Author Topic: WING COMMANDER in FS2  (Read 1189 times)

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WING COMMANDER in FS2
To my knowledge, my old Allied Worlds campaign, which was out on volitionwatch for about 3 or 4 months before they crashed and lost it back in 2002, was the first FS2 campaign to use a wing commander style comm system that made the game a more first person experience.

If youve never seen it in action, here is a short (2 missions) look at it.  In the campaign that was released there were 6.  I changed all the ships to confirm with the FS2 ships table.

YOU CAN GET THE MISSIONS HERE

Has anyone else done that since?  Or Found a different way to do it?

 

Offline WMCoolmon

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Wing Commander Saga is putting WC in FS2.
-C

 

Offline karajorma

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    • Karajorma's Freespace FAQ
I'll take a look. I'm interested to see what you've done here. :)
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 
I know about WCSaga, but the post is referring to the communication system, not ship models.  Take a look, this isnt wing commander, its just first person communication "like" wing commander.  Makes it more role-playing "like" wing commander.  You play a character and choose your own mission.

Download and see.

 

Offline karajorma

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    • Karajorma's Freespace FAQ
BTW this thread should be in the campaigns forum rather than here cause it's a discussion of FREDding really.

Anyway. I tool a look a the mission and while I like the idea of having some choice in what you can do in the missionss the SEXPing could be improved somewhat.

For instance at the moment you specifically warn the player not to ever press the no key after having pressed the yes key because you can screw up the mission. You are indeed right that you can do that but as the FA people will tell you I always feel that the onus is on the mission designer to bulletproof his missions as much as is reasonably possible rather than just asking the player not to break it.

For instance by making your events involved in the choice check to see if the other one has been triggered you could avoid a lot of your problems.

For instance

Yes Pressed
When
-and
--is-key-pressed
---Shift-N
--is-event-incomplete
---No Pressed
-Do some Yes choice stuff here


No Pressed
When
-and
--is-key-pressed
---Shift-END
--is-event-incomplete
---Yes Pressed
-Do some No choice stuff here

Those two minor changes to your events would mean that once one of them had been triggered the other one couldn't be. After I've pressed Shift-N I could press Shift-End till the cows came home and the event would never ever trigger.


There are a few other FREDding things that I generally prefer not to see too (I find it hard to get out of my FRED Academy tutor mode in case people haven't noticed) but I'll refrain from commenting unless you want me to.

Basically I think it's a nice idea but you could implement things a hell of a lot more simply :)
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

  
That would work better, I never thought about that.  Although I *may* have eventually had i continued the campaign.

In my opinion, one of the best things about Freespace 2 was it let you be yourself in the cockpit, unlike the WC games 3, 4, and 5.  But at the same time it made it impossible to give a truly character driven story, apart from the guy giving the briefings.