is involved.

Help me out here, guys, we all know BoE battles are pointless unless the player is involved.
Title: Re: BIG mission
Post by: Mobius on January 12, 2008, 04:49:43 pm
Normal missions might be impossible to accept. The player might have his/its importance in an indirect way(*cough* INFA m17 *cough*) or something like that. Don't consider a BoE or BoE-ish mission in which the player has a vital importance as something possible.

That would be against the concept of Battle of Endorish mission itself - since when a single pilot(except for Mobius 1, Galm 1, Gryphus 1 and all other Ace Combat characters)turns the tide of a BoE?!? :wtf:

An what are you trying to say? We all know that the FS engine isn't able to support a BoE mission!
Title: Re: BIG mission
Post by: karajorma on January 12, 2008, 05:10:17 pm
You absolutely do not use the Greek plurals unless you want to look like a very amateur grammar nazi or simply don't care about being correct.

Karajorma is not amused about my usage of Greek plurals. :(

You can use whatever you like. Just don't encourage other people to be wrong. :p

Help me out here, guys, we all know BoE battles are pointless unless the player is involved.

I would but what's the point in joining an argument where I'm only reading half the posts? :D
Title: Re: BIG mission
Post by: TrashMan on January 12, 2008, 05:49:16 pm
It's a GAME, Mobius, not a movie. You are supposed to participate.

How is killing fighters/bombers not participating? A job of a fighter pilot is to follow orders, your regular pilot doesn't save the day every friggin mission.

There are dozens of ways a BOE mission can be made interesting. If you can't think of a few than I say you lack imagination.

You can fly bomber escort. You can fly intercept for the fleet. (and both will have some impact)
You can escort a ship out of the battle zone (during a slug fest and beams flying). You can hunt a very specific objective (destroy that subsystem on that craft. Kill that transport, it's a traitor).
You can even have a "Stay alive" objective as all hell breaks loose.
Title: Re: BIG mission
Post by: Snail on January 13, 2008, 04:09:55 am
Normal missions might be impossible to accept. The player might have his/its importance in an indirect way(*cough* INFA m17 *cough*) or something like that. Don't consider a BoE or BoE-ish mission in which the player has a vital importance as something possible.

Oh, so INFA m17 is going to be some crappy BoE mission, huh? :rolleyes:

Please, someone help me out here! How come every time I get into some discussion everybody gangs up on some stupid gastropod with a shell in the corner?
Title: Re: BIG mission
Post by: Mobius on January 13, 2008, 07:24:54 am
TrashMan: Good point, but the number of wingmen following Alpha 1's orders should be contained to keep balance. Either too bad or too good orders can change the outcome of the mission.

Snail: And you should know something about the features I add to make the missions more interesting and less BoE-ish.
Title: Re: BIG mission
Post by: Snail on January 13, 2008, 07:30:46 am
Either too bad or too good orders can change the outcome of the mission.

Yes, due to the player's intervention!

Snail: And you should know something about the features I add to make the missions more interesting and less BoE-ish.

Let's not talk about INFA here. You've already given out so many spoilers its frightening. :P
Title: Re: BIG mission
Post by: Mobius on January 13, 2008, 07:38:39 am
That's why the number of spacecraft following Alpha 1's orders must be contained! What do you think, that in a BoE mission the player can give orders to virtually everything?

About INFA...you made it look like a n00bish campaign while we all know that it's the exact contrary.
Title: Re: BIG mission
Post by: Snail on January 13, 2008, 07:55:39 am
That's why the number of spacecraft following Alpha 1's orders must be contained! What do you think, that in a BoE mission the player can give orders to virtually everything?[/b]

No, but to most fighters. The player must be able to do something to control the outcome of the mission (unless it's a "plot" mission, like Doomsday or Their Finest Hour)
Title: Re: BIG mission
Post by: Mobius on January 13, 2008, 08:13:38 am
Most fighters? Since when? He/It will have to control only his/its wings(Alpha through Gamma, for example).

Or better, the player will not give orders at all. He/It is not always supposed to be the wing/squadron leader.
Title: Re: BIG mission
Post by: Snail on January 13, 2008, 08:36:11 am
Or better, the player will not give orders at all. He/It is not always supposed to be the wing/squadron leader.

Or better yet, he's a civilian in an Argo transport and does not have any weapons.
Title: Re: BIG mission
Post by: General Battuta on January 13, 2008, 09:53:18 am
In general I agree with the concept that 'the enemy should win without action on the part of the player'.

There are some spectator missions in Freespace...but they're less fun and satisfying.

I love a good BoE, but I'd rather it be background to a 'destroy that particular subsystem' or 'take out that fleeing transport' or 'reach the node within a time limit' objective.
Title: Re: BIG mission
Post by: Mobius on January 13, 2008, 02:15:15 pm
The Great Hunt(FS2) is pretty much like a "spectator" mission. Do you find it less fun?

It's a matter of points of view. I'm sick of how protagonists do everything by themselves, in a good game/book it is important to "distribute" the credit.
Title: Re: BIG mission
Post by: woodburner on January 13, 2008, 02:33:27 pm
WHOOOOOOOOAH that's a lot to answer.

I hate to give away part of the mission :doubt:, but...

It goes like this:
1. 5 Sathanas Juggernauts  :nod: head towards a planet.
2. the Lucifer, AKA Liberator, and some Terran secret weapons :cool: blow them up(the name of the campaign is "Shivan Civil War").

Your Objectives:
1. protect the Liberator and Terran secret weapons against 45 (very stupid) bombers. You are aided by only one wing of ace dragons and 3 modified Terran ships. Good luck.

P L E A S E P L E A S E P L E A S E P L E A S E
do not make this mission. If I could copyright it, I would.
Title: Re: BIG mission
Post by: Snail on January 13, 2008, 02:45:06 pm
The Great Hunt(FS2) is pretty much like a "spectator" mission. Do you find it less fun?

It's not a Battle of Endor mission, is it?
Title: Re: BIG mission
Post by: Mobius on January 13, 2008, 02:50:45 pm
The Shivans will never have civil wars, not according to the Hive Mind TheoryTM.

It's not a Battle of Endor mission, is it?

It's a pseudo-pseudo-BoE-ish mission. We were talking about "spectator" missions in general, anyway.
Title: Re: BIG mission
Post by: Snail on January 13, 2008, 02:55:32 pm
The Shivans will never have civil wars, not according to the Hive Mind TheoryTM.

Which is not proven to be true.

It's a pseudo-pseudo-BoE-ish mission. We were talking about "spectator" missions in general, anyway.

