Poll

FreeSpace: The RTS should be...

I want a FreeSpace Masters of Orion 3! Managing an Empire in the FS Universe would be fun.
3 (15%)
I want a FreeSpace Armada! Forget the micromanagement! I want Space Battles!
13 (65%)
Good Idea but [insert word here] would take up to much time for me to enjoy it.
1 (5%)
Not be made.
3 (15%)

Total Members Voted: 20

Voting closed: August 12, 2003, 09:20:52 pm

Author Topic: FreeSpace: The RTS?  (Read 2488 times)

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Now, out of curiousity, I have a question for the HLP Staff and Members.

Some of you may be familar with the Star Terk vs Star Wars Mod for Star Trek: Armada. For those who are not, It was a wonderful rendition of conflict between the two universes. It was also quite fun on a multiplayer aspect as well. Watching as an Enterpise duke it out with Imperal Star Destroyers. So off this mod, an Idea came rise in my mind:

How many of you people would be interested in FreeSpace: The RTS? And to push the question a little further, What kind of game should it be?

Would people want to see a Masters of Orion 3 type Mod?
(Turn Based Strategy,
System to System conquering[With the original Star Map of course!],
Replaceing of the speices [GTVA, NTF, HOL, Shivans, and maybe some Ancients],
New diplomacy scheme,
and modified ship designs [Orions, Typhons, and Demons].)

Or would they want to see a Star Trek Armada II Mod?
(Real Time Strategy,
Shipyards creating [fighters, crusiers, corvettes, and destroyers], Highly graphic 3D Battles [3RD PERSON] between All of the spieces in the mentioned above.)

So here is the question...HLP, what are your thoughs? :)

 

Offline Stryke 9

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I think there was an ST:A TC in the works...

And I'd as soon get a toxic-waste enema as see, well, any even halfway decent game turned into MOO3 . It was bad enough that they had to butcher the MOO franchise.

 

Offline Ace

  • Truth of Babel
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First off: It is Master of Orion 3.

Second: MOO3 sucks. Play MOO2 or 1. If you actually like MOO3...  screams in horror....

Yes, there is an Armada mod in the works.
« Last Edit: August 12, 2003, 09:59:08 pm by 72 »
Ace
Self-plagiarism is style.
-Alfred Hitchcock

 
I'd perfer the turn based overall strategy game.
"I am about to drop the hammer and dispense some indiscriminant justice!" -Starcraft

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Offline Stryke 9

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That's because you have bad taste.

 

Offline Liberator

  • Poe's Law In Action
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RTS is a misnomer anyway.

Real
Time
Strategy

Strategy happens way behind the lines and well ahead of time.  Examples of this include Alpha Centauri and Master of Magic.

Most RTSes are more like RTTs, or Real Time Tactics.  Mostly because they don't have a feature like a world map so you can make decisions on troop deployments, all you ever do is control the troops and make sure they get the job done.

Master of Magic in particular is notable because when combat occurs it switches from a strategic overview of the world and into and isometric view of the battlefield.
So as through a glass, and darkly
The age long strife I see
Where I fought in many guises,
Many names, but always me.

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Offline Stryke 9

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Never mind that global-scale combat is rare if not nonexistent, strategy in its purest sense is duller than dull, and requires more an understanding of geography and local politics than the ability to think on your feet, skill, etc.- in other words, the sorta stuff that can be exercised with a game. If you want planning and supply management, that's what SimCity's there for.

Honestly, that's like the fifth time I've heard someone get *****y about the technical inaccuracy of the game. Yes, you know what the term means. We're all very impressed, I'm sure. Does that have any relevance to anything, anything at all?

 
Quote
Originally posted by Liberator
True Strategy...Examples of this include Alpha Centauri

:blah: Strategy is method of deviseing Tactics to achieve some objective. Now, while I agree with Stryke as to that this is irrelevant to my question, I also agree with your conclusion of current strategy game. Ergo, one of the reasons for posting MOO as possibility.
Quote
Originally posted by Stryke 9
I think there was an ST:A TC in the works...

Were?

Quote
Originally posted by Stryke 9
And I'd as soon get a toxic-waste enema as see, well, any even halfway decent game turned into MOO3 .

Quote
Originally posted by Ace
Second: MOO3 sucks. Play MOO2 or 1. If you actually like MOO3... screams in horror....

:rolleyes:
I put MOO3 up because of the fact that I though taking over "The Star Chart", as we know it, could be fun a MOO enviroment. But on the flipside, I have seen the code for MOO3 modding, and I would rather learn C++ than waste time on such an endevor, and have no one use it. However there is another aspect I though of....

