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Hosted Projects - Standalone => Wing Commander Saga => Topic started by: Lorric on March 25, 2012, 12:50:35 pm

Title: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Lorric on March 25, 2012, 12:50:35 pm
I have got through I believe 4 missions in both campaigns.

Mission 5 in the prologue campaign, this is the strategy I intend on using for my next attempt with some thoughts on how the level works.

Nav 1 - Hide inside Wellington. All ally fighters are invulnerable. Engaging just reduces my chances of success. Wellington IS vulnerable, but they can't scratch it.

Nav 2 - Play as normal.

Nav 3 - hide inside Wellington again and let allies clear fighters.

Nav 4 - participate in helping clear fighters. Hang around Wellington and shoot down capship missiles. Tried hiding and emerging to shoot missiles, but destroyer closes in point blank, so need to buy time.

Nav 5 - Thunderbolts become vulnerable, but your wing stays invulnerable. Hide inside Wellington until it starts being destroyed, then flee. I think at least two enemy fighters are scripted to chase me only, so don't stop fleeing (my undoing in my last attempt. Thought I was safe at about 120,000 away after removing my 2 pursuers, didn't notice the next two until they were on me.)

But this isn't gameplay. I've exploited the obvious invulnerability of teammates in the past too when straight play hasn't worked. My gameplay ability means nothing even at nav 5, as fighters just keep spawning, it makes more sense to flee than fight. It is illogical to fight in almost all parts of this mission. I was checking the names of the kilrathi fighters after my last death, and they were deep into the teens, there should be some reward for fighting and killing, instead of a reward for just hitting your burners and trying to stay alive or hiding inside the Wellington.

I've noticed Spoon about in this forum, and I've played his Wings of Dawn campaign. He too uses invulnerability on some of his characters, but there are very few places if any where you can use this as a crutch, once or twice I've exploited it against specific targets by ordering invulnerable people in to destroy or soften up certain targets, but overall, he's done a very good job of making it necessary and beneficial to fight on every stage. No eternal enemy spawns.

In this game, so far, every level who lives and who dies on your side has already been selected before the battle even begins. The only variable is your death and perhaps one objective that needs protecting.

My question is simple, are the early levels merely to set the tone, and will it open up to a more organic game where pilots that continue on in the story can die and eject and fights are "real", rather than "staged", or does this continue? Normal play is simply detrimental at all parts of this stage except Nav 2 and partially Nav 4. Engaging in combat simply decreases your chance of winning.

I don't want to just complain about a 10 year project, The game is a technical marvel, very easy on the eye, and the story is interesting enough for me to want to see what happens next despite this, and the Wing Commander feel has been captured beautifully, but the missions are so tightly scripted that it's really souring the experience for me. Wing Commander Prophecy and Wing Commander Standoff, two games with large battles, one official and one fanmade, both see all allies and enemies vulnerable. And sure, occasionally, this means your allies suck, leaving you to get swarmed and destroyed, but it doesn't ruin the gameplay. Will I get to see battles like those later?

Congratulations on the release.

EDIT: I mixed up my campaigns. Edited title and post accordingly. As this was the prologue, I guess I should expect less polish in that, but I've still seen the same kind of scripting at work in the main campaign so far, though nothing as drastic, so the question still stands.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Alan Bolte on March 25, 2012, 01:41:23 pm
I have to agree, ally invulnerability is so common that I come to rely on it, then find myself surprised when, for example, allied Sabres are killed while attacking what I thought was an easy target, and I'm left wondering if I was supposed to protect them or if that was just scripted that way. On the other hand, babysitting stupid AI wingmen can be immersion breaking too, and there's far less of that in Saga than in e.g. Blue Planet. I do have one AI complaint as well - I don't know if there's a variable to control this, but it seems like they do a very poor job of rationing their missiles. Two Javelins rapid-fired against a Darket is far too common a sight.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Lorric on March 25, 2012, 01:55:26 pm
I have to agree, ally invulnerability is so common that I come to rely on it, then find myself surprised when, for example, allied Sabres are killed while attacking what I thought was an easy target, and I'm left wondering if I was supposed to protect them or if that was just scripted that way. On the other hand, babysitting stupid AI wingmen can be immersion breaking too, and there's far less of that in Saga than in e.g. Blue Planet. I do have one AI complaint as well - I don't know if there's a variable to control this, but it seems like they do a very poor job of rationing their missiles. Two Javelins rapid-fired against a Darket is far too common a sight.

I wonder if they can even do anything about that when it's built on an engine where ships are used to just pumping missiles because they have banks with scores of them, and can even pick up more on the fly.

If the invulnerability continues into the game though, I don't like the sound of that. It takes away so many elements of real space combat. No point in teamwork and looking out for your wingmen if they're invulnerable.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Tolwyn on March 25, 2012, 02:30:33 pm
Your actions do matter. Mayhap you forgot, that the Prologue is nothing more but a tutorial, intended to introduce you to the game mechanics.

