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General FreeSpace => FreeSpace Discussion => Topic started by: An4ximandros on March 23, 2014, 12:47:19 am

Title: Your Dream Campaign/Mod/Etc.
Post by: An4ximandros on March 23, 2014, 12:47:19 am
I been having thoughts lately of how to make Freespace fun again. When I first played, I had a blast. But nowadays, it is all so stale... even things like BP feel... bland.

So I began asking myself a question: What would it take to make the game fun?

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.

What about you people? What would make the game fun (Or more fun!) for you?
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: bigchunk1 on March 23, 2014, 01:13:50 am
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 but it required .lua scripting and somewhere in the execution I got lazy and stopped.

What you are describing has been attempted before, but it's not one of those things that fits smoothly. Sounds cool though.


I like the game for what it is. I still think there are a lot of options that a modder has to make this game fun. It's just a matter of creativity, time and execution.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: Spoon on March 23, 2014, 08:36:06 pm
When you've got stuff like JAD out there, I think the game is still plenty of fun. You can't get much more creative than JAD or say BP act 3.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: General Battuta on March 23, 2014, 08:43:05 pm
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.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: Dragon on March 23, 2014, 09:16:56 pm
I once wanted to make a campaign in which you'd play, at different points, as a starship commander, a fleet commander and a fighter pilot. It'd either have to involve multiple characters or a main character somewhat akin to Darth Vader (normal rank progression is too slow to go well with a campaign), but we've got everything that would be needed. That said, I don't even have time to play anymore (it turned out college work regularly eats my weekends), let along undertake such a huge project.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: Zeether on March 25, 2014, 10:38:44 am
I always thought of a mod with a magic + technology theme on the ships in some sort of anime/manga universe (possibly Negima, since, well, the plot at the end sort of enters space territory despite never really being covered) but Wings of Dawn sort of already covered that and my modeling skills suck. And I haven't learned FRED yet.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: Goober5000 on March 25, 2014, 10:53:00 am
I have a dozen brilliant ideas for a time-travel campaign and no time to implement any of them.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: The E on March 25, 2014, 10:55:30 am
Which is totally appropriate :D
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: Luis Dias on March 25, 2014, 11:25:06 am
i have some ideas i wont share coz i will implement them when i have the time which will happen soon after the big rip (no promises though)
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: mjn.mixael on March 25, 2014, 07:18:03 pm
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.

If all continues to go according to plan, BtA will have some RTS stuff.  :)
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: Deepstar on March 26, 2014, 02:14:29 am
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.)
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: General Battuta on March 26, 2014, 02:32:14 am
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.)

If you are interested in a love story set during a war which our protagonists are losing really really badly, well, I sure have a campaign to recommend to you!
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: Darius on March 26, 2014, 07:59:54 am
Wings of Dawn!

EDIT: Proper post this time.

If I had the time, I'd really like to do something in the Duniverse, maybe something like the Dune Encyclopaedia version of the Butlerian Jihad in space. Jihadist fighters, shunning computer targeting, would probably use rudimentary melange-enhanced powers which serve as something similar (and the HUD elements for that would be pretty fun to design).
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: An4ximandros on March 28, 2014, 06:12:58 pm
Bless Darius and all His Water. Bless the coming and posting of Him, May His passing cleanse the Code.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: General Battuta on March 28, 2014, 06:13:57 pm
By will alone I set my ship in motion. Press the Will key to proceed.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: pecenipicek on March 28, 2014, 06:18:17 pm
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?
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: An4ximandros on March 28, 2014, 06:21:18 pm
I don't think he can get into specifics if he wants to keep his job...

EDIT: While Darius' idea is really cool. Brian Herbert has been known to nuke fan projects...
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: Lorric on March 28, 2014, 06:32:32 pm
Wings of Dawn!
I thought about doing that when the thread first appeared.

If you want to me to step into dream land though, since the WoD remake should become a reality, my dream campaign would be a Colony Wars campaign.

