Hard Light Productions Forums
Hosted Projects - Standalone => Fate of the Galaxy => Topic started by: TopAce on April 15, 2012, 01:45:48 am
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Yeah, we have a similar thread, but it's a general wishlist thread rather than a mission-specific one.
Basically I'm interested in hearing anything you want to see in FotG missions. You can name a specific scenario or something that enhances the atmosphere (for example if a warship's comms are down, they definitely won't send more messages). Please don't say stuff that requires additional coding (like manned turrets - we have lots of such requests), and if you want an X-wing series mission recreated, bear in mind that due to major gameplay and asset differences between the LucasArts games and FotG, you will (at best) see an RBR version of your requested mission (RBR - reimagined beyond recognition).
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Force powers
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Force powers
no
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If there are long dialogues make them skippable (especially in hard and/or long missions) and maybe, if it's not too much work, checkpoints for long missions.
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I'd like to have a mission which involves attacking a Star Destroyer like in Rebel Assault and Rogue Leader (attacking the shield generators, then the bridge).
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Force powers
no
Why not? It could work, like "Press 1 to cloud the minds of the TIE Fighter pilots so they can't see your ship"
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I've always liked that one mission in X-W Alliance, in which you have to identify a pretty huge Imperial convoy/fleet while dodging fighters, lasers and destroying probe droids in an A-Wing :)
So in short: scout missions! :D
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If you can think of it, I think go for it.
Wouldnt mind seeing some of the previous ideas/missions being implemented.
And no to the Force, how many pilots would be able to do that?.. not many.
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Player character could be a Jedi
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Player character could be a Jedi
He isn't, not in any of the campaign scripts we have. Truth be told, I don't fancy this Force idea. It came to my mind as well, but dropped it after some consideration.
If there are long dialogues make them skippable (especially in hard and/or long missions) and maybe, if it's not too much work, checkpoints for long missions.
There aren't long dialogs, though I may add some cutscenes, which will be skippable.
I've always liked that one mission in X-W Alliance, in which you have to identify a pretty huge Imperial convoy/fleet while dodging fighters, lasers and destroying probe droids in an A-Wing :)
So in short: scout missions! :D
I can't promise to FRED this exact mission, but now that you mention it, we don't have "Scan a lot of stuff" kind of missions.
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Redemptionscenario, even if it wont be available till we get a neb-b, wait slight rephrase, that and several rogue squadron based stand-alone missions(or perhaps even micro campaign), and maybe wraith squadron missions as well
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I think that the one thing X-Wing Alliance had going for it over, say, FS2 or the like, was the presence of the mission where you chased down a target that escaped via hyperspace jump or the implementation of multiple patrol areas/targets.
In other words I have a goddamn FTL fighter, I expect you to use that hyperdrive for more than just getting me to the pretty set-piece mission you've built.
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I think that the one thing X-Wing Alliance had going for it over, say, FS2 or the like, was the presence of the mission where you chased down a target that escaped via hyperspace jump or the implementation of multiple patrol areas/targets.
In other words I have a goddamn FTL fighter, I expect you to use that hyperdrive for more than just getting me to the pretty set-piece mission you've built.
I remember that one. Incidentially it reminded me a big deal about a similar mission in the original X-Wing game ;) Though that mission had less freighters and more imperial warships to be scanned.
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I'd very much like to see the Bilbringi Shipyard Battle.
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oh and by rogue and wraith squadron, I mean the books not the games. also I think the slussi van shipyard raid from hier to the empire could be interesting
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I've always liked that one mission in X-W Alliance, in which you have to identify a pretty huge Imperial convoy/fleet while dodging fighters, lasers and destroying probe droids in an A-Wing :)
So in short: scout missions! :D
Yeah, the original one of that in X-Wing was great fun too :) Ahh the Warspite!
I think it would be almost impossible in FS2 without some modifications because one big point about scanning stuff in X-Wing/TIE Fighter etc. is you just have to get within a certain distance and have the thing you want scanned targeted.
In FreeSpace2, you have to have to 1) Be within a certain range, 2) Have the centre of mass of the ship or subsystem selected and in the centre-ish of the reticle and 3) Sit there like a sitting duck for 2-30 seconds.
