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General FreeSpace => FreeSpace Discussion => Topic started by: ShadowWolf_IH on July 24, 2002, 08:12:49 pm

Title: Huge project needs help
Post by: ShadowWolf_IH on July 24, 2002, 08:12:49 pm
Teaser one.......

Combat Federation

After much thought on how to proceed with this idea, I think I have it locked down.  The Combat Federation MOD is being greenlighted.  It will not involve anything from the Planetary Mods discussion, mostly because right now that's a pipe dream.  Maybe in the future.

The Combat Federation is set 400-600 years in the future.  That means new everything.  I have compartmentalized this as much as possible.  The staff requirements as set are as follows:

General Manager     ShadowWolf_IH
       oversees entire operation

Visual Effects Coordinator     Megadude
        oversees the following
                  Models
                  Textures
                  Loadouts
                  Icons
                  Sheild Icons
                  Effects
                  Backgrounds

Audio Coordinator
          oversees all voice aspects

Tables Coordinator
           oversees all aspects of .tbl development       Hades

Technical Writing Coordinator
            oversees the following
                       Main storyline development
                       All subplots
                       All source books

Missions Coordinator
             oversees mission development

Mapping Coordinator
        oversees the mapping of the project, who owns what                      systems

This will be a huge effort to undertake, set up Episodically, as in there will be instalments to the mod.  The idea is to give the player total control of his fleet, each decision made, in battle and out of battle will be critical as the player attempts to expand his space.  This many decisions makes for multiple outcomes, yes, you can lose the war.  

Any interested parties should contact me via reply to this thread, or by adding me to ICQ.  I also have msn instant messenger, and will be putting a chat room on my website so that we can all meet somewhere to discuss things.
Title: Huge project needs help
Post by: Galemp on July 24, 2002, 09:33:06 pm
How on earth are you supposed to do this in the Freespace engine? :wtf:
Title: Huge project needs help
Post by: ShadowWolf_IH on July 24, 2002, 09:35:01 pm
some through loops, others by mission outcome, it's basically a non linear campaign.  once you step outside and think about your tools, you can see it.

decision making will be up to that player, certain decisions will affect mission outcome.  Certain decisions will be irreversible, good or bad.  The setup is simple, i mean really simple, the hard part is getting the various missions together, and into a usable format.  leave the player with choices to make, and the player will make them.  If i can pull a staff together, this will work easily, just going to take time.
Title: Huge project needs help
Post by: Solatar on July 25, 2002, 01:43:52 pm
I'm in. If you need me. I have tried to make similiar campaigns before (Where the player has to make decisions determining the outcome of the war). but couldn't do it alone. If you can get a team together, heck, even if you can't I'll help out.
Title: Huge project needs help
Post by: Solatar on July 25, 2002, 01:47:13 pm
I didn't exactly read the whole post. I'm already in. Oops:D
Title: Huge project needs help
Post by: RandomTiger on July 25, 2002, 02:52:15 pm
Sounds cool

How can you balance the job of making a war that seems dynamic but does not hold every possibility?

How can you ensure sucha large project wont just run out of steam and die?

Can I be put on a mailing list?
Title: Huge project needs help
Post by: ShadowWolf_IH on July 25, 2002, 04:21:43 pm
Quote
How can you balance the job of making a war that seems dynamic but does not hold every possibility?


The player will have a limitted number of choices, each choice dictates the next mission.  Baically the entire Campaign is going to follow the "if" conglomerate.  Multiple choice setups, as i said, non linear campaign.

Quote
How can you ensure sucha large project wont just run out of steam and die?


I can't ensure anything at all, there are no absolutes in life.  I can pretty much tell you in all honesty that once Episode 1 is done, we will probably take a month off before srtarting Episode 2, well, a week anyway.  I figure that once people play it, they will be more apt to "join the team" for subsequent Episodes.  New blood is the life force of any ongoing project.

Currently I have no mailing list, but good idea, i'll have someone (that usually means my lady) create one.  Also, in a few days the website will be up and running, I like the BWO progress meters, I hope they don't mind a bit of thievery on that end.  Anyway, if you just want to keep tabs on it, feel free to PM me anytime, or if you feel like you want to contribute (hint hint), we'd love to have you aboard.
Title: Huge project needs help
Post by: ShadowWolf_IH on July 26, 2002, 06:09:34 am
Work has begun on weapons and ships tbl.  Also audio, as far as music goes. Still looking for writers, fredders, modelers, texturers, and someone to work on the main fs2 map.

