Author Topic: Would you play a character-driven campaign?  (Read 10652 times)

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Offline Alikchi

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Would you play a character-driven campaign?
Firstly, a definition of character-driven campaign. Derelict, Homesick, Transcend and other fanmade campaigns are a step in this direction relative to FS1 and FS2, where essentially everyone was an anonymous meatbag pilot. But these campaigns were not necessarily character-driven, inasmuch as although they were intriguing and entertaining, the characters served to give commentary and background on the situation, rather than influence and drive it.

I want to make a campaign where the characters are ridiculously important. Transcend and Sync come the closest to what I have in mind, since the player's character does speak and there are fairly detailed inter-character relationships. In my campaign, 2 in every 5 missions would be essentially dialogue, with occasional combat, while the remaining 3 would be more traditional FreeSpace missions. Command briefings would often include emails to and from the player or messages between other important characters. Dialogue would be in a more informal style.

So, would I be asking too much of the player's patience and memory to assign Alphas 1-4 names and identities? :D Would you be entertained if, let's say, my dialogue-mission banter was witty enough?
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Re: Would you play a character-driven campaign?
well what if in your first mission all wingmates die, the next 2 die, the one after that they all die again. Due to the low lifespan of pilots, remembering thier names over and over again would be arduous.

 

Offline TopAce

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Re: Would you play a character-driven campaign?
What Asteroth said: Either you make all the important characters invulnerable, or have them mysteriously resurrected in the next mission. The sooner is a bad choice because you could just order them to destroy any ship, and they would succeed just because they are not supposed to die. The latter doesn't need an explanation.
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Offline TrashMan

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Re: Would you play a character-driven campaign?
Solutions:

1) Escape pods

2) not fully invulnerable, but heavy use of Special hitpoints

3) Invulneralbe when below 50% hull, but cripple them (destroy weapon subsystem, or engines, or reduce their AI)
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Re: Would you play a character-driven campaign?
I wonder what Wing Commander Saga plans to do about this/  You might wanna consult them.
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To write the love of God above, would drain the ocean dry
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Offline Alikchi

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Re: Would you play a character-driven campaign?
What Asteroth said: Either you make all the important characters invulnerable, or have them mysteriously resurrected in the next mission. The sooner is a bad choice because you could just order them to destroy any ship, and they would succeed just because they are not supposed to die. The latter doesn't need an explanation.

A good balance of protect-ship and invulnerable SEXPs can conceal this, as will good balancing. Trashman's option 3 is a good idea as well.
Also, this gives you an actual incentive to protect your wingmen. But in all likelihood I will use the Transcend/Sync option, making them effectively invulnerable, or in other cases, making their survival necessary for the mission to succeed.
"Going too far and caring too much about a subject is the best way to make friends that I know."
- Sarah Vowell

 

Offline TopAce

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Re: Would you play a character-driven campaign?
With FS's AI, making your wingmen's survival sounds like a bad idea. You know, they can run into a salvo of Tornadoes and die very easily.
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I already announced my retirement twice, yet here I am. If I bring up that topic again, don't believe a word.

 

Offline Snail

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Re: Would you play a character-driven campaign?
Usually I'd be completely against characters, and post something like, NO WAY, but I don't care anymore, and want to play something a bit different from FS. Depends on which mood I am in, really. :)

 

Offline Dysko

Re: Would you play a character-driven campaign?
Steadfast will have characters (e.g. Alpha 1 will be the veteran pilot who always knows what to do, Beta 3 is the idiot/funny guy etc.)
But I'm not FREDding, LGM is FREDding, you should ask him.
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Offline Snail

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Re: Would you play a character-driven campaign?
And you should know that Alpha 1 is not the player in Steafast either.

 
Re: Would you play a character-driven campaign?
Provided the story and dialogue are well-written, I would love playing a character-driven story. I pay more attention to story than most people... leading me to like some games that everyone else seem to hate.
« Last Edit: May 12, 2007, 01:17:03 pm by Dark Hunter »
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Offline asyikarea51

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Re: Would you play a character-driven campaign?
Though I can live with it, I prefer campaigns where I can choose what I want to do or where I want to go, while the characters/wingmen play a strong supporting role (basically regular FS style, but better NPC interaction over stock).

But I'm aware that a campaign driven around that logic can be a nightmare to do, because two people won't do the same thing. Could be why I didn't enjoy Transcend (I think it was Transcend), because the player character said or did or decided to do something I wouldn't have said or done. (My distaste of the horror genre is another matter altogether.)

I'll leave that to the NPCs.

But like I said - I don't mind. I'll play it. :) Besides, if I was making a campaign, I probably would've done the same forcing of actions on the player so that the story can flow... :(

 

Offline Centrixo

Re: Would you play a character-driven campaign?
character names.. ummmmm

Mildok Scheseiweisser
Serras Planter
Fondose Jennings
Barney Rimmelback
Disaud Rebont
Pen Li
Isamashima Yamosomi
Raj Viseesar
Gianluca Murazza...

i can make up alot of names easily.

but i do agree with what other people have said on this; make them invaunerable or forget it...
 
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Offline karajorma

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Re: Would you play a character-driven campaign?
3) Invulneralbe when below 50% hull

Use ship-guardian-threshold or deal with the consequences of having them destroyed anyway if you try using invulnerable.

And then curse as ship-guardian-threshold fails to do what it should do due to a bug I haven't tracked down the cause of yet.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline TrashMan

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Re: Would you play a character-driven campaign?
Yeah...that happens sometimes...if you restart the mission it usually works normally..
I think it fails if it takes too much damage at once (like when hit by a cyclops or a capship beam) as it simply jumps for 100% hp to -200 and hte triger fails.


Aditionally, I think it's bad to put ANY words except the most common lines (like when somone asks you a direct question, you would give a direct answer.)
FOW3 will have charachters, some of them will be killable, others wont (I'll prolly implement solution number 3), but the player will rarely talk (if at all).
Nobody dies as a virgin - the life ****s us all!

You're a wrongularity from which no right can escape!

 

Offline Snail

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Re: Would you play a character-driven campaign?
I'd personally go with

Special Hits, enabled Shields: 10,000, Hull: 10,000. Though it is not guaranteed to work and knowing the AI would probably die no matter how many extra hits they have. :rolleyes:

INFA standalone uses ship-guardian-threshold with
rand
5
15.

 

Offline TopAce

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Re: Would you play a character-driven campaign?
With 10,000 HP, they probably wouldn't die. If you decide to drastically increase your wingmen's strength, increase the hitpoints better. They only start evasive action after their shields fall down, so if you have 10,000 shield and 100 hitpoints for your wingmen, he will die real soon. The other way around, it'll be better.
My community contributions - Get my campaigns from here.

I already announced my retirement twice, yet here I am. If I bring up that topic again, don't believe a word.

 

Offline Roanoke

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Re: Would you play a character-driven campaign?
I'd play the campaign but I'd probably skip all the story bits. Kinda like Grand Theft Auto.

 
Re: Would you play a character-driven campaign?
never used FRED, but i do have a bit of an idea, however lame it be, just have em keep re-spawning when ever they die, sure it would get cheesey, but at least it's effective

 

Offline Snail

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Re: Would you play a character-driven campaign?
That's not cheesey or effective. It's lame.