So without change, the fast sweeping scan runs that you could do in the A-Wing would be a lot less fun (In fact, I'd rather take a B-Wing then because at least then you can survive being shot up while you sit there waiting for the scan to complete :lol: )
As for Mission Ideas, I'd love for a little story on what happened to the Ram's Head Corvette and maybe something involving it's recovery and re-use.
I actually made a whole sequence of missions in XvTEd (Which was sooo much nicer to make missions in than FRED!!) but lost the lot in a disk crash about 11-12 years ago? :(
IIRC, it starts off with you on a convoy escort when the convoy picks up some signals from a nearby asteroid field. You and Red 1 are sent off to investigate and you scan a few things and eventually find the remains of the Ram's Head crashed into an asteroid (A certain amount of imagination had to be exercised here as IIRC I had to use container transports as asteroids or something :lol: ).
Everyone gets very excited and you're told to stay on station and guard it while recovery craft are mobilized.
But after a few minutes, predictably, the convoy comes under attack from pirates and you have to decide whether to go back and defend them. Whether you do or not, midway through the battle 3 Imperial transports jump in on the otherside of the asteroid field and make for the Ram's Head wreckage and there is a mission branch if the transports get away with the Ram's Head and you save the convoy, or you save the Ram's Head and lose the convoy.
Branch 1 lead on to searching, recon and an assault on a small imperial research facility to get the Ram's Head tech and data, while Branch 2 was you escorting it to, and then defending, a small Rebel base from imperial recovery attempts long enough for them to extract the tech and data before eventually legging it as it gets mobbed by ISD's and T/B's.
The branches then met up and then it was mostly running with the mcguffin while they developed something with it, although I can't remember what I was going to do there (Needed to check the timeline!), with some differences based on whether you saved the convoy or not (I think you had more missile, beam and ship choices if you saved the convoy, but if you lost it you were instead able to request reinforcements from the base (As it hadn't been blown to bits))
But all of the missions in XWing and TIE Fighter were inspired and incredibly well written, from the damned Redemption mission to the one where you get told to clear out a minefield on your own in an unshielded T/I, before being called a traitor and then having your wingmen and ISD try to blow you into dust and if you lived long enough the Secret Order sends an M/FRG in to save you from all the T/A's and gunboats! :lol:
Nothing in FS2 came close (Weell, maybe some of the SoC missions :D), and it's only semi-recently with some of the third-party SCP campaigns that have matched their level :)
X-Wing Alliance was a big disappointment in that regard; The family missions were excellent but the rebel missions were so bland...
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I personally want more structure in flight operations, which is another thing XWA did. I realize that some players may not enjoy flying back to the carrier vessel after a mission, but I personally find that it adds much to the immersion of the sim. My flight sim background demands closure with landing!
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He isn't, not in any of the campaign scripts we have. Truth be told, I don't fancy this Force idea. It came to my mind as well, but dropped it after some consideration.
Well in that case after you release this I will just have to make a mod with that :D
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Maybe like the X-Wing Alliance Intro. Clear a path for Civil ships that they can broke out of a planetary siege. And lot of Civil ships, its not only the Rebellion and the Empire in the Galaxy. In another words : Take life in the Universe (I do the same in my Wing Commander Campaigns) Its just more for the setting if you see a Bounty Hunter or Transports with food for an planet etc etc.
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As much as everyone tries to avoid Battle of Endor missions...
I want a Battle of Endor (or similar) mission. Done well. :D
Seriously, though, if there's one mission I want as a playable standalone, it's one in which I get thrown into a massive furball. There are lots of other fun kinds of missions, but something I wish for just about every game is a highly-replayable, epic-scale excuse to blow lots of ships out of the sky.
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I personally want more structure in flight operations, which is another thing XWA did. I realize that some players may not enjoy flying back to the carrier vessel after a mission, but I personally find that it adds much to the immersion of the sim. My flight sim background demands closure with landing!
This. In know that you're not recreating XWA, but being able to land on my mothership during a mission to repair/reload or even switch to another fighter, all while the AI fighters kept the battle going outside, made XWA very immersive.
So, leaning more towards a sim than arcade shooter would be welcome.
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As much as everyone tries to avoid Battle of Endor missions...