I was talking about BoE missions in which the player has no power over the outcome of the mission. 2 corvettes, 2 cruisers and a destroyer, at different times is hardly what I call a BoE.
Title: Re: BIG mission
Post by: FUBAR-BDHR on January 13, 2008, 02:58:16 pm
The Shivans will never have civil wars, not according to the Hive Mind TheoryTM.

Unless there is more than one hive.
Title: Re: BIG mission
Post by: Snail on January 13, 2008, 03:01:48 pm
Hive Mind Theory is not definitely true, just the most widely accepted one.
Title: Re: BIG mission
Post by: Mobius on January 13, 2008, 03:02:40 pm
More than one hive = civil war going for THOUSANDS of years...nah.
Title: Re: BIG mission
Post by: Snail on January 13, 2008, 03:05:26 pm
More than one hive = civil war going for THOUSANDS of years...nah.

Nobody said that. And the Shivans aren't necessarily a hive mind. It's just the most widely accepted theory.
Title: Re: BIG mission
Post by: Mobius on January 13, 2008, 03:10:47 pm
How would you explain a civil war? Why would they "clear" the Universe when they're busy with a civil war?
Title: Re: BIG mission
Post by: Snail on January 13, 2008, 03:16:19 pm
A small group of Shivans maybe deciding they had had enough? Or if for the time being we accept the Hive mind theory as being true, then maybe a few got detached from the hive somehow.
Title: Re: BIG mission
Post by: Jeff Vader on January 13, 2008, 03:29:15 pm
Yeah. Happened in Star Trek.
Title: Re: BIG mission
Post by: TrashMan on January 13, 2008, 03:49:09 pm
Quote
'the enemy should win without action on the part of the player'.

WRONG.
The mission should fail (or not..depending on what you want to accomplish), but that doesn't automaticly mean your forces must win.

Imagine a mission where your only goal is to survive long enough. Maybe your forces will win, or maybe not. But that's not the mission objective.
Title: Re: BIG mission
Post by: Mobius on January 13, 2008, 03:53:20 pm
The Shivans aren't a species like any other(they might have been created by someone else in a zero-gravity environment), they're "programmed" to follow orders and die. Maybe the Hive Mind became intelligent and decided to eliminate the "creators"...
Title: Re: BIG mission
Post by: TrashMan on January 13, 2008, 04:17:17 pm
Yeah. Happened in Star Trek.

(http://i173.photobucket.com/albums/w45/l_mathiesen/qft.jpg)
Title: Re: BIG mission
Post by: Jeff Vader on January 13, 2008, 04:18:40 pm
 :lol:

Yeah, but seriously. I was referring to TNG.
Title: Re: BIG mission
Post by: Snail on January 14, 2008, 01:31:07 pm
"programmed" to follow orders and die.

You don't know that. They could be mutant bunnies for all we know. We know next to nothing about them.
Title: Re: BIG mission
Post by: FUBAR-BDHR on January 14, 2008, 01:38:22 pm
P L E A S E P L E A S E P L E A S E P L E A S E
do not make this mission. If I could copyright it, I would.

Well I started to make a similar mission over 7 years ago.  Am I allowed to finish it?  Seriously I had the same Shivan civil war idea ages ago.  My multi campaign (if I ever get around to finishing it) was supposed to be the intro to that info.  Scenario was that the Lucifer fleet from FS1 was one faction and the Sathanas fleet encounter in FS2 was the other.  Kind of thinking the Lucifer fleet might be the rebels and the Sathanans were the authorities hunting them.  We, like the ancients, just got caught in the middle.
Title: Re: BIG mission
Post by: Mura on January 15, 2008, 01:24:15 am
JUST DO IT!!!! if you find a neat new way of making the BoE kind of mission not boring or if you make it in a way the player is actually a difference at all (a fun difference) i shall send kudos your way.

Ps: i am not saying that the eyecandy of a huge BoE is bad in any way, just boring to play since you are busy surviving or mindlessly blasting a huge cruiser that is not paying attention to you in a hope to make a difference or steal the kill, that you don't even pay attention to the fireworks.
I agree with Snail on this one, it is more satisfying being important for the mission than being just a bit more dangerous than a chunk of debris  :doubt:


Oh, and if it's a theory, it's just THAT! don't take it as a fact just because you like it a lot Mobius, you guys like to make a storm in a glass of water but it's good to increase post counts  :D  ;7 :lol: 
Title: Re: BIG mission
Post by: Snail on January 15, 2008, 02:55:43 pm
don't take it as a fact just because you like it a lot Mobius, you guys like to make a storm in a glass of water but it's good to increase post counts  :D  ;7 :lol: 

Not important anymore since our post counts got nuked. :P

(no hard feelings, anyway Mobius? Just a little discussion... :nervous:)

w00t 2 more posts till 100!!
Title: Re: BIG mission
Post by: woodburner on January 15, 2008, 04:44:23 pm
I am working on it. it's a big mission, and I'm also trying to complete the first mission.

Yes, Mobius, you can do your mission, as long as you promise not to put a Terran secret weapon( :cool:) in it. You'll find out when my campaign's done.
Title: Re: BIG mission
Post by: FUBAR-BDHR on January 15, 2008, 05:20:29 pm
I just hope your Terran secret weapon isn't an array of modified Mjolinar beams. 
Title: Re: BIG mission
Post by: Mobius on January 16, 2008, 02:25:58 pm
Yes, Mobius, you can do your mission, as long as you promise not to put a Terran secret weapon( :cool:) in it. You'll find out when my campaign's done.

Secret weapon? Ehm...you're a bit late... :P
Title: Re: BIG mission
Post by: woodburner on January 16, 2008, 04:53:14 pm
OK OK Mobius, you can keep the secret weapon :blah: and it isn't a modified Mjonlir. Or the colossus. You'll see. Eventually.... sorry for the big wait. I'm a n008.
Title: Re: BIG mission
Post by: Mobius on January 17, 2008, 02:15:25 pm
There are many kinds of secret weapons and...many ideas are used and reused. No one is original here :rolleyes:
Title: Re: BIG mission
Post by: woodburner on January 17, 2008, 06:52:19 pm
Good news-now that I'm done with my first mission, I can completely dedicate myself to this one :). So far it works, but I haven't tinkered with any of the Shivans yet.
Title: Re: BIG mission
Post by: woodburner on January 19, 2008, 04:15:02 pm
Bad but not so bad: it's stoppy. :blah: That might be due to the fact I haven't taken off the Sathanas Juggernauts' BFRed beams, and that also means I and the Terran secret weapon- I bet 5 of 'em would make short work of the enemy- get killed a lot. Another update soon. Unless I'm boring you guys to heck. :rolleyes: :rolleyes: :rolleyes:
Title: Re: BIG mission
Post by: Nuclear1 on February 18, 2008, 07:38:40 pm
Sorry, I'm going to beat a dead horse.