You should also keep in mind that every Wing Commander game used cut scenes to drive the story forward. We are (if we do not take 9 cutscenes into account) limited to in-game dialogue and scripted sequences to perform that function. You are more than welcome to come forward and suggest another way to flesh out characters' relationships and motivations, all while expanding the overall narrative. ;)
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: IceFire on March 25, 2012, 02:32:16 pm
Most games are heavily scripted. The most obvious ones are the Call of Duty franchise but certainly Wing Commander has it's share of scripting as well. WC4 never had you worry about your wingmen. In WC3/4 your wingmen would "eject" and then magically appear... unless they were no longer important to the arc and didn't appear in any cutscenes at which point they were allowed to die. The WC Saga team did a fair bit to reprogram the FreeSpace engine to make it work in a Wing Commander like way... but programming a whole wingman management system running in behind was a little out of scope. FreeSpace had nameless recruits that lived or died and the rare NPC with a name was always invulnerable.

Ultimately you are playing through a story (I think an engaging one) so you're going to have to deal with events being scripted so that they work. Having a more fluid system is very difficult to achieve... see how much flak the Mass Effect 3 guys are getting for their branching story not being diverse enough. Saga isn't really out to duplicate or compete with that.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Dragon on March 25, 2012, 03:05:40 pm
On the other hand, "magic" ejections work just fine. I remember in-mission wingman management was much different from FS, though the AI was somewhat better (for instance, better colision avoidance). Also, m!m make a script to simulate ejections which most likely would have worked in WCS (in fact, I'm going to try modding it in once SDK comes out). So, it's not like wingmen can't eject. You can't tractor them in, sure (a feature I hoped to see in WCS), but in most cases, there's time for them to be picked up, except a couple of missions, in which case invulnerability would have been more acceptable. In WC2, we see SAR team as made up of two Sabres. In WC3 they'd most likely be either Longbows or Tbolts, but the idea is the same. Another thing I hoped to see (and which can be FREDed) are ejections for the player.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Lorric on March 25, 2012, 03:14:03 pm
Your actions do matter. Mayhap you forgot, that the Prologue is nothing more but a tutorial, intended to introduce you to the game mechanics.

You should also keep in mind that every Wing Commander game used cut scenes to drive the story forward. We are (if we do not take 9 cutscenes into account) limited to in-game dialogue and scripted sequences to perform that function. You are more than welcome to come forward and suggest another way to flesh out characters' relationships and motivations, all while expanding the overall narrative. ;)

I probably need to get further into the main campaign to see how I feel, since this specific mission was a prologue mission, and it's still early, but I was asking if it continued like this.

I did however begin to ponder things like this. How it could be done, and forgive me if any or all of these concepts are actually used, or for some reason wouldn't work, remember I'm only onto the 5th mission I believe in the main campaign (mission 5 both campaigns.) So ideas...

1. Talking from ejector pods. This would mean you could remove invulnerability at the last nav in any battles where the Kilrathi wouldn't be on hand to scoop up/shoot up the pods when it was over.

2. Remove invulnerability on those who have spoken their last line of the mission.

3. Have people who need to talk already be engaged at a later nav. So you could potentially show up all alone, yet still get your dialogue, and they'd be healthy enough to say it without a need for invulnerability. Or they could enjoy temporary invulnerability. People could also be talking from different parts of space that aren't even involved in your battle, I've seen this one before.

4. I think the easiest way though is how Spoon did it, since I mentioned him. He might have a couple people invulnerable on a level, but they'd be part of a much larger force, so you'd have to do your job to achieve victory anyway keeping the many vulnerable alive by performing well.

5. The speakers are the mission objective. This means the player isn't going to pass the level without hearing the dialogue. Of course this would be of limited use. You wouldn't feel very positive about the main characters if you had to keep them alive every mission! :)



Anyway, I think I'm just afraid of flying around with a bunch of people who are all/nearly all invulnerable. 1 or 2 guys among say 8-12 is perfectly fine. But not the whole force, or most of it.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Lorric on March 25, 2012, 03:19:37 pm
On the other hand, "magic" ejections work just fine. I remember in-mission wingman management was much different from FS, though the AI was somewhat better (for instance, better colision avoidance). Also, m!m make a script to simulate ejections which most likely would have worked in WCS (in fact, I'm going to try modding it in once SDK comes out). So, it's not like wingmen can't eject. You can't tractor them in, sure (a feature I hoped to see in WCS), but in most cases, there's time for them to be picked up, except a couple of missions, in which case invulnerability would have been more acceptable. In WC2, we see SAR team as made up of two Sabres. In WC3 they'd most likely be either Longbows or Tbolts, but the idea is the same. Another thing I hoped to see (and which can be FREDed) are ejections for the player.