I want a Battle of Endor (or similar) mission. Done well. :D
Seriously, though, if there's one mission I want as a playable standalone, it's one in which I get thrown into a massive furball. There are lots of other fun kinds of missions, but something I wish for just about every game is a highly-replayable, epic-scale excuse to blow lots of ships out of the sky.
TIE. Fighter. DEATH MATCH.
http://www.youtube.com/watch?v=IPz1t3-v9uA
What better way to have fun with your friends than to whirl about in flimsy paper death traps? This would be wonderful multiplayer fun, if multiplayer actually worked well at high speeds.
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TFs and Zs were some of my favorite 2v2 ships in XvT competitive play, and I'm also looking forward to playing that again on FotG. We'll have to figure something out to make it playable.
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Hmmm, I want death star trench or something similar where you have to fly into a station/facility to neutralize the reactor core or something else. :) Or, perhaps, fly very low to the surface of a Super Star Destroyer and then finally destroy his bridge like in Rebel Strike.
I want cockpits !! A lot of them !!
I want to be able to dock to any object (cargo, ship, etc...). I want to rearm my ship in my shipyard/cruiser hangar bay or whatever (so, a feature where you can jump back to your base). I want to kill some Yuuzhan vong. I want modern ships (XJ Wing, Lusankya, etc...). I want a full coop campaign.
I want to play both Rebellion and Empire. :)
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I want to play as Wrath squadron during the hijacking of the Razor's Kiss :D please.... pretty please... if nothing else so I can hear the exclamation when one of the mercs spot the "ewok" flying a TIE!!!!!!!
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Planetary missions. I'm quite a fan of those. Leading a flight of TIE Bombers to carpetbomb a rebel base or defending said base from Imperial bombers could be quite an experience.
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Hmmm, I want death star trench or something similar where you have to fly into a station/facility to neutralize the reactor core or something else. :)
Death Stars actually had several sub-reactors, right? Like the one Obi-Wan disabled to allow the Millennium Falcon to escape in ANH?
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I thought that was the power system for the tractor beam or something?
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Yeah, IIRC, the power system was a reactor.
EDIT:
http://starwars.wikia.com/wiki/List_of_changes_in_Star_Wars_re-releases
The original releases of A New Hope on VHS, Betamax, and RCA's CED featured the Dolby Stereo mix, identical to that heard on the 35mm theatrical prints. Playing the mix through a home Dolby Pro-logic decoder authentically recreates the original 4-channel surround experience. This mix did not contain the line uttered by C-3PO "The tractor beam is coupled to the main reactor in seven locations. A power loss at one of the terminals will allow the ship to leave." This line was only present in the original mono mix. For the 1985 VHS/laserdisc releases, Ben Burtt supervised the creation of a new, digitally remastered audio track and the line was heard for the first time on home video.
Oops.. is that canon? Is it mentioned elsewhere that it's a power junction, not a reactor itself? I thought they said it was a reactor, but I could be wrong.
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What do you mean, mentioned elsewhere?
Is it being flat out told right in the very first Star Wars movie not canon enough for you?
The way I read the quote of yours, they somehow messed up the original VHS's audio and ended up losing that line, which was played in the actual movie (in the cinema) and also got restored in later VHS releases.
Either way in any version of Star Wars ANH I've ever seen (which is VHS, TV and DVD in german and DVD in english) C3PO always said the place Obiwan shut down is a power junction connecting the tractor beam with the reactor, not a reactor by itself.
That doesn't mean the Death Stars didn't have ancillary reactors (though obviously not for the tractor beams), but considering the massive size of the 2nd Death Stars main reactor I doubt that those secondary reactors have the output to keep the star going, or the necessary explodiness to blow it to pieces.
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I wasn't talking about blowing it to pieces. I meant like shield generators, turbolaser emplacements, etc --- however, from the looks of it, the main reactor handles all that + the main weapon, and just uses power relay junctions to divert the power necessary.
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I wasn't talking about blowing it to pieces. I meant like shield generators, turbolaser emplacements, etc --- however, from the looks of it, the main reactor handles all that + the main weapon, and just uses power relay junctions to divert the power necessary.
Which means if you blow up that junction, everything that's connected to that subsegment of the grid goes down, no? Perhaps in a more dramatic fashion than when Obi Kenobi did his stealth hack of the distribution systems...
