This thread might fir better in the Freespace Campaign... we''kl see
Anyway - there are several ways one can make a campaign, but two are the most obvious:
- a purely action/story driven one (like retail) where your wingman are nameless cannon fodder (wiht very few exception like Snipes)
- a squad/charachter oriented one that tells the story of specific charachters/squadron and thus has a lot of poeple who can't die (untill the designer saz so that is)
My own Camapign (Chapter 1 at least) is squad based and there are interesting issues that pop up.
firstly the mission design and the way to make them survive.
MISSION DESIGN:
With wingman that cannot die a mission can easiyl be broken. A player can just order his wingman to attack and move away and simply wait - they will do the job.
A way around it is to give time-related goals that the AI might not be able to manage in time, thus requireing the player interference. The other one is taking the player contol form his wingman and scripting their behaviour, which works great in the first few missioin, but once he becomes a squadron leader it becomes hard to rationalize your inablity to give commands..
The second problem (with wingman shouldn't get killed but do) is their recovery. You can allways say they ejected and were pcked up later, but I never noticed ejection as canon in FS (which is stupid, but hey!).
The second problem is that it can only work in a few mission. No one is going to belive that a secesfull recovery will be made after someone who ejected deep within a shivan infested nebula, or deep behind enemy lines or in subspace...
HOW TO MAKE THEM SURVIVE:
Teh easiest way - make them invulnerable instantly. They will surely survive, but they will never get damaged and you never have to care of fear for them (becouse some mission you can't complete alone). This allso ruins the immersion when tehy don+'t get damaged no matter how much firepower is directed at them.
The second way is to trigger invulnerabiltiy once they get damaged enough (when hull is below 50% or 10%). This makes it a bit more belivable as they can get disabled and all, but they rarely die... rarely, since if a weapon of sufficient firepower hits them, the damage reduced will be too much and will reach 0% before the invulnerabilty triggers and thtey will get destroyed. A way around it is to increase the hull percentage at which to trigger invulnerabiltiy, but that just pushes it back to the first solution, since many missiles are powerfull enough to destroy a fighter in a single hit.
the third way is to use the SpecilHP option in FRED and give them uber shields and hull. They are not vvvery likely to die now, but you still have to take care of them since you know they can be killed.
As I was FREDing mission lately I started to prefer the thrid option.
Allrighty...DISCUSS!