From the Brainstorming, I had an idea of a game in which you control a "Light Carrier" of sorts, with you on a RTS/RTT command scheme, with the ability to take control of a drone craft (Which plays on a more traditional Flight sim mode). There would be different drones and each squad of them would focus on something (Anti-Fighter, Bomb Intercept, Transmitting commands to allies, ECM/ECCM, ramming larger vessels...) The challenge would lie on coordinating a flotilla for assaults on locations of strategic importance.
I would like to see a campaign in which the GTVA loses against the Shivans.
In this scenario i would be more interested in all the feelings and reactions of the characters... also what would command do to keep control over the troops? Because i think some of them would try to run away to survive instead to fight a battle they would surely lose.
Another interesting idea i read in the past was some kind of love story during one of the wars. Which were also a campaign that focus on feelings and thoughts during some problems (love is MIA or you were forced to leave her/him behind etc.)
I think there's a lot of design space left to explore. Working at a triple-A studio has really made it clear to me that FreeSpace's design and the FRED editor in particular are way more powerful than most of the tools available to 'real' designers.would you care / can you even elaborate? i'm really curious now?
Wings of Dawn!I thought about doing that when the thread first appeared.
...Hitlerian...I am trying really hard to avoid Godwin-ing here...
Wings of Dawn is a love story set during a war which our protagonists are losing really, really badly.What love story? Do you know something about what Spoon is doing for the remake?
Subtext... Jest... Come on! It's not hard if you think about it, mate...I know
EDIT: While Darius' idea is really cool. Brian Herbert has been known to nuke fan projects...Hasn't he already done enough nuking of his dad's own work?
I read Dune for the first time last week and I thought the afterward by the son was more interesting than the book itself. I mean it was pretty much an attempted emotional assassination between the hero worship and the generally not good writing and the fact that he just wanted his dad to play catch with him or something and the dad was like "No son, these worm riding space princes aren't going to write themselves," but it was just such a breath of fresh air after all the the layers of contrivance, and I thought it actually did a great job of helping the book stick in my head and salvaging some of the things that didn't really work.EDIT: While Darius' idea is really cool. Brian Herbert has been known to nuke fan projects...Hasn't he already done enough nuking of his dad's own work?
'oh, there's a friendly between me and my in-range target, I should probably stop trying to fire through my buddy and wait till I have a clear shot'A 'check friendly hull' flag for turrets would be lovely indeed.
(...I probably need to cut down on smileys...)
Enhanced warship AI is much less important than more precise and powerful tools for scripting warship behavior. In general as a mission designer you want your warship to be doing exactly what you want, not whatever it wants - so you need better ways to tell it what you want.Aye that's true; I've been thinking much the same myself in hindsight, every hardcoded behaviour is another factor you'd need to work around. If ever doable it would perhaps be best as an a system where you could switch each of the possible behaviours on and off? Would mean a designer can pick-and-choose, and possibly add their own if they wished (am reminded of BP's fight with the Macduff and it's behaviours); that might open potential for stuff like 'preferred tactics', captains with 'signature manoeuvres' or ships with special abilities like in BP.
Enhanced warship AI is much less important than more precise and powerful tools for scripting warship behavior. In general as a mission designer you want your warship to be doing exactly what you want, not whatever it wants - so you need better ways to tell it what you want.That depends on what kind of mission you're writing. Note that capship command script opened a whole new can of worms regarding warships. With improved warship AI, capship-focused missions, as well as very small capships, would become much more viable. Also, it would become possible to use capships without very tight scripting and constant waypointing, which would be good for small, agile warships like frigates and gunships, which should, IMO, be less predictable than carriers or line battleships. Of course, an option to restrict a capship to a scripted path should remain, if only for the aforementioned line battleships.
I really wanted to see if I could implement a high fidelity capital ship control system where you could manually aim the turrets and manage systems
The only way we got BP2 voiced was with money and a professional casting director.