But if I had to pick between the two, I would keep Wings of Dawn, rather than kick it out for Colony Wars, so Wings of Dawn really is my dream campaign.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: Grizzly on March 28, 2014, 06:48:53 pm
An adaptation of "Heart of Darkness" in FS2 would be great.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: Darius on March 28, 2014, 07:14:37 pm
Wings of Dawn is a love story set during a war which our protagonists are losing really, really badly.

Ok.

My mod would instead take place in the original universe of Harrakis set during the Hitlerian Jihad. Jihadists use meflange-induced powers.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: An4ximandros on March 28, 2014, 07:31:58 pm
...Hitlerian...
I am trying really hard to avoid Godwin-ing here...
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: Lorric on March 28, 2014, 09:37:38 pm
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?
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: An4ximandros on March 28, 2014, 09:41:44 pm
Subtext... Jest... Come on! It's not hard if you think about it, mate...
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: Lorric on March 28, 2014, 09:45:34 pm
Subtext... Jest... Come on! It's not hard if you think about it, mate...
I know
Spoiler:
Misuzu has a "thing" about Crystal
if that's what you're getting at.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: Mongoose on March 28, 2014, 10:38:35 pm
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?
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: swashmebuckle on March 29, 2014, 03:42:03 am
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.

Like I thought the hereditary themes in the book were kinda silly, but revealing the author's family issues immediately after finishing the story like that made them kind of wow. Maybe every book should have a bunch of lurid unseemly details about the author's life on the back flap instead of the boring facts they usually write about themselves, and then you can choose whether or not to read it and have it ruin and/or post-modernize your experience.

So yeah, I'd probably have a subconscious need to nuke that universe too if I were him, though I don't think that's what he (the son) is accomplishing. I mean maybe it's all just a desperate coattail riding thing and his dad was actually awesome, but even if that were the case I thought the afterward added an interesting perspective and helped turn it from a read-and-forget experience into something that I'll probably be thinking about whenever I think "man this author must be such a tool!" which sort of happens a lot. Pretty much every time I read one of my posts, actually.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: Mito [PL] on March 29, 2014, 06:02:42 am
A dream mod? Something allowing capships to take also visual damage from beams and bombs... involving in-game editing of textures and ship's geometry... So that the ship wouldn't need to scream "we're massacred" :P
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: Nyctaeus on March 29, 2014, 07:45:46 am
I was thinking about Post-apocalyptic FS. Something like AoA, but focused more on destroyed interstellar society. TBH I never felt destroyed GTA in AoA. With only single Orion hulk... I'd like to see planets after orbital bombardment, hundreds of hulks, groups of survivors with custom modiffied ships, trying to survive etc. I was working on something like that, called Nocturnal Skies/Ultima cena but later it evolved into something different.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: T-Man on March 29, 2014, 08:15:37 am
Oh where to begin... :lol:

Nah, My 1st big dream would've been RTS, but Admiral MS has already begun making that happen! :yes: Incredibly advanced RTS perhaps wouldn't suit most FS games as your meant to be a pilot not top brass but I like the idea of being able to tell cruisers 'move over here it's safer/better for your when you attack' or 'jump in from this direction, they'll be screwed' (...And yes, my inner child did squee when I played Eyes in The Storm (http://www.hard-light.net/wiki/index.php/Eyes_in_the_Storm) for the first time...)

My big one at the moment (though unlikely to happen as I cannot begin to imagine the coding required) would be more advanced capship behaviour, as in they could be programmed to move in a way that suited their design when told to attack something (so in BP for example, the Chimera or Karuna/Nara could be set to keep their front facing the target when told to attack, and ships like the Diomedes turn to keep their side facing the target... so essentially Homeworld 2 really :lol:), and maybe if the ships lost those turrets they could work out the best positioning to maximise what they had left. You can sort of do this already with very clever SEXPs and waypointing (as you see in BP) but that that can restrict how much ships can move in the mission and it would be cool to have it hard-coded so it worked anytime for every missions. Was happy to hear MS already has a basic version of this behaviour (where ships told attack work out a position to have the most turrets facing the enemy) so maybe there's hope for one day...

