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Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: blowfish on April 30, 2008, 05:58:23 pm

Title: Why Flying Capships in FS Doesn't Work
Post by: blowfish on April 30, 2008, 05:58:23 pm
Recently, I have seen a few suggestions by various people that someone make a campaign where you fly warships instead of fighters.  So I figured I should just say why this doesn't really work with the Freespace engine.


With some modifications, it might be possible, but it just wouldn't work very well as it is.
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Dark Hunter on April 30, 2008, 06:02:15 pm
If there was a capship-flying option, it'd have to put you in the position of the captian/admiral/whoever's in command of the ship. The entire gameplay would be issuing orders to subordinates.

That sounds very fun to me, but also not very FSish. Don't think it would work in the FSO engine.
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Hellstryker on April 30, 2008, 06:02:49 pm
It's about damn time... Thank you... This should even be posted IMO
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Jake2447 on April 30, 2008, 09:54:13 pm
maybe this will end the endless capship flying idea threads
the only ones i ever saw that would work wre nuke's replys to others' ideas
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: ShadowGorrath on May 01, 2008, 03:44:25 am
Between some old un-finished stuff, when some guy released, there was a cap-ship mod where the player had to fly a Fenris. It was using events/trigers/sexps/whatever for everything to work out. Order where to shoot, what to use for shooting, etc.
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Titan on May 01, 2008, 06:56:50 am
neat-oh.

know that this is pointless, but i'm just asking because i woon't sleep without knowing:
If you, say, made all the turrets dock points, and had the turrets somehow stay docked, couldn't you order them what to do?
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Getter Robo G on May 01, 2008, 07:12:23 am
If you want to fly a cap ship may I suggest KLINGON ACADEMY
One of the greatest Trek games ever made (and way more enjoyable than Starfleet Academy)

Ironic since Interplay was involved...

I must warn you Sulu is quite a pilot, but I still managed to nuke Earth...  :p
(Kirk was way easier to outfly)

http://klingonacademy.3dactionplanet.gamespy.com/forum.php

Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Nuke on May 01, 2008, 01:14:41 pm
i can fix most of those with scripting. using a combination of track ir and some turret scripts. for best results its better to just have the turrets go where the mouse pointer points. this works on multiparts, still haven't figured out how to do this with singleparts. you may then use the track ir to look for targets, then when you spot one target it and use the mouse to aim the gun at one of the lead indicators in front of the ship (there are several, one for each turret). unfortunately beam cannons dont seem to work and flak guns dont go off at the range i specify. so its currently very difficult to shoot down a fast fighter. bombs and bombers should die rather quickly.

now i find that in a capship you need to be able to accurately hit targets at very long ranges. much longer than you'd want to do in a fighter since you cant go after the target. but as a capship your mission is to kill other capships. so fighters should be assigned to you to cover your ass from small stuff. they are in essence your shields. if you manage them well they will protect you, otherwise you are a corpse (or rather a bunch of corpses).

its ridiculous to think that a capship would be operated completely by one man. a few would be required. the same guy who manages the turrets is not the same one who steers the ship, and so on. so my freespacelancer approach is not the best solution. the whole hud would need to be replaced with a management oriented hud. a turret list to manage orders given to gunners, what they should be shooting at and how, possibly the ability to remotely control a turret or group of turrets if necessary.

management of multiple targets is also a must. my freespacelancer approach is still dependant that the target be targeted in order for the guns to converge on it properly. instead of having one target, everything would be targeted and properties assigned to each. like kill immediately or let the fighters deal with it. id also use a drag and drop tactical display, a big overzealous radar with ship icons, so you can drag and drop one of the targets on one of the turret groups and that would issue an attack command to those turrets. youd actually have several target queues to deal with as well, for examples targets allocated to a certain group of turrets would be stored in a list and would be taken care of as soon as possible.

anyway it would no longer be a space sim, it would be a warship simulator. so no it would not be like freespace since freespace is mostly about fighters. but that doesn't mean that you cant do a warship sim aspect of freespace with the freespace engine. that is entirely possible. but the question is, who wants to do it. cause its more than just controlling turrets.

