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Offline Zarax

  • 210
Campaign concepts for free
Here are a few concepts i was working on my scuttled Campaign, Rise Of GCA.
If someone wants the full version i'll give it to him, just mail me.

1. Rise Of GCA Story (based on FSURP data)

2265: Following the GTA PCT (Provisional Cooperation Treaty), most industries involved formed the Terran Corporation Pact (TCP), which was a resource and technology share agreement.
This allowed the big corporations to act as a single entity, lead since then by Nanosoft, which was one of the biggest HI-TECH industries since 20th century.

2315: TCP changed its name to GCT (Galactic Corporate Trust), which was the productive core of GTA.

2340: Vasudan industries join GCT, leading to the most powerful private economic entity ever seen.
Thanks to the joint might, its members became defence contraptors for all military projects.

2348: GCT became GTVA's main defence contraptor, nearly every starship in known space were produced by them.

25th December 2366: after the destruction of the Colossus, GCT reorganized itself in order to lead "post war reconstruction", and became the Galactic Corporation Alliance (GCA).

2368: After Capella, GTVA fleet rebuild suffered from slow downs, piracy increased to worrisome levels.
As stopgap measure the Private Safety Act (PST) was ensued, allowing GCA to build a light defence fleet, designed for convoy escort and base defensive patrols.
GCA ships became the "space police" in many systems, keeping relative order.
Research on meson reactors lead to small improvements within the fleets, refitting old ships due to lack of founds.

2370: First successful communication with Earth trough radio and laser signals.
This allowed the receiving of messages with a 5 years interval.
Most data content classified level omega.
Unconfirmed signs of extremist activity spotted in border systems, GCA starts the building of a Terran Jump Gate with SOL.


After your retirement from GTVA active duty you find work inside GCA light defence fleet.
You will start with police patrol against pirates, but there is something deeper...
Everywhere you hear the same voices: REVOLUTION!

Features --------------------------------------------------------------------------------------------------------

There will be a good number of MOD ships, but instead of waiting ages in order to acquire some modeller I’m going to ask permission for the usage of already made MODs.

I'm also planning to use widely stealth ships, as well a "cloaking system" based on AWACS crafts.

Features:

- A new story, based on FSURP data

- New ships

- No less than 24 missions

- Intelligent Resource Management, based on mission outcome

- A new, more "realistic" fighting style

- New Weapons

- FS2 Open Support

4. Large Battle Tactics -----------------------------------------------------------------------------------------

Big battles between capships will involve a "realistic" number of fighter and bombers, based on capship declared capacity with up to 5 wings (alpha, beta, gamma, delta, epsilon) on friendly side, and a yet to be determined number on enemy side.
Every wing will "respawn" a determinate number of times, until ships "run out" of fighters.
Ship capacity is listed here for type:

Orion: 24 wings
Hecate: 150 fighters
Typhon: 30 wings
Hatshepsut: 40 wings (this is speculation, no data available on tbl files)
Colossus: 60 wings
Raynor: 18 wings (speculation)
Het-ka: 48 wings (speculation)

Little example:
Imagine a battle that involves an Orion opposed to a Hecate.
You are on the Orion's side, with 5 wings deployed.
24 wings can be deployed.
Subtract Alpha wing.
Divide the remaining wings over Beta, Gamma, Delta and Epsilon.
Now you will have 5,75 respawns available for each designated wing.
Floor this number, and assign 5 respawns to each wing.
The remaining fighters won't be deployed; this will simulate previous losses, scout and support wings, etc.
On enemy side you have a fixed number...
Well, divide it by 4, and you will have 37,5 wings.
Save only the integer, and you will have 37 wings to be divided to each enemy assigned wing.
You will have 7,4 respawns available for each wing.
As before, floor the number and you will obtain 7 respawns for each wing.
Voilà! Now you have a realistic number of fighters deployed.

Multiple capships on one or both sides: sum all wings for every capship on side then do the previous instructions as for one ship

Though it seems that it's not right, remember that battles in freespace are pretty sudden events, and not all wings can be deployed at once.
With this system, and by adjusting wave threshold and respawn time you will have an efficient deployment system, which can even be adjusted in order to emulate "crew quality" (better crews, less time between wave respawns).
Another trick you can make is to place opposing capships at a long distance between each other, it will enable much more strategy.
With long distance, fighters will be forced to fight each other in order to gain "air superiority" before attacking enemy capships, as it would be in reality.
These concepts are based upon historical carrier battles, which suits very well with what can be done by freespace.
After all, it's more fun, as the player cannot fight against 20 enemy fighters and bombers AND attack enemy capships.