Oh and there's of course the holy grail of the above; 'hang on I'm about to crash into that other capship in front of me, maybe I should go round/wait for it to move out the way' :lol: and it's close cousin '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' (I had that recently in a mission of the 'Pandora's box' campaign with an Aeolus and Typhon and it drove me insane :P :lol:).

(...I probably need to cut down on smileys...)
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: Spoon on March 29, 2014, 08:23:25 am
'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'
(...I probably need to cut down on smileys...)
A 'check friendly hull' flag for turrets would be lovely indeed.
Some capital ship formations are just a downright hazard because friendly fire happens so much.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: Dragon on March 29, 2014, 10:06:37 am
Not to mention accounting for free flight time if checking whether the missile has a clear shot. With VLS launchers, you need to arrange your formation so that the ships don't fire missiles into each other, and somehow ensure they don't break this formation...
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: General Battuta on March 29, 2014, 10:18:15 am
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.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: T-Man on March 29, 2014, 11:31:13 am
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.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: Dragon on March 29, 2014, 11:34:18 am
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.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: General Battuta on March 29, 2014, 11:38:46 am
Having spearheaded the entire capship command effort, I'm well aware of what it needs - which is a way to manage warship behavior contingent on the player's behavior, using tight scripting and constant waypointing. It's not hard to make these unpredictable. What is hard is giving the warships roll commands while also giving them courses, stuff like 'keep your top facing waypoint X' or whatever. This is the primary challenge mission designers have when handling warships right now.

Dynamic waypoints solved most of the other extant challenges. What we need to avoid are hardcoded AI behaviors, as T-Man said. As much warship behavior as possible should live in FRED and scripting so it can be accessible to designers.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: Dragon on March 29, 2014, 12:03:34 pm
Isn't that simply implementing capship AI FRED-side, though? If you've got a mission that uses dynamic waypoints to make it's warships react to player commands, the situation at hand and mission designer's ideas, how is that different from essentially designing an AI system? Of course, that way, AI behavior is exposed to the FREDer, but I think that this should be a feature of FS AI system, and not only for capships. In your example, perhaps it'd be better to program an attack routine into AI that would move towards a waypoint while keeping the ship's top pointed a specific direction? Having such behaviors hardcoded, but still tweakable from within FRED, could make writing capship missions easier.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: General Battuta on March 29, 2014, 12:14:29 pm
The short answer to your question is 'no'. The long answer is this:

I am okay with expanded warship AI as a crutch for beginner designers and RTS style situations, but it will probably never replace good FRED work.

Unlike fighters, who only need to occupy broad volumes and express wide behaviors, mission designers need to manage the precise position and orientation of warships. In my example, it would be much worse to program an attack routine into the AI that would move towards a waypoint while keeping the ship's top pointed a specific direction, because this is not exposed to the designer and cannot be modified to the demands of the mission. It is easier, safer, and more powerful to say 'go to this waypoint. Set this waypoint's position here. Set the ship's orientation as it moves, preferring to keep local Y+ towards this waypoint.' than to say 'Attack this target, and do whatever the **** you want.'

Please, believe me when I say that I have spent probably more time managing precise warship behavior in unusual situations than anyone else. FRED is extraordinarily powerful, and its power lies in its flexibility and accessibility.