im mostly only interested in small cruisers and gunships myself. ships that have some turrets but can still be operated like a heavy bomber.  a criuser is actually pretty dull to fly around in. takes you too long to turn and you're extremely vulnerable to fighters. it is nice to control a bunch of flak turrets though :D
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Jake2447 on May 01, 2008, 08:48:37 pm
i can fix most of those with scripting. using a combination of track ir and some turret scripts. for best results its better to just have the turrets go where the mouse pointer points. this works on multiparts, still haven't figured out how to do this with singleparts. you may then use the track ir to look for targets, then when you spot one target it and use the mouse to aim the gun at one of the lead indicators in front of the ship (there are several, one for each turret). unfortunately beam cannons dont seem to work and flak guns dont go off at the range i specify. so its currently very difficult to shoot down a fast fighter. bombs and bombers should die rather quickly.

now i find that in a capship you need to be able to accurately hit targets at very long ranges. much longer than you'd want to do in a fighter since you cant go after the target. but as a capship your mission is to kill other capships. so fighters should be assigned to you to cover your ass from small stuff. they are in essence your shields. if you manage them well they will protect you, otherwise you are a corpse (or rather a bunch of corpses).

its ridiculous to think that a capship would be operated completely by one man. a few would be required. the same guy who manages the turrets is not the same one who steers the ship, and so on. so my freespacelancer approach is not the best solution. the whole hud would need to be replaced with a management oriented hud. a turret list to manage orders given to gunners, what they should be shooting at and how, possibly the ability to remotely control a turret or group of turrets if necessary.

management of multiple targets is also a must. my freespacelancer approach is still dependant that the target be targeted in order for the guns to converge on it properly. instead of having one target, everything would be targeted and properties assigned to each. like kill immediately or let the fighters deal with it. id also use a drag and drop tactical display, a big overzealous radar with ship icons, so you can drag and drop one of the targets on one of the turret groups and that would issue an attack command to those turrets. youd actually have several target queues to deal with as well, for examples targets allocated to a certain group of turrets would be stored in a list and would be taken care of as soon as possible.

anyway it would no longer be a space sim, it would be a warship simulator. so no it would not be like freespace since freespace is mostly about fighters. but that doesn't mean that you cant do a warship sim aspect of freespace with the freespace engine. that is entirely possible. but the question is, who wants to do it. cause its more than just controlling turrets.

im mostly only interested in small cruisers and gunships myself. ships that have some turrets but can still be operated like a heavy bomber.  a criuser is actually pretty dull to fly around in. takes you too long to turn and you're extremely vulnerable to fighters. it is nice to control a bunch of flak turrets though :D

like i said, nuke was the only one who really thought it out
by the way, if someone wanted destroyer control, they would have to command ~25 turrets as well as at least 2 wings of fighters
can freespace even support that many ships under your command?
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: blowfish on May 01, 2008, 08:51:15 pm
My point is that its just not practical ATM.
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Nuke on May 02, 2008, 01:02:55 pm
i admit my scripts are only maybe covering 5-10% of what needs to be done. other scripts, like the freespace rts, is hitting on new ground for dynamic missions and such. things like point and click targeting would be important as well. of course i just cant rip that out of the fsrts script and slap it into the new turret script, thats just bad coding. the number of loops that can be required at times can actually slow down the game. the first generation of the turret script for example (when flying an aeolus) dropped to less than 20 fps, just because of all the matrix ops required. i just want to point out that ive thought about this in great deal, and wouldn't write the idea off right away. however id have to agree. at the moment its not practical, but in the near future, we will see. :D
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Stormkeeper on May 03, 2008, 12:00:38 am
I eagerly await the day the whole of HLP participates in a Orion vs Orion battle XD
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Thor on May 03, 2008, 03:11:56 am
I'd rather fly gunboats/patrol boats then a full fledged Cap ship...get the best of both worlds.  make it a larger (bigger then the ursa), with a few auto turrets like on  the ursa, fairly slow and unwieldy, but not as bad as a cap ship, and a pair of forward firing beams.  mmmmm carnage awaits.
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Nuke on May 03, 2008, 05:30:36 am
i was just flying an aeolus with my new turret script :D just wish the beams and flaks would work with it.
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Stormkeeper on May 03, 2008, 10:38:12 am
Why don't they ? Convergence and range issues ?
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Nuke on May 03, 2008, 05:27:29 pm
flak doesnt go off at the specified range and beams just don't fire as commanded. also ai likes to steal them from you if a target gets in range of them. i fond that setting +weapon range: 0 on the weapons usually solves the latter issue. i should probably mantis the other two. i dont have a feature at my disposal to disable or enable a turret's ai control. so i cant have the turrets go off to do their own thing if they cant hit whats in your firing arc.
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Alan Bolte on May 03, 2008, 10:41:23 pm
Once you get past the listed technical problems, which it seems Nuke is partway past, an anti-fighter gunship, or multi-turret bomber should work okay. Also, your ship being slow and bulky really isn't any big deal as long as you can have fun with the turrets. The main problem I see with the larger ships isn't anything already mentioned, it's actually the enemy A.I. As it stands, you have to heavily script a mission if you want a capship battle to be interesting. Flying an Aeolus might be momentarily amusing, and multiplayer has potential, but the A.I. just won't offer much of a challenge on its own, because they can't respond to your maneuvers.