Yes, maybe you could just pretend they ejected, doesn't matter if there isn't a pod floating around.

Maybe it could also be accepted practice that all ejected pods are scooped up before moving onto the next nav, so downed pilots could even be moved to a new nav and still talk because they'd still be around in their pods.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Dragon on March 25, 2012, 03:20:56 pm
The problem with 4 are the numbers Wing Commander operates on. 4 fighters are the normal amount, anything more is a special occasion.
As for the pods, they're not terribly hard to make. Just make them a part of the debris, or use m!m's script. Every Wing Commander since WC2 had ejection pods.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Lorric on March 25, 2012, 03:37:00 pm
The problem with 4 are the numbers Wing Commander operates on. 4 fighters are the normal amount, anything more is a special occasion.
As for the pods, they're not terribly hard to make. Just make them a part of the debris, or use m!m's script. Every Wing Commander since WC2 had ejection pods.

If you mean my fourth point, won't the battles be larger in this game though, and any subsequent fan projects? Wing Commander games up to WC4 were limited by the technology. When Wing Commander prophecy came along, boom, bigger forces. And the fanmade Standoff set also in the kilrathi time period had larger battles. Sure, you can still have your classic patrol missions and skirmishes, but I would have thought the biggest draw to making Saga would have been being able to stage larger conflicts.

I don't know if you played Spoon's Wings of Dawn, but we were only talking like 8 or 12 fighters or less on a lot of levels, it was unusual for larger battles to occur, though they were there too, and I understand saga has some of those if the trailer is anything to go by.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Dragon on March 25, 2012, 03:57:33 pm
Well, you should have figured out that I've played WoD, considering I have it's badge under my nickname. As a beta tester, I've played it since it had 7 missions and half the ship list it has now.
Sure, WCS has a couple of huge, awesome battles. As many as 24 fighters on your side, the entire Kilrathi CBG on the other. And of course, you're bombing the "C" in CBG. But that's only a few missions. Most of the missions you'll be flying will be patrols, where there are 4 or even 2 fighters on your side, and the enemy numbers are twice that, at most. Plus an occasional corvette. WCP had bigger numbers, though mostly on the enemy side (due to how Nephilim worked), yours were still about 4 during patrols.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Lorric on March 25, 2012, 04:43:46 pm
Well, you should have figured out that I've played WoD, considering I have it's badge under my nickname. As a beta tester, I've played it since it had 7 missions and half the ship list it has now.
Sure, WCS has a couple of huge, awesome battles. As many as 24 fighters on your side, the entire Kilrathi CBG on the other. And of course, you're bombing the "C" in CBG. But that's only a few missions. Most of the missions you'll be flying will be patrols, where there are 4 or even 2 fighters on your side, and the enemy numbers are twice that, at most. Plus an occasional corvette. WCP had bigger numbers, though mostly on the enemy side (due to how Nephilim worked), yours were still about 4 during patrols.

Are the ones on your side usually invulnerable?

Do those badges just mean you've played the game/approve of the game, or something more?

I wonder why Wings of Dawn is the only badge I can't press?
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Dragon on March 25, 2012, 04:52:55 pm
Badges indicate team membership. It means one has an access to internal forum. A person with the project's badge is at least a tester for the mod, but usually a dev. You can't press the WoD badge, because WoD has no website (it could use one though). It's strange that you haven't figured that out.

In large battles, about 50% of the figters are invulnerable, due to them belonging to named characters. By the aforementioned mission, you've flown with more than a quarter of the Hermes' (surviving) fighter wing.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Lorric on March 25, 2012, 06:20:45 pm
Badges indicate team membership. It means one has an access to internal forum. A person with the project's badge is at least a tester for the mod, but usually a dev. You can't press the WoD badge, because WoD has no website (it could use one though). It's strange that you haven't figured that out.

In large battles, about 50% of the figters are invulnerable, due to them belonging to named characters. By the aforementioned mission, you've flown with more than a quarter of the Hermes' (surviving) fighter wing.

I've paid little attention to the badges and haven't been around very long.

Ehhh, I guess it just won't feel right, all these guys that are invulnerable...
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Dragon on March 25, 2012, 06:26:37 pm
You don't notice it, really. A fair amount of friendly fighters is shot down in that mission, and the fighting is really, really intense. You'll get to that mission and you'll see.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Lorric on March 25, 2012, 06:38:56 pm
You don't notice it, really. A fair amount of friendly fighters is shot down in that mission, and the fighting is really, really intense. You'll get to that mission and you'll see.