Like when that [meanieface] with the .30-06 took out the transformers at my hometown's local electrical substation last year...
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What relevance could the details of auxiliary Death Star reactors possibly have? :doubt: None.
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One thing I would like to see is more tactical thinking behind the missions than are usually done in games. Typically there are the bombers attacking larger targets and the fighters running escort. This is kind of equivalent to "Ugh smash" meets a flight sim in my opinion.
Some examples would be diversionary/feint style missions where timing is involved. Like the asteroid assault in the episode "Hand of God" from the first season of Battlestar Galactica.
Or some of the tacs used by real militaries. One example is that our fighter bombers (F-111) had jamming for SAM in vietnam. When the enemy SAMs became jammed they would send up their Mig-17 and Mig-21 to wipe out our planes. One F-4 CAG got smart and put the jammers on his plans making the NVAF think his flight were F-111s. The Migs walked right into his trap. That is real tactics at work that is frequently missing from many games.
I am likely a minority on this but you asked what we wanted. Here is my two cents. :)
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WOLF_Angel, have you played War in Heaven ? If not, I strongly suggest you do, since it uses many "more realistic" tactics in the FS universe.
WiH has sort of set a new standard for FREDing and I kind of expect FotG to take some inspiration from it in their mission design.
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FotG's campaigns for the first release were actually laid out before WiH, and they've gone in a different direction (seems appropriate given the different gameplay and universe). It would be neat to have a SW campaign with some big ol' checkpointed missions somewhere down the line though. That would be a good way of handling the actual BoE, which I think is something that everyone wants to see eventually.
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TopAce and Swash are both really talented and frankly every time I come into this thread to say what I want to see I end up thinking I just want to play what they produce.
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Time for a response.
I'd very much like to see the Bilbringi Shipyard Battle.
oh and by rogue and wraith squadron, I mean the books not the games. also I think the slussi van shipyard raid from hier to the empire could be interesting
As much as everyone tries to avoid Battle of Endor missions...
I want a Battle of Endor (or similar) mission. Done well. :D
Seriously, though, if there's one mission I want as a playable standalone, it's one in which I get thrown into a massive furball. There are lots of other fun kinds of missions, but something I wish for just about every game is a highly-replayable, epic-scale excuse to blow lots of ships out of the sky.
I'm quoting these in one bunch because they all concern huge battles. The canon battles are problematic as far as shipset is concerned. We don't have MonCals or Assault Frigates, not to mention the shipyard itself. Surely one can FRED a similar mission using Dreadnaughts and Corellian corvettes only, but it won't be the Battle of Bilbringi (Same goes for the Sluis Van battle.) There will be a lot more complaints about diverging from canon than appreciative posts that thank us for having that mission (if the latter still exists). There will be enough nitpicking and bad-mouthing anyway; there is no need to consciously add to the pile.
A random, non-canon big battle is fine in this regard. I have been planning to have one eventually. Hopefully my computer will be able to run big battles at an acceptable pace.
As for Mission Ideas, I'd love for a little story on what happened to the Ram's Head Corvette and maybe something involving it's recovery and re-use.
Seeing that there is no canon restriction on where we can go with its storyline, this isn't out of the question.
I personally want more structure in flight operations, which is another thing XWA did. I realize that some players may not enjoy flying back to the carrier vessel after a mission, but I personally find that it adds much to the immersion of the sim. My flight sim background demands closure with landing!
I personally want more structure in flight operations, which is another thing XWA did. I realize that some players may not enjoy flying back to the carrier vessel after a mission, but I personally find that it adds much to the immersion of the sim. My flight sim background demands closure with landing!
This. In know that you're not recreating XWA, but being able to land on my mothership during a mission to repair/reload or even switch to another fighter, all while the AI fighters kept the battle going outside, made XWA very immersive.
So, leaning more towards a sim than arcade shooter would be welcome.
Without coding or scripting, this one is possible only if you're landing in a station or a stationary warship.
He isn't, not in any of the campaign scripts we have. Truth be told, I don't fancy this Force idea. It came to my mind as well, but dropped it after some consideration.