For a template of good capship combat, I suggest you download the demo of Starshatter. http://www.starshatter.com/downloads.htm
It does have one or two irritating AI bugs, namely friendly ships have a tendency to charge ahead on their own and get slaughtered. Also, fighters seem to crash into the carrier more often than they land safely.
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: haloboy100 on May 03, 2008, 11:26:43 pm
I didn't bother myself to read the whole thread, but has it been mentioned how fun it wouldn't be to fly a cap ship?

Face it. Even if you could control your turrets, telling them what to shoot just doesn't seem appealing to me. Hell, it didn't work in Freelancer mods, why would it work here?
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Nuke on May 04, 2008, 01:33:09 am
flying capships would be more about tactics. it wont be like flying a fighter thats for damn sure. it goes beyond control of turrets as well. its more about managing a force. ordering fighters around would be just as important as managing turrets. the combat would be slower, alot slower. but when you look at mech games you find the same kind of slow paced combat. but those are really fun too. the fun comes from the challenge, not from how fast the gameplay is.
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Stormkeeper on May 04, 2008, 03:32:54 am
For a template of good capship combat, I suggest you download the demo of Starshatter. http://www.starshatter.com/downloads.htm
It does have one or two irritating AI bugs, namely friendly ships have a tendency to charge ahead on their own and get slaughtered. Also, fighters seem to crash into the carrier more often than they land safely namely ships pulling a Leeroy Jenkins.
Fixed.

Also, if this works, it could just revive multiplayer to new heights. A bunch of people man the cap ship, and others fly cover. But without a doubt, the pace of FS2 would get slowed down by lots. Cause to me FS2 has always been about quick and furious dogfights between fighters and less of a battle of relatively slow moving capital ships.

In 'MechWarrior, usually assault mechs stand back and hurl their shots from far away, with some exceptions (Kodiak, Victor), with the lighter mechs mixing in the ranges in between. Its also very possible for lighter mechs' to bring down assault mechs just by ringing them. So Mech games generally have a varied pace, depending on the mech you're riding and your opponents, of course.
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Nuke on May 04, 2008, 04:25:28 am
tel me the game play is slow when you have to deal with a couple of bomber wings, and all your fighters are dead. :D
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: haloboy100 on May 04, 2008, 11:06:22 am
Bring in an aeolus.
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Stormkeeper on May 04, 2008, 08:09:40 pm
Bring in an a fleet of aeolus.
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Nuke on May 04, 2008, 10:17:07 pm
you are the aeolus :D
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Warp Shadow on May 05, 2008, 09:05:19 am
You know, I tried this once.
The sathanas is HELLA boring to fly. The most tolerable big ship was the vasudan corvette.