Well, I meant the game as a whole. Especially if I end up flying around with small packs of invulnerable wingmen. Go on a patrol and the only person who can die is me...
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Dragon on March 25, 2012, 06:49:17 pm
On patrols, they rarely end up badly shot up. So do you, for that matter, if you're any good that is. Usually, approaching capships and defending things are the main problems. Dogfights are easy, until you start running into Sorthaks, Strakhas and packs of Vaktoths. Then they become somewhat more challenging, but not too much if you're good with shield management and know how to tackle those. Wingmen are actually pretty good at both surviving and stealing your kills. :) Just don't focus too much on the fact you know they can't die, and you'll be fine.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Lorric on March 25, 2012, 07:03:44 pm
On patrols, they rarely end up badly shot up. So do you, for that matter, if you're any good that is. Usually, approaching capships and defending things are the main problems. Dogfights are easy, until you start running into Sorthaks, Strakhas and packs of Vaktoths. Then they become somewhat more challenging, but not too much if you're good with shield management and know how to tackle those. Wingmen are actually pretty good at both surviving and stealing your kills. :) Just don't focus too much on the fact you know they can't die, and you'll be fine.

I'd rather they survive because they're good. I also noticed, in the mission I talk about in the OP, none of the invulnerable ones drop to the red, I think to give an illusion of competance, and vulnerability. It's pretty see-through though when you see one with all 4 shield quadrants out and getting pounded and taking no damage. So you may be seeing this illusion on other levels too. Though I didn't need that to question it when I was playing normally, lighting up the sky with exploding ships before being finally taken down by the endless spawns, and my wingmen hardly have a scratch while they're flying around near the cruisers getting shot up.

I would not be surprised to see this high % limit in play in other missions. I've never cared about kills in games like this, something which seems pretty rare. I'd be more inclined to go save an AI ally and break off chasing a low health enemy than try to get the kill first. I'd enjoy making the save more than the kill. I'm quite happy to win a level with 0 kills. If anything, I quite like it if my AI allies are notching up the kills, though I certainly have just as much fun ripping enemies apart as the next person.

Maybe I've inadvertantly stumbled across a big reason for my dislike of this invulnerability thing. There's no accomplishment in bringing home a wing of invulnerable allies.

EDIT: I can think of a drastic way to possibly allow story flow and complete vulnerability, but it would have an immersion breaking effect. Full health restored to all allies between navs. Even if someone's ship was taken out. Not sure whether this would be applied to the player or not. Obviously not if the player's ship went boom. Like i said, it would kind of ruin the effect, but gameplay would get a boost. It would facilitate taking on these groups of Kilrathi at the navs, without needing to carry your wingmen through the battle with invulnerability for them to keep up. They could die at all the navs and still make it to the end of a mission. And you'd need to try and keep them alive despite all that at the navs, or you'd lose without the previously invulnerable wingmen.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: General Battuta on March 25, 2012, 07:27:26 pm
Hey Lorric as someone who has experimented with having ejected wingmen and branching dialogue based on how many wingmen are in ships vs. in pods, let me tell you it's a huge pain in the ass and would've had the WCS guys FREDding for another five years.

e: And since this seems to be the only thing you care about, Spoon thinks my missions are great and that I'm not a ****ty FREDder
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Lorric on March 25, 2012, 07:36:12 pm
Hey Lorric as someone who has experimented with having ejected wingmen and branching dialogue based on how many wingmen are in ships vs. in pods, let me tell you it's a huge pain in the ass and would've had the WCS guys FREDding for another five years.

e: And since this seems to be the only thing you care about, Spoon thinks my missions are great and that I'm not a ****ty FREDder

Oh don't worry, I can fully imagine it. I wouldn't want them to have to put all those triggers in to silence the dialogue of people who are out of the action. So I was looking for a workaround. More for my own amusement really wondering how I'd try to get around it than wanting the Saga team to change it. If they did, they'd have to rebalance the entire game. Not going to happen.

Obviously, the jumping to navs presents a problem, but is an integral part of Wing Commander gameplay. At least if the combat took place all in one place, people could carry on talking from in their pod.

I never expected the thread to mushroom like this, I just asked a simple question in the beginning.

And I never said anyone was bad at FRED either. I imagine these missions were very difficult to craft and painstaking too with all that dialogue.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Dragon on March 26, 2012, 07:12:58 am
Actually, just adding triggers to silence people who are out of action would be comparatively easy. In fact, I think that should be the way to go. Just cut some dialogue when a wingman ejects, no quipping from the pod unless it's really necessary.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Tolwyn on March 26, 2012, 08:49:43 am
Actually, just adding triggers to silence people who are out of action would be comparatively easy. In fact, I think that should be the way to go. Just cut some dialogue when a wingman ejects, no quipping from the pod unless it's really necessary.

Why would you do that? All you would achieve is breaking balancing in the later missions, which are extremely tough already.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Dragon on March 26, 2012, 09:42:45 am
Well, I'm not suggesting actually doing that in current Saga missions, not without a rebalance. It should have either be done that way from the start, or not at all.
I'm just pointing out that it's not difficult to do, and could be done in a future campaign or a mod.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: General Battuta on March 26, 2012, 09:46:23 am
Well, I'm not suggesting actually doing that in current Saga missions, not without a rebalance. It should have either be done that way from the start, or not at all.
I'm just pointing out that it's not difficult to do, and could be done in a future campaign or a mod.