When you're working on a sophisticated mission you need warships with essentially no intrinsic AI except their turret behavior. The basic reason is that warship behavior is highly consequential and it depends on a spectacular number of variables which no AI could robustly account for. To be really specific, I need to be able to say that destroyer X is making a broadside pass on destroyer Y at exactly this point in the mission and be able to tell it NOT to do that, to instead run for distance, contingent on some other aspect of the mission. You cannot do this with AI.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: General Battuta on March 29, 2014, 12:17:14 pm
There is zero chance you could build an AI that knew how to say 'Ah, the player has destroyed subsystem Z, enemy bomber wings A B and C, and finished their conversation with character Bob. Once the music hits a big peak, I will swing into a nose-on attack and fire all my main beams, but only if my escort gunboats are within 400 meters and my anti-torpedo flares are currently firing. Otherwise, I will roll to port.'

Whereas this is like a minute's work in FRED.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: Dragon on March 29, 2014, 01:10:22 pm
Well, I wouldn't say a minute's work, unless the rest of the mission is already written. :) But it's the sort of situation where FRED is better, mostly because the situation is very specific.
The thing is, "classic" FS mostly operates all capships like line battleships or carriers, which, unless directly controlled by the player RTS-style, generally don't have much flexibility in how they can move, if they move at all. Even the smallest cruisers are slow, and anything involving a capship maneuvering is an important moment. This might not always be desirable in other universes, where capships can actually move and turn at decent speeds, and their actions might not be as consequential as usually in FS. For such situations, being able to tell a ship to simply "attack this target in an optimum way, while keeping formation" would be preferable to scripting this all. Note, warship AI doesn't only apply to destroyers (static enough for scripting to pretty much always win out), it covers anything bigger than a bomber. Scripting a gunship to move in circles around a convoy moving at a set speed might not be easy, especially if you don't know when it will break this pattern (though it can be done, an AI function to automate that would probably be handy).
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: General Battuta on March 29, 2014, 01:13:17 pm
Right, but remember that the FreeSpace AI cannot reliably avoid collisions even with objects as small as fighters. Whenever you leave a ship under AI control you are going to hit jank, and the bigger the ship, the more awkward and incredibly visible it is. A huge ship that moves at 40 m/s and can turn only as fast as a bomber is going to hit major major trouble when it needs to avoid collisions with 3-4 other ships of the same size, all moving dynamically.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: Dragon on March 29, 2014, 01:16:57 pm
That's why I want improved capship AI. :) The current one is worthless even in what it could be useful for, though I've heard RTS script build had that mitigated. It'd be really, really great if capships could, in fact, avoid crashing into things and looking like morons when maneuvering. This can be done, Nexus and most RTSes somehow manage this. Really, better collision avoidance is something that AI needs across the board. Capships would greatly benefit from this, as I've seen low turn rate maneuvering get very glitchy at times. Another thing would be implementing different attack behaviors (better broadside behavior, roll control, per-ship attack range adjustment...). Without that, FS AI simply can't handle big ships.
Also, collision mechanics need improvement. Small ships are always going to crash into capships, but if this was more believable, it wouldn't be as much of a problem.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: General Battuta on March 29, 2014, 01:24:25 pm
Improved AI is fine for the edge cases where you want to leave warships under AI behavior, but it is absolutely imperative that more knobs be added to FRED for fine warship control. I think there is no question that is a higher priority.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: Nyarly on March 29, 2014, 08:21:18 pm
My dream mod (which may some day come about!) was centered on taking a Terran character throughout their military career.  Start off as a pilot with a pre-Unity planet-state navy, move onto the united GTA (after a possible "Unification War" scenario) and the TVW followed by the GW.  The main character is outside Sol during the node collapse, while the rest of his/her family is trapped in the home system. 

The MC then has to spend the Reconstruction and Capella eras trying to get their life back in order, what with being separated from most of their loved ones by light-years of space.  The few surviving comrades from the GW would make up the rest of the cast (some of whom may end up fighting the MC during those politically-divisive years).  The MC first becomes a ship's CO during the NTF Rebellion and the Second Incursion, and then a fleet commander during the hypothetical post-Capella wars and/or Third Incursion. 

