Author Topic: What would you like to see in FotG missions?  (Read 16804 times)

0 Members and 1 Guest are viewing this topic.

Offline mandobardanjusik

  • impossible username
  • 28
  • maveric modeler, the sky is just the begining
Re: What would you like to see in FotG missions?
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

 

Offline LordMelvin

  • emacs ftw
  • 28
  • VI OR DEATH! DOWN WITH EMACS!
Re: What would you like to see in FotG missions?
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...
Error: ls.rnd.sig.txt not found

 

Offline swashmebuckle

  • 210
  • Das Lied von der Turd
    • The Perfect Band
Re: What would you like to see in FotG missions?
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.

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: What would you like to see in FotG missions?
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.

 

Offline mandobardanjusik

  • impossible username
  • 28
  • maveric modeler, the sky is just the begining
Re: What would you like to see in FotG missions?
and I talked with zoo, speeders and wheeled vehicles are possible, but would take a good amount of scripting work

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: What would you like to see in FotG missions?
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.

 

Offline swashmebuckle

  • 210
  • Das Lied von der Turd
    • The Perfect Band
Re: What would you like to see in FotG missions?
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.

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: What would you like to see in FotG missions?
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.

 

Offline mandobardanjusik

  • impossible username
  • 28
  • maveric modeler, the sky is just the begining
Re: What would you like to see in FotG missions?
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

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: What would you like to see in FotG missions?
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.

 

Offline Archaic

  • 26
Re: What would you like to see in FotG missions?
I would like to see the Redemption mission from the original x-wing. Love that mission.

 

Offline headdie

  • i don't use punctuation lol
  • 212
  • Lawful Neutral with a Chaotic outook
    • Skype
    • Twitter
    • Headdie on Deviant Art
Re: What would you like to see in FotG missions?
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
Minister of Interstellar Affairs Sol Union - Retired
quote General Battuta - "FRED is canon!"
Contact me at [email protected]
My Release Thread, Old Release Thread, Celestial Objects Thread, My rubbish attempts at art

  

Offline DamianLoki

  • 22
  • The cleverest retail security guard in the UK.
Re: What would you like to see in FotG missions?
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.
Beware the dark side, you'll trip & fall.