It is in fact difficult to do if you don't take the lazy route of having wingmen be unaware of each other's presence and never interacting meaningfully.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Dragon on March 26, 2012, 10:33:05 am
That, or you could take out entire dialogue block if a wingman ejects. For example, Avatarr isn't going to pester Honeybear if he's floating in space (and out of comm range :)), so none of their banter at later waypoints will play. Of course, that would cause the player to miss some good dialogue, but it could, in turn, give him a reason to keep that jerk's ship in one piece.  :) He isn't going to pester her if she's ejected either. Since in most missions, there are few wingman and the player doesn't talk much, this approach could boil down to only a couple of checks.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: headdie on March 26, 2012, 10:41:36 am
That, or you could take out entire dialogue block if a wingman ejects. For example, Avatarr isn't going to pester Honeybear if he's floating in space (and out of comm range :)), so none of their banter at later waypoints will play. Of course, that would cause the player to miss some good dialogue, but it could, in turn, give him a reason to keep that jerk's ship in one piece.  :) He isn't going to pester her if she's ejected either. Since in most missions, there are few wingman and the player doesn't talk much, this approach could boil down to only a couple of checks.

then you have to edit the debriefing because mastermind no longer needs to shout at him after the mission

edit
spelling

edit 2

not to mention you then need an alternative dialogue if you planned on following up on that side show in a later mission
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: General Battuta on March 26, 2012, 10:47:44 am
That, or you could take out entire dialogue block if a wingman ejects. For example, Avatarr isn't going to pester Honeybear if he's floating in space (and out of comm range :)), so none of their banter at later waypoints will play. Of course, that would cause the player to miss some good dialogue, but it could, in turn, give him a reason to keep that jerk's ship in one piece.  :) He isn't going to pester her if she's ejected either. Since in most missions, there are few wingman and the player doesn't talk much, this approach could boil down to only a couple of checks.

You're making it very apparent that you have never tried to do this for a mission of any complexity.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Lorric on March 26, 2012, 12:23:28 pm
Me, I've tried to work on suggestions which could keep the dialogue intact. If it was my game, I'd want every line of it to still be heard.

I've thought some more about my latest idea, and I think it's the best. Immersion-breaking, sure, having everyone get their ship back from nav to nav, but at least you'd get "real" combat at each nav. Everyone would be along for the ride until the end, downed pilots would talk from their pod.

EDIT: You'd have to throw in some spoofy thing in the training levels to explain it I guess.

GREYWOLF: "Hey Dorothy, watch this!"

*Greywolf's ship explodes*

SANDMAN: "What the..."

GREYWOLF: "Hey Dorothy, I'm talking to you from my ejector pod. Now, jump to the next nav."

*You jump*

GREYWOLF: "I'm baaaack!"

SANDMAN: "Huh?!?"

GREYWOLF: "Pretty cool, huh?"

SANDMAN: "Can I do that too?"

GREYWOLF: "No. You know why? Because you're a nobody. And I'm a somebody. Only somebodies can do that. Only important people who have important things to say can do that. You don't have anything worth listening to to say. Nobodies like you die. Because nobody cares about nobodies like you, who aren't even worth remembering their callsign, much less anything else. You understand me, nobody?"
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: General Battuta on March 26, 2012, 12:29:48 pm
What I've done with invincible wingmen in large mission is the following:

Wingmen report in when they've taken heavy damage and indicate that their weapons are now offline. (FRED scripting locks the wingman's weapons.) The wingman asks to be pulled out or given cover until they can make repairs or dock with a support ship.

This allows the wingman to stay alive but makes them useless in combat except as a distraction (you can ship-protect them to make them useless for even that.)

I'm not saying WCS should do this, though.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Lorric on March 26, 2012, 12:33:16 pm
What I've done with invincible wingmen in large mission is the following:

Wingmen report in when they've taken heavy damage and indicate that their weapons are now offline. (FRED scripting locks the wingman's weapons.) The wingman asks to be pulled out or given cover until they can make repairs or dock with a support ship.

This allows the wingman to stay alive but makes them useless in combat except as a distraction (you can ship-protect them to make them useless for even that.)

I'm not saying WCS should do this, though.

Nice solution. That would be absolutely fine by me.

Yes, it would break Saga's balance still. I think my idea would come closer balance-wise, keeping the same amount of combat power from nav to nav, but I'm sure there are still plenty of missions it would break the balance, especially any protracted fighting.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: General Battuta on March 26, 2012, 12:34:55 pm
Nice solution. That would be absolutely fine by me.

Yes, it would break Saga's balance still. I think my idea would come closer balance-wise, keeping the same amount of combat power from nav to nav, but I'm sure there are still plenty of missions it would break the balance, especially any protracted fighting.