Remember THE BoE? A single fighter took out a Super Star-Destroyer.

Made a bit of a difference?

Yep.
Title: Re: BIG mission
Post by: terran_emperor on February 19, 2008, 01:30:01 am
well three
#1-2 took down the executor's bridge shields
then #3  rammed/crashed into the bridge
Title: Re: BIG mission
Post by: Zarathud on June 13, 2008, 10:25:04 pm
Please, someone help me out here! How come every time I get into some discussion everybody gangs up on some stupid gastropod with a shell in the corner?
A little late than never, but I'm frackin' coming back from the Ice Age of Freespace.  Battle of Endor missions often end up with the AI taking control of the battle.  A simpler, more elegant design piece can achieve the same result if done well.  It's not how big the mission is, but how fun it is to play.  How you use FRED is more important than how many ships you spawn.
Title: Re: BIG mission
Post by: Blue Lion on June 13, 2008, 10:31:08 pm
Bumpage?
Title: Re: BIG mission
Post by: Droid803 on June 13, 2008, 10:56:40 pm
P L E A S E P L E A S E P L E A S E P L E A S E
do not make this mission. If I could copyright it, I would.

Well I started to make a similar mission over 7 years ago.  Am I allowed to finish it?  Seriously I had the same Shivan civil war idea ages ago.  My multi campaign (if I ever get around to finishing it) was supposed to be the intro to that info.  Scenario was that the Lucifer fleet from FS1 was one faction and the Sathanas fleet encounter in FS2 was the other.  Kind of thinking the Lucifer fleet might be the rebels and the Sathanans were the authorities hunting them.  We, like the ancients, just got caught in the middle.

F*ck, that's my campaign which I have 14/15 missions done. (well, the backstory to it, anyway) >.>
Through I am confident it should be...different enough.
Title: Re: BIG mission
Post by: Goober5000 on June 14, 2008, 02:23:12 pm
A little late than never, but I'm frackin' coming back from the Ice Age of Freespace.  Battle of Endor missions often end up with the AI taking control of the battle.  A simpler, more elegant design piece can achieve the same result if done well.  It's not how big the mission is, but how fun it is to play.  How you use FRED is more important than how many ships you spawn.
Yay, Zarathud's back (again)!

Listen to this guy.  He wrote the book (or rather, the article) on Battle of Endor Syndrome.
Title: Re: BIG mission
Post by: DarthWang on June 14, 2008, 05:52:26 pm
One of the ways to make a BOE mission work and still have the player be important is to assign the player some task unrelated to the main battle. For example, in one of the last missions in Transcend, there was a huge battle with lots of destroyers, cruisers, and corvettes but all the player had to do was fly through it and reach the jump node.
Title: Re: BIG mission
Post by: Zarathud on July 02, 2008, 01:49:18 am
DarthWang, that would be creating the illusion of the Battle of Endor.  The mission isn't to participate, it's to escape. 

If the mission works, it's because the set piece ships are programmed mostly to attack each other and ignore the player.  And the player is expected to follow orders, or suffer the consequences of death.  The same result could have been achieved with fewer ships, and works only because of slight of hand (I think).

One Volition designer's mantra was that simpler can be better, and called it Zen and the Art of Mission Design.
Title: Re: BIG mission
Post by: Nuclear1 on July 03, 2008, 02:35:06 pm
Derelict had some fun BoE missions as well, none of which involved "just killing fighters to stay alive".
Title: Re: BIG mission
Post by: Jake2447 on July 15, 2008, 03:27:12 pm
Derelict had some fun BoE missions as well, none of which involved "just killing fighters to stay alive".

I hope you dont mean the battle with the civilians
I hated protecting the Sai
that had to be one of the most difficult missions I played
I didnt like it because the battle was BOE-ish yet the player still had a side goal
would have been better just to watch ships dish it out

I don't see why many people are opposed to BOE missions
as Mobius already pointed out, several retail mission were sort of BOE
in addition, it makes sense for FS2 to have BOE
FS2 is a space combat simulator, though obviously it places less importance on technical accuracy, and greater on emotional/feeling accuracy
therefore FS2 should simulate the emotions/feelings/action of a space fighter pilot
if two warring factions came into conflict, im sure they would pour as many resources on as they could to win the battle
this would result in a large number of capships and pilots
so the game should simulate the feelings of being one pilot among many in a huge chaotic battle

also, since when does one unit save the day every time
only in video games, and ones which are usually criticized for this (think the FPS genre)
Title: Re: BIG mission
Post by: General Battuta on July 15, 2008, 03:34:30 pm
I like a good BOE now and again, and I think Blue Planet handled them beautifully. Engagements between the Temeraire and Orestes battlegroups and multiple Shivan destroyers were brilliant and gave the player something to do even while dishing out spectacular capital-ship eyecandy.

I love the feeling that the capital ships I'm fighting to protect are effective, lethal weapons platforms, not merely bases for fighters and bombers.

I also think that destroyer-on-destroyer duels, a la Starlancer's last few missions, can be really gripping, particularly if you've got some emotional attachment to the friendly ship and some reason to hate the enemy.
Title: Re: BIG mission
Post by: Jake2447 on July 15, 2008, 04:56:07 pm
I like a good BOE now and again, and I think Blue Planet handled them beautifully. Engagements between the Temeraire and Orestes battlegroups and multiple Shivan destroyers were brilliant and gave the player something to do even while dishing out spectacular capital-ship eyecandy.

I love the feeling that the capital ships I'm fighting to protect are effective, lethal weapons platforms, not merely bases for fighters and bombers.

I also think that destroyer-on-destroyer duels, a la Starlancer's last few missions, can be really gripping, particularly if you've got some emotional attachment to the friendly ship and some reason to hate the enemy.

Agreed.  I feel that in most space combat games, capships have little strategic value, aside from deploying fighters/bombers.  Its almost pointless to have ship classes other than carriers.  However, FS2 makes capships viable weapons, and mission should use them in this way.  This is only enhanced with storyline tie-ins, evoking emotion, something FS2 can also be good at.
Title: Re: BIG mission
Post by: karajorma on July 15, 2008, 05:11:00 pm
also, since when does one unit save the day every time
only in video games, and ones which are usually criticized for this (think the FPS genre)

It's not about saving the day. It's about having some effect at all. Too many BoE missions have so many fighters and capships that the effect of the player being there is averaged out to nothing. The player can play at his best or simply walk away and it won't have the slightest effect on the mission outcome.