Eventually, the GTVA reunites with Sol, and either the now older (or even elderly) MC gets a nice, happy ending by reuniting with their family, or a bittersweet one that sees them not being able to fully reconnect with said family due to decades of separation.  The MC and their surviving friends have to come to terms with very real alienation, as they are now welcome strangers (but strangers nonetheless) in their own homeland.  To drive this home, I might have a FOURTH Incursion occur which emphasizes the different mindsets of both parties to the Shivan problem. 

Or maybe for maximum pathos/drama, I'd have an Inferno/BP-esque war breakout between Sol and the colonies, forcing the MC to lead a GTVA fleet in conquest of their own people.  I thought about even having the position of "main rival" awarded to one of the MC's siblings, but that seems a little too melodramatic even for this campaign.

I dunno though, it's probably well beyond my ability to craft this without messing the pacing of a multi-decade tale up, or making it all too contrived.  Amongst other issues.

Still, I can DREEEAAAM!
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: UnlimitedBacon on March 30, 2014, 12:16:49 am
I don't know about dream campaign, but I'm surprised nobody has done an adaption of The Last Starfighter.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: arjuna 1 on April 19, 2014, 07:47:46 pm
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

This. My dream is to play a mod that allows me to pilot a ship like a Cruiser or a Capital ship like the Colossus and manage it's crew and subsystems. Order other ships to strategically position and help to the outcome of a battle.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: General Battuta on April 19, 2014, 08:03:59 pm
I think our existing capship command missions are as complex as we're going to get until we make major AI breakthroughs and work out a way to do new interface via code or LUA.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: + Rennie Ash + on April 20, 2014, 01:07:08 am
The problem with campaigns sometimes is that lack of voice acting really makes it more like an interactive "book" as you are busy trying to read the dailogue to follow story/orders while trying to pilot a ship at the same time! When you hear the sound of your fellow pilots getting worked up etc. that also changes your feeling too ;p  Spoken dailogue helps greatly too but occasionally this will be more like someone reading a book trying to get through all of the text they have to speak in time... :)
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: General Battuta on April 20, 2014, 01:44:00 am
Voice acting is an extremely difficult process that requires dedication, experience, and organizational tools. The only way we got BP2 voiced was with money and a professional casting director.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: + Rennie Ash + on April 20, 2014, 10:58:57 am
Yes that is understandable...sometimes I reckon I could do it but then again I couldn't do all the passionate parts like yelling at the moment ;p Need to get more confidence as verbal communication is one of my greatest inhibitions atm :)
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: General Battuta on April 20, 2014, 11:06:05 am
Finding good actors is less an obstacle than generating and communicating scripts and keeping a firm hand on the whole production process.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: Goober5000 on April 20, 2014, 11:41:06 am
The only way we got BP2 voiced was with money and a professional casting director.

No kidding?  I thought it was an all-volunteer effort, like ST:R.  Who was the casting director (if you don't mind me asking)?
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: General Battuta on April 20, 2014, 12:27:14 pm
It was all-volunteer until the last ~10 major roles. BP2's major roles demanded much better acting than any prior campaign.
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: Solaxis-Hunter on April 20, 2014, 06:48:19 pm
My dream Mod I suppose would be set in the Mass Effect Universe, Taking place during the First Contact War, During the Reaper War or alternate timeline, or flying with mercs out in the Terminus systems.  No warp out effects, Cap-ship battles with true Artillery and added heat management, not to mention fighting with bullets and disruptor Torpedoes. 
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: WorldsDawn on May 11, 2014, 03:30:10 am
Just give me an Orion, i will take care of the rest :3
It will make every campaign a 1000 times better for me :D
Title: Re: Your Dream Campaign/Mod/Etc.
Post by: cahdoge on May 11, 2014, 05:10:46 am
Nice Ideas.

Do we know enough about the shivans to make a campaign telling the story of the great war from shivan perspective?
Or to make a shivan campaign?
:drevil: