Author Topic: In dreamland: something I'd like to work on  (Read 15214 times)

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Offline jr2

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Re: In dreamland: something I'd like to work on
By that time (thousands of years), perhaps we have Beam cannons capable of utilizing micro subspace tunnels to strike from within the enemy ship.


==|
C  |     
o  |*``````````O
l   |    ^beam        ^sub-space portal
l   |
i   |
e  |
==|




=====================|
S                                              |
a                                              |
t                                               |
h                                              |
                                                |
   x````O <sub-space portal   |
    ^ Reactor core                     |
                                                |
=====================|



=Carl go BOOM!

 

Offline headdie

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Re: In dreamland: something I'd like to work on
I don't know about that. The Shivans don't know that they nearly broke the back of the GTVA with a single Sathanas--just that the GTVA is extremely hostile towards them, has bested everything the Shivans have sent at them with the Shivan's own technology, and that it took a Sathanas to even drive them out of Shivan space temporarily. They only manage to push into a single GTVA system over the entire course of FS2 and that system is playing host to a juggernaut of its own.

From what little information the Shivans have, the GTVA are a credible threat that could have another 80 Colossuses lying in wait somewhere. It's only natural that they'd send in a juggernaut fleet of their own in response. Given their 10,000-year-plus history, it's probably precisely why the Shivans have such a fleet in the first place.

They could crush the GTVA any time they wanted, yes. Playing cat and mouse with them, not so much.

Exactly, it's like an escalation. You send a couple of cruisers, I send a destroyer. You send a few destroyers, I send a juggernaut. You send a juggernaut, I send a fleet of juggernauts. While FS1 the Shivans are very mysterious - we know virtually nothing about their motives and goals - in FS2 they aren't  the aggressor. They don't act, they react.

certainly while in the nebula I would agree that the shivs are the defender and indeed even the first sath's short run can be considered a defensive act as its actions seem more recon-en-force than an outright offensive.  The point where multiple Sathanas ships make the run for Capella on the other hand is a clear offensive with the objective of securing a location of interest.
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Offline Vip

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Re: In dreamland: something I'd like to work on
Exactly, it's like an escalation. You send a couple of cruisers, I send a destroyer. You send a few destroyers, I send a juggernaut. You send a juggernaut, I send a fleet of juggernauts. While FS1 the Shivans are very mysterious - we know virtually nothing about their motives and goals - in FS2 they aren't  the aggressor. They don't act, they react.

certainly while in the nebula I would agree that the shivs are the defender and indeed even the first sath's short run can be considered a defensive act as its actions seem more recon-en-force than an outright offensive.  The point where multiple Sathanas ships make the run for Capella on the other hand is a clear offensive with the objective of securing a location of interest.

True, though it all depends on what you think the Shivan goals in Capella were. Was this a demonstration of power? Did the first Sathanas discover that Capella is a suitable star for Shivans to use as a huge node? Or something completely different? This is the key I believe - they could have sent a juggernaut or two to the Vega node and annihilate any and all resistance without much problem and push further into GTVA space with virtually no opposition. But they didn't, which suggests that their actions weren't as offensive as they might have seemed.

Obviously, all we can do at this point is speculate, but Volition's comment about "a symptom of a bigger problem" further strengthens the idea that Shivans aimed at something different than simple annihilation of Terrans and Vasudans.
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Offline Fury

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Re: In dreamland: something I'd like to work on
My dream would be complete redesign of FS gameplay. But I guess you couldn't call it "FS gameplay" anymore by then. At first I tried to accomplish this through F-Project by encompassing FS1 and FS2 and post-Capella tech eras into one mod. I never got enough drive into it to make it past early drafts. I've been since pondering whether I should get some of Scooby's WC ships into an unique mod instead of rebuilding FS.

 

Offline TrashMan

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Re: In dreamland: something I'd like to work on
Batutta, do PM me if you got the story synopsis. I'm curious as to what you think.
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Offline General Battuta

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Re: In dreamland: something I'd like to work on
I will do that, I got about halfway through before bedtime.