I really don't want to do all the missions myself.
Title: Huge project needs help
Post by: Solatar on July 26, 2002, 10:56:53 am
We also need someone to create 'anis and weapon bitmaps. I'm almost done with the weapons, but I haven't even started on the beams yet, o rhte capship missiles. I need some more bitmaps for beams, otherwise they just get boring. Adn believe me everybody, this project is going to work. If you want to join up. We'll happily except you. Just e-mail me, and I'll talk to Shadowwolf_IH, or e-mail him, and save me some work
Title: Huge project needs help
Post by: ShadowWolf_IH on July 26, 2002, 07:29:28 pm
We aren't quite garnering the interest that we'd hoped, but the website is up and running anyway.

Combat Federation (http://www.denofwolves.org/ComfedFS2Main.html)
Title: Huge project needs help
Post by: RandomTiger on July 26, 2002, 07:55:58 pm
Dont get me wrong it sounds great but also a lot of work. I like the idea of controlling the whole fleet including big ships and stuff that could really change the how you play the game if you have that kind of control.

Also you say the things you do will take you in different plot directions. However if you say you are going to do it in episodes surely everything will have to come together for teh end of them.

Have you considered how much code changes this will require?
Personally it sounds like a great idea and Im sure if you get things moving then people will be tripping over themselves to get involved.

It seems to me (I could be wrong) that there are a lot of posts about people starting mods and none about any being finished.
Title: Huge project needs help
Post by: ShadowWolf_IH on July 26, 2002, 08:17:44 pm
It won't take any code changes, the secret isn't in the coding, it is in being just plain wierd enough, and have gotten lucky enough to get the inspiration while building a mission for someone else's campaign.  One thing i learned in that campaign was what really set this idea into motion.  

Each Episode will have a wrap up.  You can be stripped of your command if you really blow it.  Episodes 1, 2, and 3 are pretty much preludes to war.  You gain command of larger battlegroups until you are pretty much in control of all your warships.

I just finished doing my work on aldo's Casualties of War, which by the way is a kick ass ride.  That one will definately be coming out.   I may even do some more on it, depending on what all is left, I want it done.  And the campaign i wrote for FS1 is finished, though i won't publish it, all 60 missions complete with voice files.  While i do understand what you are getting at, and agree, this will happen, even if i have to use the ships that we have in the game and just change the tables for modifications.

When we get done with this, i have yet another idea for something fun.
Title: Huge project needs help
Post by: Ace Pace on July 27, 2002, 02:45:25 am
If the player can influence the war, I think the IF player is under rank of X he cant do somethings, like i he isnt a general he cant order cap ships around.
Title: Huge project needs help
Post by: vadar_1 on July 27, 2002, 02:46:51 am
Quote
Originally posted by Ace Pace
If the player can influence the war, I think the IF player is under rank of X he cant do somethings, like i he isnt a general he cant order cap ships around.


I dont think generals risk their ass flying fighters... or if they are even allowed to. So personally I think the player should only affects his squadmates.
Title: Huge project needs help
Post by: karajorma on July 27, 2002, 05:09:02 am
Maybe but if an admiral wants to fly a fighter who's going to tell him he can't? :D
Title: Huge project needs help
Post by: ShadowWolf_IH on July 27, 2002, 09:36:20 am
Ok, so for the most part, this is a very unlikely situation, even in our own military pilots are not line officers.  But let me ask you, can't we just have a little fun and be different?  I can always redo the tables that award rank to reflect the gaining of a suitable rank to make this mod seem more realistic, but to be honest, I don't want to do that, because then everyone will be a rear admiral.  And honestly, if you aren't working hard for that rank, it doesn't mean as much when you get it.   This is only being created to have some fun.
Title: Huge project needs help
Post by: vadar_1 on July 27, 2002, 11:48:41 am
Quote
Originally posted by karajorma
Maybe but if an admiral wants to fly a fighter who's going to tell him he can't? :D


a fleet admiral?
Title: Huge project needs help
Post by: ShadowWolf_IH on July 27, 2002, 01:14:35 pm
you will notice that i always state it as the player being given the choices, not the character.  Either my subconscious is very very good at word games, or i am pulling stuff out of my ass.  It's not the character that makes the decision as a pilot, bnut the player, as a commander.  You can consider it as being that you play two characters in the campaign, a pilot, and a fleet admiral.  If that helps.  If you are oposed to this campaign then the answer is simple, don't play it.  

My next step was something you may actually have enjoyed, i've begun the initial planning stages for yet another campaign.  basically i am tihnking of ways to let this system evolve, and all of things that we can do with it.  This entire mod is just an example of what can be done.  The next step delves deeper into it.  I think that non linear campaigns, or even semi linear campaigns are something that everyone can enjoy.  People who build the non linear stuff have to have only one atribute, the ability to stick with something that will consume alot of time.
Title: Huge project needs help
Post by: RandomTiger on July 27, 2002, 09:43:36 pm
Quote
Originally posted by vadar_1


I dont think generals risk their ass flying fighters... or if they are even allowed to. So personally I think the player should only affects his squadmates.