Why would it break Saga's balance or change the amount of combat power nav to nav?
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Lorric on March 26, 2012, 12:40:57 pm
Nice solution. That would be absolutely fine by me.

Yes, it would break Saga's balance still. I think my idea would come closer balance-wise, keeping the same amount of combat power from nav to nav, but I'm sure there are still plenty of missions it would break the balance, especially any protracted fighting.

Why would it break Saga's balance or change the amount of combat power nav to nav?

Because your now disarmed wingmen wouldn't be contributing to the combat. Especially if you put ship protection on them. Saga seems to rely on these invulnerable guys to keep shooting the enemies down and breaking up the kilrathi forces.

New playtesting would be needed, and probably more wingmen added, or kilrathi removed, if your idea was implemented.

Some levels, there's no way any AIs would survive I expect, like the one in my OP. Both my idea and yours would fail there.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: General Battuta on March 26, 2012, 12:42:43 pm
Nice solution. That would be absolutely fine by me.

Yes, it would break Saga's balance still. I think my idea would come closer balance-wise, keeping the same amount of combat power from nav to nav, but I'm sure there are still plenty of missions it would break the balance, especially any protracted fighting.

Why would it break Saga's balance or change the amount of combat power nav to nav?

Because your now disabled wingmen wouldn't be contributing to the combat. Especially if you put ship protection on them. Saga seems to rely on these invulnerable guys to keep shooting the enemies down and breaking up the kilrathi forces.

As I said in my previous post, wingmen can simply repair, re-enable their weapons and be de-protected, either if given time out of combat, if allowed to dock with a support ship (in FreeSpace), or (in WCS) between waypoints.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Lorric on March 26, 2012, 12:46:08 pm
Nice solution. That would be absolutely fine by me.

Yes, it would break Saga's balance still. I think my idea would come closer balance-wise, keeping the same amount of combat power from nav to nav, but I'm sure there are still plenty of missions it would break the balance, especially any protracted fighting.

Why would it break Saga's balance or change the amount of combat power nav to nav?

Because your now disabled wingmen wouldn't be contributing to the combat. Especially if you put ship protection on them. Saga seems to rely on these invulnerable guys to keep shooting the enemies down and breaking up the kilrathi forces.

As I said in my previous post, wingmen can simply repair, re-enable their weapons and be de-protected, either if given time out of combat, if allowed to dock with a support ship (in FreeSpace), or (in WCS) between waypoints.

I'm talking about Saga specifically. They can't use support ships and repair there.

On it's own merits, it's a great idea, I like it very much.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: General Battuta on March 26, 2012, 12:47:22 pm
Nice solution. That would be absolutely fine by me.

Yes, it would break Saga's balance still. I think my idea would come closer balance-wise, keeping the same amount of combat power from nav to nav, but I'm sure there are still plenty of missions it would break the balance, especially any protracted fighting.

Why would it break Saga's balance or change the amount of combat power nav to nav?

Because your now disabled wingmen wouldn't be contributing to the combat. Especially if you put ship protection on them. Saga seems to rely on these invulnerable guys to keep shooting the enemies down and breaking up the kilrathi forces.

As I said in my previous post, wingmen can simply repair, re-enable their weapons and be de-protected, either if given time out of combat, if allowed to dock with a support ship (in FreeSpace), or (in WCS) between waypoints.

I'm talking about Saga specifically. They can't use support ships and repair there.

On it's own merits, it's a great idea, I like it very much.

Yes, they can. There is this marvelous tool both Saga and I use called 'FRED'. It's how ships are made invulnerable in the first place.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Lorric on March 26, 2012, 12:52:08 pm
Nice solution. That would be absolutely fine by me.

Yes, it would break Saga's balance still. I think my idea would come closer balance-wise, keeping the same amount of combat power from nav to nav, but I'm sure there are still plenty of missions it would break the balance, especially any protracted fighting.

Why would it break Saga's balance or change the amount of combat power nav to nav?

Because your now disabled wingmen wouldn't be contributing to the combat. Especially if you put ship protection on them. Saga seems to rely on these invulnerable guys to keep shooting the enemies down and breaking up the kilrathi forces.

As I said in my previous post, wingmen can simply repair, re-enable their weapons and be de-protected, either if given time out of combat, if allowed to dock with a support ship (in FreeSpace), or (in WCS) between waypoints.

I'm talking about Saga specifically. They can't use support ships and repair there.

On it's own merits, it's a great idea, I like it very much.

Yes, they can. There is this marvelous tool both Saga and I use called 'FRED'. It's how ships are made invulnerable in the first place.