And to me, that is a bad mission.
Title: Re: BIG mission
Post by: Polpolion on July 15, 2008, 08:37:17 pm
Quote
Its almost pointless to have ship classes other than carriers.

You have obviously never encountered an Aeolus cruiser on a difficulty level higher than easy.
Title: Re: BIG mission
Post by: Zarathud on July 15, 2008, 09:38:08 pm
Quote
Its almost pointless to have ship classes other than carriers.

You have obviously never encountered an Aeolus cruiser on a difficulty level higher than easy.
An Aeolus cruiser with the right angle on its prey can be devastating when attacking at higher difficulty levels.  It's a bit vulnerable, so it needs some defense.
Title: Re: BIG mission
Post by: General Battuta on July 16, 2008, 12:30:45 am
Quote
Its almost pointless to have ship classes other than carriers.

You have obviously never encountered an Aeolus cruiser on a difficulty level higher than easy.

Did you not catch that he was talking about games other than FS2?

He was saying an Aeolus is a viable combatant, as are other FS2 capital ships. His comment about the pointlessness of ships other than carriers was a jab at other space sims.
Title: Re: BIG mission
Post by: Jake2447 on July 16, 2008, 08:13:46 am
Quote
Its almost pointless to have ship classes other than carriers.

You have obviously never encountered an Aeolus cruiser on a difficulty level higher than easy.

Did you not catch that he was talking about games other than FS2?

He was saying an Aeolus is a viable combatant, as are other FS2 capital ships. His comment about the pointlessness of ships other than carriers was a jab at other space sims.
battuta quoted me correctly
I feel like in FS2 capships are powerful, which only supports BOE missions

and kara:
isnt walking out of a chaotic battle alive in some way affecting the outcome of the day
and it could obviously go farther than that without becoming rediculous
say the player takes down some bombs that are aimed at a friendly beam turret
that would obviously have an effect
but having Alpha wing warp in and destroy 3 cruisers every mission is just rediculous
that suffers from the same fundamental problem of most FPS games:
the player is always involved in every major battle, and always turn the tide of it
that just gets unrealistic
Title: Re: BIG mission
Post by: karajorma on July 16, 2008, 08:32:50 am
I'm not saying it isn't. Here...

http://www.hard-light.net/forums/index.php/topic,55037.0.html

Read and enjoy. I'm not having the exact same argument twice in as many weeks. :p
Title: Re: BIG mission
Post by: Zarathud on July 17, 2008, 10:21:13 pm
if two warring factions came into conflict, im sure they would pour as many resources on as they could to win the battle
this would result in a large number of capships and pilots
so the game should simulate the feelings of being one pilot among many in a huge chaotic battle
So you've learned to armchair general from the academy of the RTS rather than studying logistics and tactics from a more traditional military school of thought? 

From a more realistic modernn perspective like the wars in Iraq and Afghanistan, tactics and logistics make it impossible to simply have one huge battle royale.  Or perhaps you would prefer a WWII example where different operational zones resulted in risking a weakness in your front lines from deploying too many troops into one battle zone.

I believe a good game should tell a story, and simulate the action from participating in the story.
Title: Re: BIG mission
Post by: NGTM-1R on July 18, 2008, 12:46:30 am
if two warring factions came into conflict, im sure they would pour as many resources on as they could to win the battle
this would result in a large number of capships and pilots
so the game should simulate the feelings of being one pilot among many in a huge chaotic battle
So you've learned to armchair general from the academy of the RTS rather than studying logistics and tactics from a more traditional military school of thought? 

From a more realistic modernn perspective like the wars in Iraq and Afghanistan, tactics and logistics make it impossible to simply have one huge battle royale.  Or perhaps you would prefer a WWII example where different operational zones resulted in risking a weakness in your front lines from deploying too many troops into one battle zone.

I believe a good game should tell a story, and simulate the action from participating in the story.

Nothing he says violates those. Logistics is easier with a single force then several scattered about. All tactical thought is based on achieving concentration of force.

I suppose, if you counted out capships and support personnel, you could call FS warfare at the squad level. But aside from the gross oversimplification, and the stupidity, of that, that's very clearly not the kind of warfare FS wants to portray.

Just to make the tactical comparison bankrupt in full, FS' tactical considerations are different completely. The subspace drive rewrote them. So did the Shivans' total lack of logistical targets. A naval analogy would certainly have been more apt, if not perfect.
Title: Re: BIG mission
Post by: Jake2447 on July 18, 2008, 08:13:39 am
if two warring factions came into conflict, im sure they would pour as many resources on as they could to win the battle
this would result in a large number of capships and pilots
so the game should simulate the feelings of being one pilot among many in a huge chaotic battle
So you've learned to armchair general from the academy of the RTS rather than studying logistics and tactics from a more traditional military school of thought? 

From a more realistic modernn perspective like the wars in Iraq and Afghanistan, tactics and logistics make it impossible to simply have one huge battle royale.  Or perhaps you would prefer a WWII example where different operational zones resulted in risking a weakness in your front lines from deploying too many troops into one battle zone.

I believe a good game should tell a story, and simulate the action from participating in the story.

if you don't believe large scale battles are cannon to FS2, then take another look at the FS2 intro

besides, comparisons to iraq and afghanistan are completely irrelevant
the reason we lack large scale battles in these conflicts is because of something called guerilla warfare
the enemy knows we are smaller force, an chooses not to engage us directly
obviously, this is not the approach of canon factions in FS2, aside from convoy raiding
in FS2, factions engage each other directly, risking ships each with an occupancy higher than the total US deaths in Iraq and Afghanistan
if they are risking these ships, do you really think they are not going to wage huge amounts of fighters to protect these destroyers
the only reason it wasnt like this in-game is because then game would crash
again watch the FS2 intro

not to mention, you must have a very biased view of RTS, as flanking actions, and strategic use of each units abilities as well as effective logistical management are the key to any moderately recent game in that genre
Title: Re: BIG mission
Post by: Zarathud on July 18, 2008, 09:42:07 pm
if you don't believe large scale battles are cannon to FS2, then take another look at the FS2 intro
Which portrays (http://www.youtube.com/watch?v=khIWdolT9xY) the SD Lucifer and a SD Demon destroying a GTD Orion in combat, with one Vasudan capital ship in the background?  Not very BIG at all.  The only large fleet is at the end with a GVD Hatshepsut, GVCv Sobek and 2 GVC Mentus escorting the GTVA Colossus past the Orion's wreckage?  That's the main fleet in FS2.