Who cares! Fun over reality. You could always argue that hes controlling it remotely. There has been so many times in FS1 and FS2 that I'd ended up in an odd situation and if I had control of the warships I could have sorted it all out.
Title: Huge project needs help
Post by: ShadowWolf_IH on July 27, 2002, 09:46:14 pm
Random Tiger I get the feeling that you want to see us pull this off
Title: Huge project needs help
Post by: RandomTiger on July 27, 2002, 09:54:10 pm
Totally. The things you want to do overlap many of the core ideas I've had for games in general.

In freespace it always seemed a bit silly that your character get chucked out of the alliance just because one mission failed.

Im just careful now about getting excited about things that are so ambious because projects like that have a tendacy to be scaled down or just collapse.

Best of luck to you.
Title: Huge project needs help
Post by: ShadowWolf_IH on July 27, 2002, 10:16:14 pm
I apreciate it.  If it helps at all, other than waiting on the pof's, load, icons and models, i got the tables ironed out for fighters and bombers from all four realms.  Took a different approach to the design of each one.  out of the four priority areas chosen, (Speed, Manouverability, Hull Strength, and Shield Strength)  each realm was given a random number from 1 thorugh four to find their top priority as far as ship design went.  that gave them a +10% to standard in that field.  second priority was a +5%, third was no change, and then 4th priority from that list was a -10%.  It shaped up like this.

Terran Coalition

1.  Manouverability     +10%
2.  Speed                      +5%
3.  Shielding                    0
4.  Hull Strength          -10%

Vasudan Commonwealth

1.  Shielding                 +10%
2.  Hull Strength             +5%
3.  Manouverability           0
4.  Speed                      -10%

Vasudan Imperium

1.  Hull Strength           +10%
2.  Speed                      +5%
3.  Shielding                    0
4.  Manouverability       -10%

League of Interplanetary Races

1.  Speed                    +10%
2.  Sheilding                  +5%
3.  Manouverability         0
4.  Hull Strength          -10%

We figured that different philosophies on ship design would add a personality to each realm.  I could have gotten more in depth on it, but i decided to hit mains, firepower is pretty much even across the board, in relation to each class. with the exception of those weapons that are realm specific.  More to follow.
Title: Huge project needs help
Post by: RandomTiger on July 27, 2002, 10:22:23 pm
Shouldnt this be in the modding forum?
Title: Huge project needs help
Post by: ShadowWolf_IH on July 27, 2002, 10:24:28 pm
probably but...

Quote
Who cares! Fun over reality.


lol

actually i put this post in there as well, but this is the one people replied to.
Title: Parallel developement
Post by: Star Dragon on July 28, 2002, 03:40:22 am
You came up with the same idea i was thinking about! You notice in FS that as you progress in the storyline you get more ships and weapons to choose from? Well expand a little on that to include the different classes of cap ships (yes I kow that was mentioned before) as a progression. I don't mean only adding "atttack my target" either! I mean the whole range of commands depending on your rank (you can be denied also though the choice can be a legal one , depends on the mission) like telling a cruiser to retreat too early (will get you the rep of being a coward!).

As for brass flying into combat there are TOO MANY examples to justify it but here's two...

RICK HUNTER started out a scrub and became the Major General of the RDF and almost was never far from his beloved Skull 1...

and 20 years earlier... Derick Wildstar, also started out a scrub, became teh captain of the Argo/yamato. He was in the Black Tiger space fighter wing and even as a captain he had a direct ladder from the bridge to his own person launch rail off one of the 19 inch plasma cannon turrents. Now that is RHIP! (Rank Has Its Privilages)!!!;7

I think it's a great idea cause it also gives the player the power/responsibility of command. Sure they get more options, but they have to live with the consequences of their commands (and the lives they affect). Lose a colossus, that's like 30,000...
Title: Huge project needs help
Post by: ShadowWolf_IH on July 28, 2002, 09:59:41 am
When i say total command of your fleet, i mean you get to command decisions, the decision as to where your fleet is heading.  Who you are attacking.  But Star Dragon you may have just forced a thought into my head.  Through the use of sexp's, ie the chase command, we can maybe find a way to actually have the player command cap ships.  Attack this target, clear the area, etc etc.  NO PROMISES on this.  But as far as making command decisions, as to where to attack or defend, that's already set up.