That's why in my mod, most large ships go something like 50-60 meters a second (with fighters going 2-3 times that). Oh and they have actual weapons for their mains and then turrets all over as secondaries. Not much fun to attack fighters with but ship to ship tactical battles with a couple of wing mates is quite fun actually.
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: achtung on May 05, 2008, 11:26:25 am
Loading a Fenris up with nothing but Maxims and pitting it against a few huge waves of bombers.  That's probably the only time I had fun flying a capship.
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Droid803 on May 05, 2008, 05:20:09 pm
Give the Fenris an afterburner  :lol:
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: haloboy100 on May 05, 2008, 05:28:20 pm
And countermeasures :nervous:
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: chief1983 on May 06, 2008, 12:13:50 am
Yeah, I'd rather see there just be a commander, with the subordinates being players as well.  I think it would be a fun multi mode.  The turrets don't necessarily need to be directly player controlled, they just need to respond to orders as best they can, like attack this target, etc.  You should also be able to order other capships in the fleet to attack certain things.  It would probably have to be used responsibly, kind of like beam free all, you don't just go make a BoE mission because it doesn't work, but there are times where it can be useful.  Regardless, I understand why it's never a top priority for anyone, I just always thought it would be cool to do something like an Ender's Game style of gameplay, except with actual players at the control of each ship, which is something you can't do in an RTS.
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Nuke on May 06, 2008, 12:20:30 am
cfs3 has that. i was flying the a bomber once and somone got on my tail, so i switched to the tail gunners seat and let the ai fly. none the less that sucker got shot down and i was still able to drop my payload. it was pretty cool :D

supposedly you could have an entire bomber crew, but there were never enough players for it.
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: ShadowGorrath on May 06, 2008, 12:42:03 am
In my personal mini-mod, I made an upgraded cruiser ( Fenris, with rapid-fire turrets, 3 AAAh, 1 player controled SGreen ). It got up to 3 Cains and didn't go down. In another mission it went against a Sobek and 2 Mentus. I was escorted by 2 Fenris, but still went down ( Mentu weapons replaced ). And the speed was 50m/s.
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Droid803 on May 06, 2008, 12:55:15 am
Urr, a player-controlled SGreen can rapid fire, can't it? (just hold down the trigger?) Or did you give it energy drain?
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Nuke on May 06, 2008, 12:57:16 am
the fsrts really shows how unbalenced freespace's capships are. you can destroy a ravana with a couple criusers, a sath with a hecate, ect. so long as you can position the ships in a favorable angle (which of course you can).
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: ShadowGorrath on May 06, 2008, 02:20:19 am
I haven't given it an energy drain yet. If anyone's interested, I can edit it a bit further and release.

Though you should try Mav's Ravana ( you control it and it's fighters ), or the few missions where you control a cruiser ( you control what weapons to use, fighters, etc. ) .
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: bizzybody on June 05, 2008, 04:42:18 pm
What you're after is Microprose's cooperative multiplayer B-17 game from 1992, in spaaaaaace. ;) Of course with better graphics.
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Colonol Dekker on June 05, 2008, 07:03:10 pm
What this thread summises is that FreeSpace is made to fly fighter craft. Capital ships are not meant to be flown in this engine. This engine was made to fly fighter craft. And finally the engine was not meant to be used to fly capital ships.
Ithankyou. . ;D
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: JGZinv on June 05, 2008, 08:31:56 pm
Doesn't mean that people don't want to do it, and with the progression of code and
things becoming more modular - it won't become reality in the next couple years.
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Colonol Dekker on June 05, 2008, 09:08:18 pm
Well if it won't then people should focus on conversion to dedicated engines like klingon academy. :)
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Flipside on June 05, 2008, 09:26:27 pm
This is why fighters and bombers have pilots and Capital ships have crews ;)
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Polpolion on June 05, 2008, 09:34:15 pm
I am going to make a capital ship mod for Freespace just out of spite of this thread.
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Stormkeeper on June 05, 2008, 09:47:12 pm
I am going to make a capital ship mod for Freespace just out of spite of this thread.
:lol:
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: blowfish on June 05, 2008, 10:09:19 pm
I am going to make a capital ship mod for Freespace just out of spite of this thread.