the reason we lack large scale battles in these conflicts is because of something called guerilla warfare
the enemy knows we are smaller force, an chooses not to engage us directly
obviously, this is not the approach of canon factions in FS2, aside from convoy raiding
Not obvious.  The factions engage each other directly in FS2, but not with all of their fleet capacity.  The use of fighters/bombers is significant, but the heavy weight capital ships are used sparingly (except for the illusion of the immense Shivan fleet, but it's only a model, er, ...bitmap).

the only reason it wasnt like this in-game is because then game would crash
You're wrong.  The engine's capabilities in FS2 were limited more than required by the technology of the day.  Scalability was built-in, and the design decision was made to wanted to keep the same feel as FreeSpace (but with bigger stuff) and to make missions easier to design and fully playtest -- rather than just tossing in ships for that super chaotic battle.

again watch the FS2 intro
Why?  It doesn't prove your point, plus I have the benefit of visiting the Volition offices before the release of FreeSpace 2 (where I had to sign a NDA after seeing the beam weapons/nebula effects, unfortunately).  Plus, I wrote the article condemning Battle of Endor missions after discussing their problems with various designers...including those at Volition.

not to mention, you must have a very biased view of RTS, as flanking actions, and strategic use of each units abilities as well as effective logistical management are the key to any moderately recent game in that genre
Puppies are bull****.  Once you've ever tried simulating a wargame set in Napoleonics or Civil War, you'd recognize how little real and simplified strategy exists in a RTS.  RTS may be fun, but don't deceive yourself that they're anything other than light on strategy.
Title: Re: BIG mission
Post by: Jake2447 on July 18, 2008, 10:01:59 pm
if you don't believe large scale battles are cannon to FS2, then take another look at the FS2 intro
Which portrays (http://www.youtube.com/watch?v=khIWdolT9xY) the SD Lucifer and a SD Demon destroying a GTD Orion in combat, with one Vasudan capital ship in the background?  Not very BIG at all.  The only large fleet is at the end with a GVD Hatshepsut, GVCv Sobek and 2 GVC Mentus escorting the GTVA Colossus past the Orion's wreckage?  That's the main fleet in FS2.

the reason we lack large scale battles in these conflicts is because of something called guerilla warfare
the enemy knows we are smaller force, an chooses not to engage us directly
obviously, this is not the approach of canon factions in FS2, aside from convoy raiding
Not obvious.  The factions engage each other directly in FS2, but not with all of their fleet capacity.  The use of fighters/bombers is significant, but the heavy weight capital ships are used sparingly (except for the illusion of the immense Shivan fleet, but it's only a model, er, ...bitmap).

the only reason it wasnt like this in-game is because then game would crash
You're wrong.  The engine's capabilities in FS2 were limited more than required by the technology of the day.  Scalability was built-in, and the design decision was made to wanted to keep the same feel as FreeSpace (but with bigger stuff) and to make missions easier to design and fully playtest -- rather than just tossing in ships for that super chaotic battle.

again watch the FS2 intro
Why?  It doesn't prove your point, plus I have the benefit of visiting the Volition offices before the release of FreeSpace 2 (where I had to sign a NDA after seeing the beam weapons/nebula effects, unfortunately).  Plus, I wrote the article condemning Battle of Endor missions after discussing their problems with various designers...including those at Volition.

not to mention, you must have a very biased view of RTS, as flanking actions, and strategic use of each units abilities as well as effective logistical management are the key to any moderately recent game in that genre
Puppies are bull****.  Once you've ever tried simulating a wargame set in Napoleonics or Civil War, you'd recognize how little real and simplified strategy exists in a RTS.  RTS may be fun, but don't deceive yourself that they're anything other than light on strategy.

the FS2 intro portrays 4 destroyers and I believe 10 cruisers, as well as quite a few fighters/bombers
by FS2 standards, that qualifies as a large battle

I think you missed my response to your analogy
engagements in FS2 frequently involve cruisers and/or larger ships, which would contain a crew similar in numbers to that of a battalion (cruiser) or a brigade (corvette)
that's far larger than the largest engagements in Iraq/Afghanistan

i'll agree that technology and the restraints of design came into play

So your opinion is automatically better than mine because you wrote an article about it?

I'm not saying that RTS is the epitome of strategy simulation, but it does effectively capture the canon strategy of another video game, FS2
Title: Re: BIG mission
Post by: Zarathud on July 18, 2008, 10:10:16 pm
Nothing he says violates those. Logistics is easier with a single force then several scattered about. All tactical thought is based on achieving concentration of force.
That's incorrect.  All tactical thought is about the appropriate use of units to use their full potentialities and achieve victory.  You can lose by using too many units, as well as too few.  Compare Rumsfeld's view of the US military in the 2003 Iraq War (albeit poorly implemented), with than Powell's view of the US military in 1990 Iraq War.  Or to avoid getting off-tanget, let's just use this definition[url=http://:

 (http://en.wikipedia.org/wiki/Military_tactics)
Quote
The United States Army Field Manual 3-0 offers the following definition of tactics: "Tactics – (Department Of Defense) 1. The employment of units in combat. 2. The ordered arrangement and maneuver of units in relation to each other and/or to the enemy in order to use their full potentialities. (Army) The employment of units in combat. It includes the ordered arrangement and maneuver of units in relation to each other, the terrain, and the enemy in order to translate potential combat power into victorious battles and engagements. (FM 3-0)."
Achieving potential combat power does not equal throwing everything you have at a battle.

I suppose, if you counted out capships and support personnel, you could call FS warfare at the squad level. But aside from the gross oversimplification, and the stupidity, of that, that's very clearly not the kind of warfare FS wants to portray.
FreeSpace portrays limited battlefield engagements.  Only a few ships engage at a time in a mission, rather than having a continuing rolling theatre of war.  It's inherently mission based, rather than a continuing battlezone.  Several smaller missions can portrary a BIG mission more effectively than one battle royale.

Just to make the tactical comparison bankrupt in full, FS' tactical considerations are different completely. The subspace drive rewrote them. So did the Shivans' total lack of logistical targets.
Alternatively, you could argue that the Shivan logistical target was the core supply depots and capitals of their enemies -- the systems of Vasuda and Sol.  