There is a mod in the works to import Homeworld to FS2. Why not vice versa?
;7
Graphics would be visually pleasing, and I have heard modding it would not nearly be as hard as MOO3.

 

Offline TheCelestialOne

  • Man of Exceptional Taste
  • 28
Quote
Originally posted by Aumaan Anubis

There is a mod in the works to import Homeworld to FS2. Why not vice versa?
;7

Already done... somewhere... Just not all ships.
"I also like to stomp my enemies, incite rebellions, start the occasional war, and spend lazy hours preening my battle aura."

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Offline Unknown Target

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Lol, Anubis, you got to catch up with the times :p :D

There's already a FS2 mod for Homeworld...
There's an FS2 MOD for Doom III...
There's an FS2 mod for HW:C....
And...
There's an FS2 mod for ST: Armada II...

 

Offline Exarch

  • 27
A strategy game (real-time or turn based, or a combination) based on FS would definitely rock. Sadly, I don't think there are any current game engines out there that could properly support it.

In my opinion, an FS strategy game should, at the very least, have the following:

- Big picture economy, sort of similar to what's found in SW:Rebellion but maybe a bit more detailed. Mainly more planetary construction options with buildings for R&D, different types of construction plants for ground units, space units, and buildings, different academies for training ground troops and spaceship crews, etc. But no more detailed than that, MOO3 for instance was way overkill.

- Simple resource gathering. Planets/moons should have certain resources, most should have common ones but rarer resources should be found only on a few. Planetary resources should be considered exploited if under a faction's control. Other resources should be minable from asteroids or gas clouds/gas giants, where you have to set up a mining station in the area you want to gather from. Again, these should come in varying degrees of rarity. Opens up for strategic strikes to cripple enemy production by hitting their only XXX-mining colony. Once set up, gathering from off-planet sources should just happen though, no micromanagement.

- A not too complicated tech tree starting at some point before FS1 and leading all the way up to the post-capella era, for each of the playable species. I don't think Shivans should be playable, by the way.

- The ability to start a campaign at several stages, for instance first contact between terrans and vasudans, FS1, FS2, post-capella, and play all the way through to the end from either of those starting points.

- Exploration. Only nodes appropriate to the start of a campaign should be known, any others would have to be discovered and explored to expand known space.

- Detailed systems with the ability to move inside them freely through standard or subspace drives. Essentially each system should be homeworld like map on a far larger scale. Fixtures on the map would be planets, moons, suns, asteroid belts, nebulae, basically any natural occurances.

-  Anything man made in space, even orbital shipyards, space stations, minefields etc. should be seperate from any planets and able to be constructed and/or moved anywhere on the above in-system map. Any of these should also be able to engage or be engaged (in the case of, say, mines) in space combat.

- For space combat, it should be possible to go into a more detailed view of any part of the system map. This should perfectly mirror any units or fixtures within a certain area of the full system map, just up close similar to the normal perspective from HW. In theory, it should be possible for several battles to be raging at once.

- Environmental effects on units in space. Asteroid fields and nebulae should have the same effects as we see in the game. Trouble for big ships in asteroids, sensor trouble for everyone in nebulae, with EMP messing up systems in some.

- Ground combat should be automated, though with the player being able to make some decisions affecting the outcome. MOO3 actually wasn't too bad in that respect, so something similar would be nice.

- Travel between systems should only be possible through the use of nodes. Nodes should have varying degrees of stability, with some technologies enabling travel through less stable nodes, but never inter-system travel completely without them.

And there's more, but this is enough for me to see that there's no game engine out there that'll support even half of what I'd like to see in an FS strategy game :(

 

Offline TheCelestialOne

  • Man of Exceptional Taste
  • 28
Quote
Originally posted by Unknown Target
Lol, Anubis, you got to catch up with the times :p :D

There's already a FS2 mod for Homeworld...
There's an FS2 MOD for Doom III...
There's an FS2 mod for HW:C....
And...
There's an FS2 mod for ST: Armada II...

Don't forget Space Empire IV :p
"I also like to stomp my enemies, incite rebellions, start the occasional war, and spend lazy hours preening my battle aura."

~Supporter of the The Babylon Project~

Like Babylon 5? Like Star Trek? Like science fiction? Go HERE

 

Offline Woolie Wool

  • 211
  • Fire main batteries
Quote
Originally posted by Unknown Target

There's an FS2 MOD for Doom III...


I suppose it's pretty much Hallfight: The Game?
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

"did they use anesthetic when they removed your sense of humor or did you have to weep and struggle like a tiny baby"
--General Battuta

 
The Homeworld FS2 mod is finished?  I WANT IT!  As soon as I saw Homeworld's Ion Cannons, I thought, 'Beams'.