 

Offline bigchunk1

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Re: In dreamland: something I'd like to work on
Hey this might be non-standard or downright prickish, but my post got shuffled on the bottom of the previous page and I didn't think anyone read it. I asked if it was kosher on IRC to do this and The_E endorsed it so i'm going through with it. I am going to requote myself. I want you fools to tell me what you think about this idea!! I'm SERIOUS!

Quote
You want to know what my real dream project is? I would like to create an original freespace mod which takes place in this setting. It is a setting I have been thinking about for awahile and at one point I wanted to become a professional developer just to see the dream of making it. (we've all been there) Well this is the thread of dreams, so I will indulge:

Distance causes problems. As a civilization expands, the time it takes information and capital to reach the outer edges increases. When the planet Earth was nearing the second millennium, technology all but solved the issues caused by distance. Air travel and wireless communication brought humanity closer than ever. Progress was fast and the next level of expansion was inevitable, expansion into space.

   Colonies appeared in the obvious locations: the Earth's moon, Mars, various moons around Jupiter and Saturn. Humanity stayed comfortably within the solar boundary until more advanced terraforming methods were developed and more efficient material harvesting. With the artificial mutation of plants to be able to inhabit near intolerable conditions, less dependency was on the surface of planets and more placed on large integrated networks of floating spacecraft. These floating colonies grew less and less dependent on their distance from life giving planets and the sun itself. Colonies started to separate themselves in culture, dialect and national identity. This is all before the next level of human expansion took place.

   Some colonies closely studied the orbit of nearby star systems. They saw opportunities to intercept these star systems, opportunities which would only be possible between thousands or even millions of years. The nearby planets and other celestial objects,  were studied for material content, and environment factors at long range. They found new resources, free of synthetic pollutants and best of all it didn't need to be shared.  Eventually, some colonies felt confident enough to take the leap and begin the journey to entire new star systems. These journeys, made with future generations in mind, would take hundreds of years. Though there were tragedies, many were successful.

   Those that made the journeys found themselves in the midst of a terraformed paradise. They traveled to many different star systems, mostly determined by distance

   This form of expansion left the once peoples of Earth isolated: delayed radio communication, no exchange of material goods and political separation. The wall of distance caused the exchange of ideas between these societies to dwindle as they became culturally separate. Over the next thousand years, the 'root' colonies which made the initial journeys to these new star systems spawned their own unique race of humans. Each race expanded further into their own star system and beyond, continuing their slow and sure cultural divide. From this point, history splits between the root colonies...
   
   ..Many years later the discovery of subspace was made on Earth, a radical invention which allowed ships to be able to travel between star systems is mere moments. An invention which would spread culture shock and so much more throughout the human inhabited galaxy.


A few things holding me back is that the ideas I have for such a mod are big in scope, roughly the size of a single blue planet installment. Something which would communicate the setting in an entertaining way with unique gameplay features and an immersive storyline. Something which would take me at least more than a year working on it, and I have been becoming increasingly more busy as the professional world tightens its grip on me. Another thing about this setting is that it has nothing to do with freespace, which I originally wanted to make a mod for when I joined HLP and as of yet have not.

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Offline AndrewofDoom

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Re: In dreamland: something I'd like to work on
It's definitely an interesting concept that could be looked in to bigchunk1.
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20:08:19   AndrewofDoom: Though I find it mildly disturbing that a loli is giggling to mass destruction.
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20:10:15   Spoon: sound like my kind of loli
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Offline redsniper

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Re: In dreamland: something I'd like to work on
Well... what would it actually be about? Some kind of colony unification wars again? It looks like a nice fluff post for a release thread or whatever, but you're going to have to pitch what's special about this idea to really get a discussion going I think.
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Offline bigchunk1

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Re: In dreamland: something I'd like to work on
Quote
Your idea is hardly worthy of our attention without further clarification.

Aww why you gota be flingin' Molotov cocktails at my tent? SO kind of you to represent the sentaments of HLP Mr. Ambassador. It saves me the trouble of going to the worms directly. Here you are grand ambassador to HLP, I am going to lay down my entire idea to be tarred and feathered.
 