Regardless of whether specific tactics were invalidated by subspace, subspace]:

 (http://www.hard-light.net/wiki/index.php/Subspace)
Quote
The United States Army Field Manual 3-0 offers the following definition of tactics: "Tactics – (Department Of Defense) 1. The employment of units in combat. 2. The ordered arrangement and maneuver of units in relation to each other and/or to the enemy in order to use their full potentialities. (Army) The employment of units in combat. It includes the ordered arrangement and maneuver of units in relation to each other, the terrain, and the enemy in order to translate potential combat power into victorious battles and engagements. (FM 3-0)."
Achieving potential combat power does not equal throwing everything you have at a battle.

I suppose, if you counted out capships and support personnel, you could call FS warfare at the squad level. But aside from the gross oversimplification, and the stupidity, of that, that's very clearly not the kind of warfare FS wants to portray.
FreeSpace portrays limited battlefield engagements.  Only a few ships engage at a time in a mission, rather than having a continuing rolling theatre of war.  It's inherently mission based, rather than a continuing battlezone.  Several smaller missions can portrary a BIG mission more effectively than one battle royale.

Just to make the tactical comparison bankrupt in full, FS' tactical considerations are different completely. The subspace drive rewrote them. So did the Shivans' total lack of logistical targets.
Alternatively, you could argue that the Shivan logistical target was the core supply depots and capitals of their enemies -- the systems of Vasuda and Sol.  

Regardless of whether specific tactics were invalidated by subspace, subspace (http://www.hard-light.net/wiki/index.php/Subspace) creates as many dangers as opportunities.  If you attempted to engage a fleet with everything you had, that risked the enemy fleet warping through subspace elsewhere that would then be completely unprotected.  In my mind, those factors mitigate against fully deploying your entire fleet in one massive battle -- because the enemy might leave and strike somewhere else while you mass forces.  While the nodes create choke points between each system, subspace travel makes the logistics of getting everyone to the same gate difficult since each fleet (and their supplies) also must travel through the node network.
Title: Re: BIG mission
Post by: Jake2447 on July 18, 2008, 10:18:39 pm
regardless of what you say, the fact is, every time a destroyer is deployed, 10,000 lives are at stake
sooner or later a destroyer will engage another destroyer, in which case the pilots of the 120 fighters on board will most likely be deployed to destroy the enemy warship
im not saying all, but many would be
in fact, the more I argue this, the less I support big engagements in FS2, because i see how incapable the engine is of simulating the feeling of such a large battle
Title: Re: BIG mission
Post by: Zarathud on July 18, 2008, 10:35:13 pm
the FS2 intro portrays 4 destroyers and I believe 10 cruisers, as well as quite a few fighters/bombers
Count the capital ships again.  At most, there's 10 capital ships on both sides at 1:10 which has the widest angle on the battle.  And it appears there's effectively 2 combat zones (fore/background).  That battle is entirely separate from the reconstructed GTVA fleet.  While there were many fighters/bombers, nobody disputes that fleets in FreeSpace 1 and 2 goes through wings like a sick man uses tissue paper.

engagements in FS2 frequently involve cruisers and/or larger ships, which would contain a crew similar in numbers to that of a battalion (cruiser) or a brigade (corvette)
that's far larger than the largest engagements in Iraq/Afghanistan
The horror in FreeSpace comes from the fact that the loss of one capital ship meant so many dead, and wings were lost in huge numbers.  Counting dead sentients is much different than counting destroyed capital ships.  A BIG Battle of Endor mission focuses on the ships involved, not the sentients on those ships.

So your opinion is automatically better than mine because you wrote an article about it?
When your opinion is about the fact of what Volition did or didn't do, I'm not only more informed but more correct. Your opinion can be that the sky is the color green, but then you'd be wrong.  :)

I'm not saying that RTS is the epitome of strategy simulation, but it does effectively capture the canon strategy of another video game, FS2
How?

in fact, the more I argue this, the less I support big engagements in FS2, because i see how incapable the engine is of simulating the feeling of such a large battle
Mission accomplished.  :yes:  I think a limited engagement with a compelling debriefing and follow up mission can create the right feeling and tone more effectively than one big battle, where the scale of what is happening easily gets lost in the fast-paced action.
Title: Re: BIG mission
Post by: General Battuta on July 19, 2008, 12:04:19 am
Given a good computer, Freespace 2's engine is fully capable of rendering an effective BoE. We're just disputing whether it's fun to play.

Zarathud, have you played Blue Planet? Many of the missions in it might seem BoE-ish, with dozens of fighter and bomber wings swarming around a convoy of ten (or more?) capital ships. But they're designed such that the player can easily recognize where he/she needs to be, reach that location in the right time, make a difference, and move on to a new fulcrum. In fact, it's not even that the player is assigned a specific task such as 'destroy beam cannons' -- it's that you have command of most of the wings in the battle, and you're given all the information you need to deploy them properly. Your own flying is the keystone to victory, not the only critical element but certainly not irrelevant.

I hope that's the kind of design you'd applaud, rather than condemn.
Title: Re: BIG mission
Post by: Droid803 on July 19, 2008, 01:00:54 am
BoE missions, when done right, can give that "holy ****" feeling, to show the immense scope of a conflict.
I believe one of the creeds of FRED is to "Show, not Tell". Noone wants to just read " Our battlegroup was attacked by three Ravanas, but we managed to beat them back, although now we're low on supplies. Escort this wimpy convoy, because epic battles are too good for you to even watch."

If I saw that, I would be like..."damn it, I didn't even get to watch that!" and immediately quit the campaign. I didn't finish INFR1 because I didn't get to watch the Apothesses take down the Sathanas. Nemesis was fun though. Because it was BoE. It had excellent replay value. I don't remember how many times I played through the BoE section and didn't get bored. I kept getting hit by the Nemesis's beams so I actually had to replay it, but uhh...that's not the point.

What :v: did and did not do makes no difference. That was then, with the technology then. There was a limitation of power from computers. That isn't the issue now. if you're computer can't take a BoE, too bad for you, we're not making money so we don't care. Besides, some of :v:'s missions were **** because they weren't BoE. Notably, the last mission of Silent Threat. You have to take down a superdestroyer. By yourself (ok, you get a single cruiser, WHEE!). It took forever. Now, throw in an Orion or two on either side, and a 5-6 more allied wings to help you out. Not only will it not take as long, you'd actually have something to do (disarm the Hades's SSLs) which definietly will effect the outcome of the battle, you'd have something better to do then to sit in a blind spot and hit 64x time compression after taking out 200 lokis. The battle would seem a lot more climatic as well.