:lol:

The reason I created this thread was because at the time, I had noticed a number of n00bs asking why we couldn't fly fs capships.  So I figured I'd just say it.
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: chief1983 on June 05, 2008, 11:21:35 pm
I am going to make a capital ship mod for Freespace just out of spite of this thread.

o hai ill halp
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Stormkeeper on June 06, 2008, 12:46:54 am
I'll help test! :p
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: ShadowGorrath on June 06, 2008, 01:16:19 am
I have a modified Fenris with shields, and player controled beam cannon and missile launcher. The cruiser is player controled.
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Grizzly on June 06, 2008, 04:16:02 am
If you want to fly capships, play Starshatter: The Gathering Storm! (Or X3: Reunion, but there it takes quite a while before you can get one... if you want to. A big capship in Unmodded X3 is not so special. With all the mods avaible you can actually put it to use...)
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Nuke on June 06, 2008, 05:04:25 am
I am going to make a capital ship mod for Freespace just out of spite of this thread.

its on nukemods to do list, but dont hold your breath, its at the bottom :D
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Flaser on June 06, 2008, 09:56:02 am
Hmmm....

I did something I rarely do: I didn't read the whole thread just the opening post, then said to myself - 'f*** this!

All said and all true - in Freespace.

Now go watch Crest of the Stars. I would love to pilot the Gosroth.
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Nuke on June 06, 2008, 08:11:51 pm
the problem is not that its impossible, a bridge sim with interactive rtt control panels and an fps style walk around system. fire control, advanced communications, a tac map, point and click targeting, all possible. but it all comes down to how do we make it fun?

would make for some awesome multi-player, you would have team vs team games where each team operates a ship. one guy takes the helm, another takes fire control, another on flight ops, and so on. you could even go as far as having simple fps style combat. you get disabled then the other ship sends in the marines to take the ship, and you got to fight em at the hatch while your damage control gets the ship operational again. could probibly do a doomish sprite based character system. or model them if you're really good at making characters look real with only subobject animation. ive never modeled a character so i wouldnt know where to begin.

single player can start you out as something low level like a gunner and work your way up to command. but that seems an order of magnitude less interesting. id need more ideas on how to spice things up.
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: WMCoolmon on June 07, 2008, 01:41:56 am
I am going to make a capital ship mod for Freespace just out of spite of this thread.

Call it "Why Flying Capships Don't Work".

(You can't use the whole thread title, I'm pretty sure there's a 32-character limit)
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: JGZinv on June 09, 2008, 12:15:53 am
Yay for CotS/BotS. (Flaser gets it  :D )

Really you need basic systems control, nothing more.
Pilot, strategist (comms/ops/whatever), and gunners.
If need be, break the gunners down into banks for either separate lasers, flak, etc,
or give each gunner a laser cannon and a secondary for something else.

No one wants to be monitoring the oxygen levels in aft holding bay 9468, or
the espresso output of the mess hall. That's pretty much obvious.

Task the crewed ship with taking out waves of fighters, clearing a mine/roid field, chasing down
rogue ships to capture, going to broadsides with other heavy ships. Pilots are going to have to communicate
with gunners and ops, as well as know when to roll the ship and think about orientation of the enemy.

Ships could also act as carrier, just attach a hanger/platform and integrate a spawn on/in/around the ship.
Pilot and ops will have to decide when to give the green light to let pilots out, and where is the best place to release them.
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: chief1983 on June 09, 2008, 01:55:42 am
Yeah, think aircraft carriers/destroyers in BF1942.
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: Colonol Dekker on June 09, 2008, 05:03:33 pm
Bah, there'd always be some noobish TK on th flight deck of the Japanese carrier... I ran him over with a Zero every oppertunity i got....

But for a noob he wasa bloody accurate :snipe:
Title: Re: Why Flying Capships in FS Doesn't Work
Post by: chief1983 on June 09, 2008, 05:14:17 pm
I was the engineer dropping C4 on my team's flight deck...every once in a while...

Normally I was the engineer sniping the noob TK'ers from the back of the boat.