That's not what I mean. How do you explain it in the game? Sure, it's not as blatant as invulnerability, or my plan for respawns at new navs, so maybe you just plough through with it, but wouldn't you want an explanation to go with it as to why they could do it and you couldn't?
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: General Battuta on March 26, 2012, 12:58:38 pm
That's not what I mean. How do you explain it in the game? Sure, it's not as blatant as invulnerability, or my plan for respawns at new navs, so maybe you just plough through with it, but wouldn't you want an explanation to go with it as to why they could do it and you couldn't?

How do you explain the fact that they're invulnerable and impervious to all damage? How do you explain them magically getting their ships back after ejecting? There's an element of contrivance no matter which way you go, but the lock-weapons approach also allows for better gameplay.

Maybe they got out a wrench and fixed the problem while out of combat. Maybe they power-cycled their weapons avionics. Maybe R2D2 did it. Who cares?

You're posing a problem - 'invulnerable wingmen allow me to exploit the gameplay' - and then poking at a solution which fixes this problem and which seems no more disruptive to verisimilitude than invulnerable spaceships. I hope you can see how that doesn't strike me as productive.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Lorric on March 26, 2012, 01:12:50 pm
That's not what I mean. How do you explain it in the game? Sure, it's not as blatant as invulnerability, or my plan for respawns at new navs, so maybe you just plough through with it, but wouldn't you want an explanation to go with it as to why they could do it and you couldn't?

How do you explain the fact that they're invulnerable and impervious to all damage? How do you explain them magically getting their ships back after ejecting? There's an element of contrivance no matter which way you go, but the lock-weapons approach also allows for better gameplay.

Maybe they got out a wrench and fixed the problem while out of combat. Maybe they power-cycled their weapons avionics. Maybe R2D2 did it. Who cares?

You're posing a problem - 'invulnerable wingmen allow me to exploit the gameplay' - and then poking at a solution which fixes this problem and which seems no more disruptive to verisimilitude than invulnerable spaceships. I hope you can see how that doesn't strike me as productive.

It is not a problem to me, since I suggested something which comes with a similar problem. I just thought you might. Your idea is probably the best so far, in terms of working for Saga's balance. Wingmen would still participate, but there would be times when they'd be out of it for a while and those Kilrathi were turned on you...

It would make the game harder, but it would also make it more fun in a way, since it would be in your interests to work as a team with your wingmen to keep the Kilrathi off your back, as once they decided to go off and repair, and ship protection went up, those Kilrathi would be turning their attention on you...

There'd still be the problem of being able to run though and your wingmen eventually do your job in some cases. But for a Saga specific fix, it would probably come the closest so far.

verisimilitude. New word. I like it. Bit of a mouthful, isn't it.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Dragon on March 26, 2012, 01:19:39 pm
Actually, Wing Commander has a self-repair systems that would simply repair subsystems over time. So, this option, despite not being quite in line with the original WC games, would be fairly good if there's a lot of talk in the mission. My method could be used for missions in which there's not too much banter. I'm personally going to try using my approach for most of the time, switching to Battuta's in some cases, like when a wingman who dies dramatically later in mission or when the dialogue is really important. Consider that cats would most likely go and try finishing off the repairing fighter, so it'd need some writing around.
Besides, I don't know if I want to give you a lot of immersion, Lorric. Last time you've gotten it, certain WoD threads got a lot more disturbing than they previously were. :)
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Lorric on March 26, 2012, 01:28:14 pm
Actually, Wing Commander has a self-repair systems that would simply repair subsystems over time. So, this option, despite not being quite in line with the original WC games, would be fairly good if there's a lot of talk in the mission. My method could be used for missions in which there's not too much banter. I'm personally going to try using my approach for most of the time, switching to Battuta's in some cases, like when a wingman who dies dramatically later in mission or when the dialogue is really important. Consider that cats would most likely go and try finishing off the repairing fighter, so it'd need some writing around.
Besides, I don't know if I want to give you a lot of immersion, Lorric. Last time you've gotten it, certain WoD threads got a lot more disturbing than they previously were. :)

I think if ever I was to ever make a new mission for Saga, I might just go with my idea. As I would guess it would be the easiest to implement.

You made me laugh with that last line  :lol:

I miss the Wings of Dawn stuff already. :)
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Angelus on March 26, 2012, 01:41:23 pm
There are of course several ways to pull that off, but i enjoy the game the way it is.
I don't want to babysit my wingman, though i care for some while others can become a scratching post for all i care...anyway.

An option would have been to add another wing of expendable fighters, but the WCS team had a good reason to not do that.

After playing for a while with expendables ( FS), i enjoy having wingman with personality.
I don't care much that they appear to be immortal, as i'm usually busy killing cats.