:devil: :devil: And why shouldn't Shivans be playable in a strategy game? :devil: :devil:

GTVA Player:  W0\/\/, M£ G0T TEH C0LL0$$U$$, J00'R£ G0NN4 G£7 0\/\/N£D!!!!!!1111

Me: Really?  I'll see you in Capella, then...
'And anyway, I agree - no sig images means more post, less pictures. It's annoying to sit through 40 different sigs telling about how cool, deadly, or assassin like a person is.' --Unknown Target

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Offline Woolie Wool

  • 211
  • Fire main batteries
:nod: Make the Shivans playable!
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

"did they use anesthetic when they removed your sense of humor or did you have to weep and struggle like a tiny baby"
--General Battuta

 

Offline Red5

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The Armada mod is not going well at all.  

A year ago my computer got stolen.  All the Freespace Armada programs were on it.  I have not worked with armada since then
This is my signature

 

Offline mikhael

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RTS's are played. Don't sully Freespace by making another Dune2 clone, please. Now, a 4X Freespace, would be kinda groovy.

Unfortunately, I'll likely be spending all my time on DX2 soon, Crash willing, so all other games are strictly out of the running. :)
[I am not really here. This post is entirely a figment of your imagination.]

 

Offline Thor

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I want me a nice new mod for Homeworld 2 when it comes out.  Definately an RTS
I can't believe my profile is still active... member since  July 25, 2002

  

Offline Fineus

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Offline Crazy_Ivan80

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Quote
Originally posted by Exarch
A strategy game (real-time or turn based, or a combination) based on FS would definitely rock. Sadly, I don't think there are any current game engines out there that could properly support it.

In my opinion, an FS strategy game should, at the very least, have the following:

- Big picture economy, sort of similar to what's found in SW:Rebellion but maybe a bit more detailed. Mainly more planetary construction options with buildings for R&D, different types of construction plants for ground units, space units, and buildings, different academies for training ground troops and spaceship crews, etc. But no more detailed than that, MOO3 for instance was way overkill.

- Simple resource gathering. Planets/moons should have certain resources, most should have common ones but rarer resources should be found only on a few. Planetary resources should be considered exploited if under a faction's control. Other resources should be minable from asteroids or gas clouds/gas giants, where you have to set up a mining station in the area you want to gather from. Again, these should come in varying degrees of rarity. Opens up for strategic strikes to cripple enemy production by hitting their only XXX-mining colony. Once set up, gathering from off-planet sources should just happen though, no micromanagement.

- A not too complicated tech tree starting at some point before FS1 and leading all the way up to the post-capella era, for each of the playable species. I don't think Shivans should be playable, by the way.

- The ability to start a campaign at several stages, for instance first contact between terrans and vasudans, FS1, FS2, post-capella, and play all the way through to the end from either of those starting points.

- Exploration. Only nodes appropriate to the start of a campaign should be known, any others would have to be discovered and explored to expand known space.

- Detailed systems with the ability to move inside them freely through standard or subspace drives. Essentially each system should be homeworld like map on a far larger scale. Fixtures on the map would be planets, moons, suns, asteroid belts, nebulae, basically any natural occurances.

-  Anything man made in space, even orbital shipyards, space stations, minefields etc. should be seperate from any planets and able to be constructed and/or moved anywhere on the above in-system map. Any of these should also be able to engage or be engaged (in the case of, say, mines) in space combat.

- For space combat, it should be possible to go into a more detailed view of any part of the system map. This should perfectly mirror any units or fixtures within a certain area of the full system map, just up close similar to the normal perspective from HW. In theory, it should be possible for several battles to be raging at once.

- Environmental effects on units in space. Asteroid fields and nebulae should have the same effects as we see in the game. Trouble for big ships in asteroids, sensor trouble for everyone in nebulae, with EMP messing up systems in some.

- Ground combat should be automated, though with the player being able to make some decisions affecting the outcome. MOO3 actually wasn't too bad in that respect, so something similar would be nice.

- Travel between systems should only be possible through the use of nodes. Nodes should have varying degrees of stability, with some technologies enabling travel through less stable nodes, but never inter-system travel completely without them.

And there's more, but this is enough for me to see that there's no game engine out there that'll support even half of what I'd like to see in an FS strategy game :(



Sounds more or less like Conquest: Frontier Wars.... too bad it's a ***** to mod, if at all possible
It came from outer space! What? Dunno, but it's going back on the next flight!
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