But, I do think we're beating a dead horse. I doubt any of us are going to change their views.
Title: Re: BIG mission
Post by: NGTM-1R on July 19, 2008, 04:49:33 am
That's incorrect.  All tactical thought is about the appropriate use of units to use their full potentialities and achieve victory.  You can lose by using too many units, as well as too few.

Not tactically. Perhaps on a strategic level. Leaving that aside, however, in the end all tactics devolve into methods for creating a superiority of force. Only the method differs. Some are positive (literal concentration), some are negative (like decoying the enemy out of posistion), some involve posistioning (flanking), some involve simply doing things in such a way that your opponent cannot bring his force to bear (manuver warfare), but the end purpose of all of them is to be able to bring more weapons to bear at the critical point then the other guy. Clauswitz describes war "as an act of force"; he is quite correct. Applying the force intelligently is still applying the force.

FreeSpace portrays limited battlefield engagements.  Only a few ships engage at a time in a mission, rather than having a continuing rolling theatre of war.  It's inherently mission based, rather than a continuing battlezone.  Several smaller missions can portrary a BIG mission more effectively than one battle royale.

Explain how, then. This is something you've quite consistantly failed to actually do. And FS engagements are not limited, they are miniscule.

Alternatively, you could argue that the Shivan logistical target was the core supply depots and capitals of their enemies -- the systems of Vasuda and Sol.

You misunderstand me. (http://www.hard-light.net/forums/index.php/topic,50766.msg1026214.html#msg1026214)

Leaving aside the fogged definition attempt, as frankly there's nothing of use to either of us there and it merely constitutes a case of argumentum ad vericundum or perhaps just trying to confuse with large words (don't bother, I've read quite a bit more on such subjects then I suspect you have), there is no commander in the world who will not be happy given more forces to accomplish his objective. How well he uses them is a different subject entirely, this is true, but they make it easier, simpler, to accomplish. What I said closing my first paragraph still holds true.

Regardless of whether specific tactics were invalidated by subspace, subspace (http://www.hard-light.net/wiki/index.php/Subspace) creates as many dangers as opportunities.  If you attempted to engage a fleet with everything you had, that risked the enemy fleet warping through subspace elsewhere that would then be completely unprotected.  In my mind, those factors mitigate against fully deploying your entire fleet in one massive battle -- because the enemy might leave and strike somewhere else while you mass forces.  While the nodes create choke points between each system, subspace travel makes the logistics of getting everyone to the same gate difficult since each fleet (and their supplies) also must travel through the node network.

And Fredrick the Great said that "he who defends everything, defends nothing." If you spread out as you say, what is there to keep your enemy from picking you off piecemeal with their own concentrated force? The great power of the subspace drive is that it allows forces to be pulled together or spread apart nearly instantly; intersystem jumps are, after all, nearly instantenous. And as I have observed before to others, just how many targets are there for them to attack? A few installations perhaps. Inhabited worlds (although this is questionable for FS1 prior to the Lucifer, and even then, the Shivans seem to care little about them). Nodes into and out of the system. There really aren't that many things worth defending, and if you looked, the majority of them in any given situation are probably your own warships! (Which makes spreading them thin even more incomprehensible.) The subspace drive revoked the concept of battle lines just as it revoked the stranglehold of the carrier by taking away its ability to keep its opponents at arm's length. Space is furthermore vast, and it is safe to assume that the majority of engagements fought in either FreeSpace are bushwhacks to some extent or another, wherein one side, probably the defenders, had their ships dispersed into interplanetary space and running quiet to protect them. Otherwise, there's really no reason for them to be fought where they are.

I'm not quite sure what point you're trying to make with the choke points. We all played King's Gambit, so it's of course true (although King's Gambit makes it sound like there were other entry points to Gamma Drac, oddly enough). By the same token, however, we also know just how quickly ships can move through nodes. Never once have they posed a logistical problem by their mere existence; this is facetious and absolutely not borne out by anything mentioned in any game. The problems come when you can't protect your traffic through them.

And speaking of argumentum ad vericundum, you're at it again with the repeated linking of the subspace article (which I helped write), to no good purpose. I'm sure it helps your argument look more authorative, but what it really does, I don't know.
Title: Re: BIG mission
Post by: Jake2447 on July 19, 2008, 07:59:39 am
the FS2 intro portrays 4 destroyers and I believe 10 cruisers, as well as quite a few fighters/bombers
Count the capital ships again.  At most, there's 10 capital ships on both sides at 1:10 which has the widest angle on the battle.  And it appears there's effectively 2 combat zones (fore/background).  That battle is entirely separate from the reconstructed GTVA fleet.  While there were many fighters/bombers, nobody disputes that fleets in FreeSpace 1 and 2 goes through wings like a sick man uses tissue paper.

engagements in FS2 frequently involve cruisers and/or larger ships, which would contain a crew similar in numbers to that of a battalion (cruiser) or a brigade (corvette)
that's far larger than the largest engagements in Iraq/Afghanistan
The horror in FreeSpace comes from the fact that the loss of one capital ship meant so many dead, and wings were lost in huge numbers.  Counting dead sentients is much different than counting destroyed capital ships.  A BIG Battle of Endor mission focuses on the ships involved, not the sentients on those ships.

So your opinion is automatically better than mine because you wrote an article about it?
When your opinion is about the fact of what Volition did or didn't do, I'm not only more informed but more correct. Your opinion can be that the sky is the color green, but then you'd be wrong.  :)

I'm not saying that RTS is the epitome of strategy simulation, but it does effectively capture the canon strategy of another video game, FS2
How?

in fact, the more I argue this, the less I support big engagements in FS2, because i see how incapable the engine is of simulating the feeling of such a large battle
Mission accomplished.  :yes:  I think a limited engagement with a compelling debriefing and follow up mission can create the right feeling and tone more effectively than one big battle, where the scale of what is happening easily gets lost in the fast-paced action.