Here was the general idea for the campaign storyline:

   Act 1

   You are a low level scout fighter pilot, a loyal member one of the factions (a more descriptive name would be assigned) started by a root colony many ages ago. Your faction consists of a frigate sized ship, several non combat vessels, two wings of scout fighters and a wing of gunships (heavy fighters). Your faction does not have subspace capabilities. The campaign starts you off learning the ropes of a scout pilot and immersing yourself in the activities of your faction. They move in search of resources, but guard against other factions who seek resources or simply to commandeer some extra ships. There are power plays, alliances, trading and all that, but very rarely are all out battles made. Each faction is very much interested in survival above all else.  Think about it like animals in the jungle. One might drive another off from food because that one is bigger, but rarely is the small one desperate enough to fight to the death for that food.  You move along in cryo sleep, being deployed as recon to deliver first warnings to the main ship.

A few things I had in mind in this act were:

Driving off a small band of raiders

Forming and calling upon an alliance to drive off a larger more military centered faction.

Discovering strange activity in the local area, including derelict hulks annihilated.

Getting the upper hand on a weaker and resource rich base. An attack gives your faction much needed supplies etc.

Your exploits allow you to be transferred to the esteemed gunship squadron, replacing a former rival.
   Act 2

   Your recon activity had discovered some disturbing wakes of destruction on a massive scale. Whole base clusters wrecked by an unknown force. You begin to break previously handled political barriers to communicate with other factions to understand where the threat is coming from. Eventually, you find a detachment of these attackers who enter the scene using subspace. In the next mission or so your faction formulates an alliance with other local factions to find a way to counter these ships. In one of the encounters you act quickly and manage to disable one of them. A local faction reverse engineer's the technology to discover subspace capability which is placed upon all large vessles.

   Act 3

   At this point your faction's root colony descendents are more or less united, but the enemy remains a mystery. The enemy in my mind would take the form of robots, or some kind of mass drone fleet, something like that. They don't have to be robots though, I just thought it would be scary that way since robots don't have souls.

   Your faction believes that subspace will allow rapid transit to other last reported locations of root colonies to explore the source of the menace. You explore different root colonies, each with radically different cultures, customs systems of government, technologies, etc. Each one has a unique issue which much be resolved. The ideas here are a bit flaky, but I was thinking of your typical unification scenarios.
Some ideas I had included:

A root colony in the midst of civil war where your root colony is forced to pick a side.. The one who joins you gives you their flavor of technology.

A root colony which is united and immediately joins your root colonies' cause in exchange for assistance against the mysterious enemy.

A root colony which is divided and devastated yet the survivors join your cause in exchange for subspace technology.

   With the more widespread forces, the united colony forces are more or less able to trace the subspace signatures to earth.

Act 4
   The source of the attacks come from earth, an old place thought to have been extinct though overpopulation. You know at this point that the united force must move against earth, and discover its motives. The next series of missions gives you more and more insight as to the nature of the earthborn enemy and why it wishes to fight. You find that the robots are remote controlled from local control ships which used far more advanced technology than any colony forces. You discover that these forces are commanded by a single renegade admiral bent on taking advantage of the colonization opportunities offered by their new subspace technology. Earth, given its distance and lack of communication, views the colony worlds as 'subhuman' and an obstacle in the way of more resources for the Sol system. I would also imagine that races would look differently at this point depending on which root colony they originated from.

I had one of two ideas for how this campaign would end:
Idea 1: The colony forces fight to get within communication range, or perhaps to surpass jamming range, and appeal to the better side of the Earth government. Perhaps there would be political entities against expansionist policy.

Idea2: The colony forces conduct hit and run attacks to deal as much damage to the Sol system as possible to encourage them to never to engage in military operations outside the sol system again.   
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Offline LordMelvin

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Re: In dreamland: something I'd like to work on
   Act 3
   At this point your faction's root colony descendents are more or less united, but the enemy remains a mystery. The enemy in my mind would take the form of robots, or some kind of mass drone fleet, something like that. They don't have to be robots though, I just thought it would be scary that way since robots don't have souls.