And playing WCS:DD as a WC Vet ( sortof), i have the feeling i've come home.
Well yeah, it's a home that big aggressive furry maniacs have turned into a litterbox, but still it's WC and i don't want to change a single bit.  :D


Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Mongoose on March 26, 2012, 02:27:30 pm
Coming from a FS-player background, it's sort of fun to see all this hullabaloo about wingmen.  In FS, if you're not getting your wingmen slaughtered en masse, you're sort of Doing It Wrong. :lol:
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Sombre on March 31, 2012, 08:20:29 am
Coming from a FS-player background, it's sort of fun to see all this hullabaloo about wingmen.  In FS, if you're not getting your wingmen slaughtered en masse, you're sort of Doing It Wrong. :lol:

Doesn't that make it even more likely that the WCS experience of invulnerable helpers is jarring? You have to strike the right balance between the player having to do everything and the missions playing themselves. It's a very, very hard tightrope act.

The best scenarios make you feel successful and important, but still just a dude in a fighter.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Lorric on March 31, 2012, 08:46:51 am
Coming from a FS-player background, it's sort of fun to see all this hullabaloo about wingmen.  In FS, if you're not getting your wingmen slaughtered en masse, you're sort of Doing It Wrong. :lol:

Doesn't that make it even more likely that the WCS experience of invulnerable helpers is jarring? You have to strike the right balance between the player having to do everything and the missions playing themselves. It's a very, very hard tightrope act.

The best scenarios make you feel successful and important, but still just a dude in a fighter.

Well said. My favourite too. I don't want to carry my side on my back and I don't want to be a nobody.

You know those jerks in the invulnerable fighters are right too when they tell you you're nothing and nobody. They could win many of the missions without you. It's often pointless you being there.

If the boot was on the other foot, I'd probably be irritated at having to "babysit" the vulnerabe Sandman when I knew I could just clear everything out myself too! :)
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Sombre on March 31, 2012, 09:00:41 am
Well said. My favourite too. I don't want to carry my side on my back and I don't want to be a nobody.

You know those jerks in the invulnerable fighters are right too when they tell you you're nothing and nobody. They could win many of the missions without you. It's often pointless you being there.

If the boot was on the other foot, I'd probably be irritated at having to "babysit" the vulnerabe Sandman when I knew I could just clear everything out myself too! :)

Ah well, the boot probably would be on the other foot if they could die but it caused a mission failed for Sandman, right? I mean the player is comparatively invulnerable when compared with a standard wingman - especially when the difficulty is lowered.

My point is it's a fair criticism of WCS but it's a really hard problem to solve so we shouldn't be too negative about it. There are so many good games that do a worse job after all. Yes they would ideally all do better on that front, but there's only so many things you can get right when making a game.

Reading around this forum I think the WCS team aren't happy with the manner of negative feedback they're getting on HLP. If this is just a matter of style then it's in the interests of those feeding back to change their style. If it's that they just don't like criticism at all,... well I doubt that's the case.
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: General Battuta on March 31, 2012, 09:02:16 am
They did spend ten years of their lives working pro bono on a project which is going to get HLP enormous exposure. I think we should be sensitive to that!
Title: Re: Does the heavy scripting stop? (Massive Spoilers mission 5 Prologue Campaign)
Post by: Lorric on March 31, 2012, 11:06:12 am
Well said. My favourite too. I don't want to carry my side on my back and I don't want to be a nobody.

You know those jerks in the invulnerable fighters are right too when they tell you you're nothing and nobody. They could win many of the missions without you. It's often pointless you being there.

If the boot was on the other foot, I'd probably be irritated at having to "babysit" the vulnerabe Sandman when I knew I could just clear everything out myself too! :)

Ah well, the boot probably would be on the other foot if they could die but it caused a mission failed for Sandman, right? I mean the player is comparatively invulnerable when compared with a standard wingman - especially when the difficulty is lowered.

My point is it's a fair criticism of WCS but it's a really hard problem to solve so we shouldn't be too negative about it. There are so many good games that do a worse job after all. Yes they would ideally all do better on that front, but there's only so many things you can get right when making a game.

Reading around this forum I think the WCS team aren't happy with the manner of negative feedback they're getting on HLP. If this is just a matter of style then it's in the interests of those feeding back to change their style. If it's that they just don't like criticism at all,... well I doubt that's the case.

This is very true. And you see it for everything and it really puts me off FRED, because I know there are things on here (Hard Light) that even if I became really good I wouldn't be able to touch, and those things got criticised. I made some stuff for Warcraft 3 but never released it for that same reason, and if I make anything on FRED, I may keep it to myself too. At some point I'm going to make a topic on this, but I'm not sure how, or where to put it.

With Saga, I've tried to point out these are problems I have, that are mine alone, and I know others with a different set of priorities will love this. But it's like my priorities for a game are the Saga team's least priorities, and vice-versa. For me at least, I think Saga's true worth for me will come when they allow others to access and FRED with what they have created. I think I will try and review the game when I beat it. I just have to get past Stalker right now. He dominated me the first time I met. I can't get near him before he cloaks again.

When I made this particular thread, I wanted to avoid criticism, I just wanted my question answered.