Im going to quit this because you obviously do not care what i say, and are just regurgitating your artilce that you believe makes you a BOE god.
Title: Re: BIG mission
Post by: Mongoose on July 19, 2008, 01:26:31 pm
If what Zarathud says is true, and :v: truly did implement hard-coded ship limitations for reasons other than performance/engine capabilities, then I'd go so far to argue that they were wrong to do so.  At best, it seems to be an instance of well-intentioned nannying...but at worst, it smacks of totalitarianism.  If I want to push the engine to its limits and create a massive battle royale, why shouldn't I be able to?  Sure, it may completely suck gameplay-wise, but it's completely on me as the author to ensure that it doesn't.  Just because :v: followed a certain design paradigm when considering the setup and scaling of the campaign missions they created, that doesn't mean that the entire user base needs to be beholden to that same paradigm.  That's the main problem I see with Zarathud's argument; he seems to be implying that, just because :v:'s way is the only way, rather than a single philosophy on how to make an enjoyable mission.
Title: Re: BIG mission
Post by: Akalabeth Angel on July 20, 2008, 12:52:14 am
     The thing about large battles, that people have to remember, is that both sides have to commit to them. In order to have a huge battle, you need two sides to send lots of ships to the same place at once. Lots of ships means a lot of potential resources to lose in a single engagement. What sort of battle is happening such that two huge fleets meet at the same space and time?

      And in the real military, it's unlikely that two fleets of equal size will want to commit to one another. You don't want a fair fight. You want at least 2 or 3:1 odds so you can beat the crap out of the enemy and walk away in much better shape. If it's the case of the Vasudans commiting a huge fleet to try and save Vasuda then sure. If it's one last ditch attempt to save Capella then sure. But in the average war, you might not have one huge epic battle because that one battle can decide the fate of the whole damn war. And if that's the case, you sure as hell don't want to be on the loosing end.
Title: Re: BIG mission
Post by: General Battuta on July 20, 2008, 02:04:47 am
Those aren't the only way BoE situations can happen, though.

You could have one side with ten or twelve capital ships, and the other jumping in dozens -- perhaps they're Shivans and can simply afford to toss endless numbers at their opponents. This is kind of the way Blue Planet (which I keep holding up as an example, I know) played these situations.
Title: Re: BIG mission
Post by: NGTM-1R on July 20, 2008, 05:30:40 am
The thing about large battles, that people have to remember, is that both sides have to commit to them. In order to have a huge battle, you need two sides to send lots of ships to the same place at once. Lots of ships means a lot of potential resources to lose in a single engagement. What sort of battle is happening such that two huge fleets meet at the same space and time?

Thing is, once again the subspace drive messed up the rules, because concentration of force is easy to achieve. If you commit to battle at all, you must be ready to face everything the other guy has very soon, because by rights he can bring in everything he has that quickly. Unless you can give him a compelling reason not to, which is difficult at best (and probably impossible against the Shivans).

Tactically, it would probably make sense to actually give ground after a node blockade breaks and give up valuable installations or other things just so you can tie down some of the other guy's forces.
Title: Re: BIG mission
Post by: Jake2447 on July 20, 2008, 06:52:46 am
     The thing about large battles, that people have to remember, is that both sides have to commit to them. In order to have a huge battle, you need two sides to send lots of ships to the same place at once. Lots of ships means a lot of potential resources to lose in a single engagement. What sort of battle is happening such that two huge fleets meet at the same space and time?

      And in the real military, it's unlikely that two fleets of equal size will want to commit to one another. You don't want a fair fight. You want at least 2 or 3:1 odds so you can beat the crap out of the enemy and walk away in much better shape. If it's the case of the Vasudans commiting a huge fleet to try and save Vasuda then sure. If it's one last ditch attempt to save Capella then sure. But in the average war, you might not have one huge epic battle because that one battle can decide the fate of the whole damn war. And if that's the case, you sure as hell don't want to be on the loosing end.

Like NGTM-1R said, with the invention of the subspace drive, forces will quickly be deployed.  So as soon as one force attain an advantage, the other side could warp in a huge amount of forces to turn the advantage to their side.  The situation almost fuels itself.
Title: Re: BIG mission
Post by: General Battuta on July 20, 2008, 11:36:25 am
A lot of Freespace strategy seems to hinge on drawing enemy forces into small, tactical engagements so that they can't achieve that kind of concentration. Thus the constant raiding of supply depots, gas miners, convoys, and so on.
Title: Re: BIG mission
Post by: Akalabeth Angel on July 20, 2008, 07:00:07 pm
Thing is, once again the subspace drive messed up the rules, because concentration of force is easy to achieve. If you commit to battle at all, you must be ready to face everything the other guy has very soon, because by rights he can bring in everything he has that quickly. Unless you can give him a compelling reason not to, which is difficult at best (and probably impossible against the Shivans).

      One compelling reason is that he knows you're coming. Ships can be tracked through subspace. For example, if a force is counter attacking and they comitt their forces to someplace deep in the system, the other guy can instead send his forces to the local enemy base and destroy it while his defences are elsewhere.
       Similarly, an attacking force leaves themselves open to counterattack if they commit all their forces and leave an opening to their rear lines. (ie they gain a foothold into a system, and commit to an attack, leaving that same node open and vulnerable to counter attack).

     
       Rather than taking subspace engines at face value, I'd actually investigate the story around the science and see how ships are deployed. If people are making FS2 campaigns, emulate the feel of the universe rather than what's interpreted as being possible. That would be my 2 cents.
Title: Re: BIG mission
Post by: NGTM-1R on July 20, 2008, 07:25:52 pm
One compelling reason is that he knows you're coming. Ships can be tracked through subspace. For example, if a force is counter attacking and they comitt their forces to someplace deep in the system, the other guy can instead send his forces to the local enemy base and destroy it while his defences are elsewhere.

Actually that's debateable. It's been noted before that every time in FS2 you are warned of an incoming enemy ship, it either just ran a blockade or was otherwise under observation by GTVA forces. There are quite a few times where enemies arrive unannounced as well, when this was not the case. Similarly the wording of Ancients Monologues ("and into subspace they can be tracked") and FS1 briefings on subspace tracking suggest that GTVA subspace tracking technology does not see through the barrier between subspace and normal space. Instead it seems to somehow analyze the ship's entry to subspace and deduce the specific what-have-you necessary to get into the same "tunnel" as well as where the ship's exit point is. (Which is interesting because it suggests that subspace entry is nondirectional, i.e. your exit point need not bear any relation to the direction you were facing on entry, and also that you cannot change course in subspace or even exit early, once you enter your exit point is fixed.)
Title: Re: BIG mission
Post by: Gregster2k on July 21, 2008, 09:29:37 am
I have something to add, NGTM-1R:
In Good Luck, you cannot warp out, and the fighters exit the subspace aperture from the exact same portal as the Lucifer in the ending cinematic of FS1, rather than coming out of their own small portals. All the ships exit subspace at roughly the same time after entry, even nearly correspondent with their positions alongside the Lucifer before contact with the exit point.