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Error: ls.rnd.sig.txt not found

 

Offline redsniper

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Re: In dreamland: something I'd like to work on
I'll just gloss over the patronizing part and say, that actually sounds pretty cool. I'm kind of getting a homeworld vibe from it, like it's sort of... tribal space combat... or something.

I don't get how the first act would work really. Are there several factions to a solar system? If not, and you're traveling from system to system at sublight speeds will you take relativity into account? You'll end up dealing with some crazy time-scales if you do, which could actually be really cool if done right like in say, Gunbuster or the Enderverse.
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Offline bigchunk1

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Re: In dreamland: something I'd like to work on
I'll just gloss over the patronizing part.

 :lol: All in good fun, thought I think I put a little too much teeth into it and a little less love.

I don't get how the first act would work really. Are there several factions to a solar system? If not, and you're traveling from system to system at sublight speeds will you take relativity into account? You'll end up dealing with some crazy time-scales if you do, which could actually be really cool if done right like in say, Gunbuster or the Enderverse.

Each root colony would have gone to a different star system. The different 'factions' in the first act are all from the same root colony, so all sublight travel in the campaign would be conducted in the same starsystem between missions while the majority of the crew is in cryo sleep. Traveling to the other starsystems in the later acts is done with the reverse engineerd subspace drive technology. Subspace technology is the great uniter of otherwise completely seperate starsystems.
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Offline asyikarea51

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Re: In dreamland: something I'd like to work on
Dreamland... in dreamland...?

At the moment what I'd wish to work on (read: start, work on, and actually finish) is "yet another typical post-Capella" campaign, simply because I haven't released/contributed anything at all, and what little I can do in FRED or tables is nowhere near the skill level of the big projects or the independent... "respected people" (I'm not being resentful or harsh or whatever, I really can't think of a better word to use :lol: :banghead:).

The biggest problem is the story, what I have in my head is some... total... disjointed unlinkable mess with things put in and stripped out almost as quickly as the human brain can think - a never-ending rut for years now, and I feel I don't have anything credible enough worth telling. Whatever I thought of before, I've probably lost it to time; at best, whatever disjointed ideas I may or may not still have... think it's being held on, barely, by some "basic premise" that I can't even pin down. I just know that it was supposed to start small, Derelict style, and get progressively bigger as things went on. But then actual tabling and description writing becomes so-daunting-big like many other ambitious attempts that always end up getting nowhere.

Or maybe I've really forgotten it all already.

I'm wondering if FREDding out a whole bunch of random disjointed missions packaged into a mod - with reasonable testing and some effort put into the missions, of course, for the purposes of testing the water is... better something than nothing, so to speak? Though said mod would likely have several freely-available assets and heavy table changes done to it, bitten by the modding bug :lol:, missions using purely standard assets IMO are a challenge to make, you're really fighting that temptation to crack open the tables and change things. And then you have the SEXPs. :nervous:

Mainly because I keep starting new tables from scratch and adding things over and over, and the start is always daunting, but once the tables hit some "preliminary stage" where I can start FREDding, say, a "Mission 1 and 2" etc while leaving weapon and hull balance for later, I end up second-third-fourth-fifth guessing what I'm doing. There are times I'm left thinking, how do other mods organise their workflow from start to finish? What's really done first? What's really done next? What's best done at the very end?

I don't expect this attitude to change in the near future, I'll keep lurking, but not because of the procrastination now. Okay maybe there's still that left over, but not as much as before since what I'm interested in nowadays has little and/or nothing to do with the FS universe, or FreeSpace Open in general.

Except for a sudden movie idea or two, but I doubt I would want the job of cramming the entirety of FS1 into a 2/3/4-hour film. Don't think I'd be able to stay 100% faithful to the source material anyway, even if somehow, somewhere, something bizarre occurs and someone decides to throw me a wad of cash and a dedicated team to pull it off. probably end up adding my own fanon although I definitely wouldn't change major things like Lt. Ash's nightmare, the Tombaugh massacre, Galatea's goodbye and the Lucifer dying. :nervous:

alot
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