Well in that case after you release this I will just have to make a mod with that :D
Go ahead. :cool: Addendum: please understand that while using the Force opens up a lot of FREDding and gameplay possibilities, it would conflict with FotG's design philosophy.
...And lot of Civil ships, its not only the Rebellion and the Empire in the Galaxy. In another words : Take life in the Universe (I do the same in my Wing Commander Campaigns) Its just more for the setting if you see a Bounty Hunter or Transports with food for an planet etc etc.
There already are civvies around in some missions.
Hmmm, I want death star trench or something similar where you have to fly into a station/facility to neutralize the reactor core or something else. :) Or, perhaps, fly very low to the surface of a Super Star Destroyer and then finally destroy his bridge like in Rebel Strike.
I want cockpits !! A lot of them !!
Planetary missions. I'm quite a fan of those. Leading a flight of TIE Bombers to carpetbomb a rebel base or defending said base from Imperial bombers could be quite an experience.
Assets, please. :P
I want to play both Rebellion and Empire. :)
You will, and unless things go wrong, you will also play neutral.
TopAce and Swash are both really talented and frankly every time I come into this thread to say what I want to see I end up thinking I just want to play what they produce.
Thanks. :)
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swash, I understand many of those battles require more assets than we currently have, but I didnt just mean the big fleet battles, there were some good special battles in thier, like evacutations, subterfuge, and others, like the moon evacuation in the first wraith book, all that needs is a ISD, the normal imp and reb fighters, and a gallofree or two, and some transports.... but I guess that the structures would need to be made. also I have some experience with ground units, and why they are not fun, I can make em, an AT-AT, and snowspeeders, and speeders are within the capacity of the engine, if you want the assets, I am proably one of the few guys with experience modeling them at least, though I think wheeled and hover vehicles are the best option
hmmm, I wonder if it would be possible to use a variant of the docking code to make it so that a hover vehicle is tethered to a certian distance from the specific object(planet).... oh well I am just a theory guy.
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It'd be great if you could try making some ground buildings and units. Landscape models could also come in handy, as there aren't many of them available.
I've managed to hack tanks into FSO, while they don't work too well on anything but perfectly flat terrain, they can move along waypoints and fire their turrets.
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well lets see I have models of the 1-H, 1-L, and 1-M, but only the 1-H is possibly FOTG quality, I have the beginnings of an AAC, and T4-B models I have been meaning to finish, I know where we could get a basilisk war droid, and if I can find a good fan made stormtrooper model I have the seated version of an E-WEB(so it can be a turret), and I can see what I can scavenge that is decent enough to be detailed up or as place holders from the FOC community, but mainly its hover vehicles..... oh sorry, didnt I mention I started in the FOC community, and I am one of the few guys who has any skill at rigging ground units for that engine(though that wont work for this engine). if you want the assets, tell me what you want, and I will see what I can make and salvage, however for the most part dont ask for infantry, most are either reskins, and we cant really use them in this engine anyways
oh and I have a crab droid too
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Sounds like you've got enough there to assemble my favorite small-scale book mission, the Wraith Squadron encounter between
Night Caller Night Crawler and Blood Nest Bloody Nose...
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As of this point, no one to my knowledge has created working mechanics for planetary flight in FSO that the AI can handle well enough to make for convincing and enjoyable missions, though neat features like falling debris and physical landings have been added recently. Cool though they may be, these kinds of missions would demand a ton of code work and aren't on our priority list at the moment.
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Considering how lax SW is with physics, I can make a fairly "atmospheric-feeling" alternate flight model for any fighter, quite AI friendly, too. Won't stop them from crashing into the ground, but that's a separate problem.
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and I talked with zoo, speeders and wheeled vehicles are possible, but would take a good amount of scripting work
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I can make speeders without scripting, by using a few table hacks. They'd only be able to move along waypoints, over flat surfaces, but they'll work. Also, their weapons would have to be turreted.
Of course, scripting them would be better.
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Even beyond the code side problems, we have no assets for ground based missions and probably shouldn't be making it seem like they are a realistic possibility, especially not for the first release.
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Of course, it all depends on what exactly will be available for the 1st release. Mando's pace of work is quite impressive, but it'd take a lot of assets to actually make a ground mission.
I'd say that ground missions are unlikely for 1st release, but they could be a good idea for 2nd release.