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5. Stealth and Cloaking

The use of stealth based tactics is another thing planned for the campaign, especially after players will see the strong increase of capships anti fighter capabilities as well capship shielding, which will make standard bombing runs very, very tricky...

Standard stealth:

Based on stealth fighters and bombers, like the Pegasus and the Spirit (TBL modded version of the Pegasus, stealth strike bomber).

Cloaking:

Based on standard fighters, supported by an AWACS ship.
Less effective than pure stealth, will allow a good edge against enemy fighters, as well some AAA.
It's simply based on the sensor visibility seep, very easy to be dynamically enabled/disabled.
Basic mission editing will allow cloaking enabled as long as the support AWACS is alive.
More advanced stuff can be based on enemy AWACS vicinity, so that if you gets near enemy sensors you will be detected like you are without cloaking until you will make distance from enemy AWACS.


Characters and Factions (under heavy improvements, they are pretty fresh concept insights)

Pirate Fleet:

The Pirate Fleet seems to be something more organized than the average pirate faction.
They showed tactical, numerical and technological strengths that reveal a military-like organization.
Intel discovered that their fleet is dual, like GTVA one, though the naming is the same for both fleets.
Intensive investigations are in progress in order to find their base of operations.
Further Intel reports (further means that player will know after a few missions) that they have two leaders:
General Dave Thorbalds, an ex NTF rear admiral who escaped GTVA attempts of arrest, and Admiral Temujin, a radical rogue vasudan leader.
Both believe in a feudal anarchy system, where GTVA will be split in several smaller "nations", and ideology that brought them many supporters from separatist lobbies that feel GTVA controls an obstacle for their aims.
Their fleet, while not being nearly as powerful as old NTF or HoL ones, has showed to be considerably powerful, and is believed to be a match even for a full GTVA battle group.
They have two flagships, the PFD Crusoe, an Orion class destroyer, and the PFD Volturnus, a Typhon class destroyer.
Other capital ships include a fair number of Fenris and Aten cruisers, very well suited for quick raids against convoys.
Their fighter/bomber complement is pretty light, mainly Ulysses, Seth and Hercules fighters, with a handful of Zeus and Osiris bombers.

Galactic Corporation Alliance:

GCA History is showed in the first part of the file.
GCA is basically a union of the biggest productive and hi-tech corporations in GTVA.
They are the economic and research core of GTVA, especially after contact with Earth has been severed, and even more after the Capella Incident.
They are called to the reconstruction of GTVA crippled systems, after a devastating civil war and the bloody effort made to stop the second Shivan attack.
With the Private Safety Act, big corporations were allowed to build a light defence fleet, enough to make convoy escort and basic anti pirate patrols.
Its fleet is initially composed by several cruisers, mostly Aeolus and Mentu ones plus some Leviathans for base defence, supported by a handful of corvette class ships.
The only fighter GCA is allowed to mass produce is the Loki, along with any material they capture from pirates, as a prize for GCA police duties.


Galactic Terran Vasudan Alliance:

After Capella, GTVA is the mere shadow of the great and flourishing empire that was before.
Though the second great war placed the ultimate seal on terran-vasudan union, dissolving interracial tensions, the price was tragically high.
They lost a rich system, many other once wealthy ones were devastated by the bloody civil war and hundred millions refugees are seeking a new home.
All those blows made the economy skyrocket and morale very low.
Technology advance slowed, their funds were depleted, and though advancements in meson and Knossos research were done, practical benefits are scarce, and very few real life products used them.
Piracy grows near borders, getting more and more aggressive, and often the military fleet is not powerful enough to stop them effectively.
The once great fleet was reduced to about 35% to its pre-war size, and the best crews were lost in war.
Though central systems managed to rebuild decent fleets and battle groups, in outer ones the military are barely powerful enough to maintain a parvence of order.
Central government doesn't seem to be capable of recovering its strength, and many sees a turning point in Terran-Vasudan history, though future remains unclear at best.