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well I have been in a bit of a modeling rut because I havent been able to finish anything because of my texturing weakness...... but I do know I could pull some favors for some decent placeholders from the FOC community, even if not all are appropiate for the final version. hey bobb are you going to be on tonight, maybe we can work together a bit
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I'm not going to appear on IRC anytime soon, I have enough sleep deprivation problems as it is. :) Feel free to PM me about those table hacks though.
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I would like to see the Redemption mission from the original x-wing. Love that mission.
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I would like to see the Redemption mission from the original x-wing. Love that mission.
Medical ship, 3 shuttles, 4 x-wings and a jump happy imperial Neb B? Please i have a love hate with that mission and i would love to see how it plays out in FSO
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I know I'm resurrecting an old thread here, but what the hell, I wasn't on the forum when it was seeing activity before, so here's my (belated) input.
I'd like to see several small stories happening in ways that overlap with each other & larger campaign arcs - in an Imperial campaign, for example;
Overall Arc - Wipe out Rebel resistance in sector blah-de-blah
Secondary Arc - Watch for traitors to the Imperial cause
Specific mission 1 - Partnered with a Shistevanen tracker (according to Wookieepedia, "During Emperor Palpatine's reign, despite the New Order's xenophobia towards non-Humans, Imperial agents regularly employed Shistavanen scouts to track down criminals, rebels and other persons of interest.", so they're an option for a non-human in Imp employ & I can do an awesome Shistavanen voice), the player goes out to track down a rebel convoy. They find the convoy, but as they approach, one of the ships goes to hyperspace. The player & shistavanen then proceed to wipe out the rest of the convoy.
Specific Mission 2 - Tracking the last ship to a system busy with heavy neutral traffic, the player & shistavanen have to locate the target ship & destroy it before it docks with a larger, more powerful ship. If they fail to do this, they have to take out the big ship. Regardless, once this is done, the shistavanen comms the player - since the contract is over, he expects the player to be recieving updated orders to kill him before returning home. The player does recieve such orders, but can choose whether or not to follow them. If they do, go to Specific Mission 3a, if they let him escape, go to Specific Mission 3b.
Specific Mission 3a - Several missions down the line, while involved in another mission (not the same base mission as 3b), the player is targetted by a powerful bounty-hunter ship. The hunter comms the player, explaining that he seeks revenge for the death of his pack-mate (sibling-ish). In addition to the original objective, the player must defeat the bounty hunter.
Specific Mission 3b - Several missions down the line, while involved in another mission (not the same base mission as 3a), the player comes up against much heavier resistance than expected. As enemy reinforcements arrive early, so does a bounty hunter in a powerful ship. This bounty hunter is the shistavanen that the player didn't kill who assists the player, somewhat evening the odds. Once completed, the shistavanen comms the player that they are now even & leaves, never to be seen again (until a later campaign is released).
Basically, the missions 3a & 3b would be available in 2 formats each. If 3a is chosen, the underlying mission objective is made easier, to compensate for the new enemy, if 3b is chosen, the enemy forces are made more powerful, to compensate for the assist. The player doesn't need to know that the "reality" of the underlying missions has been changed depending on their choice earlier. This isn't part of the main arc, but a few missions that are linked with each other that occur within it. The choice also impacts on the Secondary Arc & could have repercussions in the form of witnesses to the attack/non-attack having to be silenced, attention from the groups the player is supposed to be watching, whether the player uses 3b as an "in" with traitors to expose them all or throws his lot in with them further down the campaign.
The thing about the SW universe that makes it so good for me is the background - not the EU, but literally what's going on behind the main actors in the actual movies, things like Jawas having arguments with each other outside the cantina, Gran air-taxi drivers making rude gestures to Obi-wan & Anakin as they thunder past in the speeder chase scene in Ep2 (Yes, I know the prequels are generally a huge disappointment, but there were some bits of them that were entertaining). The SW universe has depth, it's lived in, with countless stories going on at different levels, all at the same time, just not being focused on in that movie/book/game/whatever. This is as opposed to Trek (for example) where everything is shiney & the only other people seen are there to directly affect the primary plot. Anything that adds that sense of depth to the game & makes it more like a full world rather than set missions will enhance immersion & make the overall experience more satisfying.