Colonial League (Chapter 2):

The Colonial League (CL) is a powerful lobby supported by the local governments of the outer systems.
Their moves are after economic reasons, and their members are composed by most of the wealthiest systems along GTVA space.
Although GTVA allowed them to have a small defence fleet along with the PST, there are voices that their assets are much bigger, probably a NTF sized force.
Far from the Pirate Fleet aims, the Colonial League fleet seems to be focused with the control of jump nodes and natural resources like asteroid and gas fields.
After GCA obtained the Ikeya mining permission CL cut all business contracts with GCA and started following closely every GCA move in Ikeya.
Voices of sabotage activity like mine laying are unconfirmed.
Further Intel monitoring reports multiple capital ship signals moving to Ikeya.
GTVA seems careless or unable to react about this activity.

Shivans (Chapter 4):

After Capella, the shivans started to "colonize" Gamma Draconis and the near systems.
Their colonization consisted mostly in placing their bases near the jump nodes, with little or no interests for the planets.
They seem to have decommissioned many ship models, leaving only the best.
An attack on shivan controlled systems will be done as soon there will be an adequately powerful fleet.

Neo Terran Empire (Chapter 4)

Bosh is still alive, but his alliance with the Shivans has been short – lived.
Thanks to the forces he sent into the nebula during the second Shivan encounter, he had the means to build a new fleet.
With it, he managed to conquer a couple of systems, fighting an endless guerrilla against the Shivans.
Though outgunned and outnumbered, NTE may prove itself either as a useful ally as well as a thorn in the side, depending on player action.
------------------------------------------------------------------------------------------------------------------------

7. GCA Fleet Organization:

Chapter 1:

No fixed fleets, fighters are based on space installations and vessels up to corvette class are also stationed in bases.

Chapter 2:

1st  Fleet:

Flagship: GCD Crusoe (Orion)
Corvettes: GCCv Kato (Deimos), GCCv Surus (Deimos)
Cruiser Group: 2 Aeolus, 2 Mentu
Fighters: 24 wings with support crafts

2nd  Fleet:

Flagship: GCD Volturnus (Typhon)
Corvettes: GCCv Laelius (Sobek), GCCv Bostar (Sobek)
Cruiser Group: 2 Aeolus, 2 Mentu
Fighters: 30 wings with support crafts

3rd Fleet


Flagship: GCA Neoceni (Neoceni)
Cruiser Group: 6 Aeolus
Fighters: 5 wings with support crafts




Chapter 3:

1st  Fleet:

2nd  Fleet:

3rd  Fleet:

Flagship: GCA Neoceni (Modified Iceni)
Cruiser Group: 6 Aeolus
Fighters: 5 wings with support crafts

1st Sol Fleet:

Flagship: GCD Atlas (Orion)
Cruiser Group: 4 Fenris, 2 Leviathan
Fighters: 24 wings with support crafts


Chapter 4:

1st Fleet :

Flagship: GCA Messiah (Archangel)
Corvette Group: 4 Darkness
Fighters:

2nd Fleet:

Flagship: GCCa (Warlock)
Corvette Group: 4 Darkness
Fighters:

3rd Fleet:

Flagship: GCCa (Tanen)
Corvette Group: 2 Sobek
Cruiser Group: 4 Mentu
Fighters:

4th  to 6th (exploration) Fleet:

Flagship: Neoceni Class
Cruiser Group: 6 Aeolus
Fighters: 5 wings

7th to 12th Fleet:

Flagship: Raynor Class
Corvette Group: 4 Darkness

13th  to 22th Fleet:

Flagship: Hecate Class
Corvette Group: 2 Deimos
Cruiser Group: 4 Aeolus
Fighters: 150

23th  to 30th Fleet:

Flagship: Hatshepsut Class
Corvette Group: 2 Sobek
Cruiser Group: 4 Mentu
Fighters: 40 wings

Pirate Fleet Organization:

Flagships: PFD Crusoe (Orion), PFD Volturnus (Typhon)
Corvette Group: 2 Deimos
Cruiser Group: 8 Fenris, 3 Leviathan, 6 Aten
Fighters 54 wings (24 + 30)

Colonial League Fleet Organization:

Flagship: CLSD Alexander (Het-Ka)
Corvette Group: 12 Phobos class Heavy Cruisers
Cruiser Group: 12 Aeolus (shielded), 30 Mentu (Shielded), 8 Njord
Fighters: 92 wings (48 + 12 x 3 + 8)

GTVA Fleet Organization:

See FSURP minus campaign losses + 1 modified Colossus class

Shivan Fleet:

Mother Ship: SSD xxx (Diablo Class)
Juggernaughts: 8 Sathanas Class
Super Destroyers: 12 Lucifer Class
Destroyers: 30 Ravana, 20 Demon Class
Corvettes: 120 Moloch Class
Cruisers: 80 Cain, 40 Lilith, 120 Rakshasa
Fighters: over 5000 wings (over 20000 fighters!!!!!) + base defence wings…

Neo Terran Empire Fleet:

Flagships: 12 Orion Class
Corvettes: 30 Deimos Class
Cruisers: 40 Fenris Class, 10 Leviathan Class, 10 Aeolus Class
Fighters: 288 wings (24 x 12) + base wings

Basic Team Load out:

Chapter 1 :

GTF Loki
Subach HL 7
Rockeye
Tempest

Chapter 2:

GTF Loki
GTF Ulysses
GTF Hercules
GVF Seth
GVB Zeus
GVB Osiris
Subach HL 7
Mekhu HL 7
Aketon SDG
Prometheus R
Rockeye
Tempest
Hornet
Cyclops
Hellstorm

Chapter 3:

GTF Loki
GTF Ulysses
GTF Hercules
GVF Seth
GTF Myrmidon
GTD Hercules MKII
GVB Zeus
GVB Medusa
GVB Osiris
Subach HL 7
Mekhu HL 7
Aketon SDG
Prometheus R
Prometheus S
Rockeye
Tempest
Hornet
Harpoon
Tornado
Hellstorm
Cyclops

Chapter 4:
All ships, leaving great war era ones.
All weapons.

------------------------------------------------------------------------------------------------------------------------

8. Combat Styles:

Pirate Fleet:

Having their fleet composed mostly by Great War refitted crafts, the pirates rely mostly on numerical superiority, as well as hit and run tactics.
When facing well equipped enemies, pirates will use effectively ambush and guerrilla warfare

Colonial League:

Colonial league strategy is pretty different.
Far from rely on smaller ships, CL usually battles the enemy using big ships and heavy beams.
Having ships with an impressive power per size amount, Colonial League is best in close range capital battles.
When a large battle comes, they will rely on a large number of capital ships and the firepower of their flagship, the zzzzz an Het-ka class superdestroyer.

GTVA:

GTVA uses composite tactics.
In small battles they will rely on brute force, deploying fighters mainly to cover their capital ships.
Large engagements will assist to large fighter deployment in order to acquire space superiority, followed by the capital ships which will do the heavy work.
Rare SOC units are reported using stealth tech and kamikaze drones, beware if you meet them.

GCA:

Having to rely mainly on smaller capital ships, GCA relies mainly on its fighter crews, mainly composed by veterans.
Engagements of any scale will be fought primarily in order to acquire space superiority, as the fighters and bombers are committed to draw enemy fire from larger ships.
In larger battles, large use of strike bomber is required to weaken enemy capital ships in order to give a chance to the smaller GCA vessels.
Unlikely the other factions, GCA cares about crew lives and ship assets, so it's likely to see heavily damaged ship retreating instead of fighting to death.


Basically the rest is plot (not showing for obvious reasons) and some mission planning...
Note that the project was based upon FS Port/FS2/Inferno designs, and there are pretty many TBL mods already done.

If you are interested just reply or mail me.
The Best is Yet to Come

 

Offline Hippo

  • Darth water-horse
  • 211
  • Grazing.
    • All Hands to War
Campaign concepts for free
:eek: :eek2:
VBB Survivor -- 387 Posts -- July 3 2001 - April 12 2002
VWBB Survivor -- 100 Posts -- July 10 2002 - July 10 2004

AHTW

  

Offline Zarax

  • 210
Campaign concepts for free
Should i take it as a positive comment?
The Best is Yet to Come

 
Campaign concepts for free
I hope you finish this and not abandon it.

 

Offline Zarax

  • 210
Campaign concepts for free
Well, i would at least need a FREDER and a Mission designer...
The Best is Yet to Come