Author Topic: Would you play a character-driven campaign?  (Read 10641 times)

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Re: Would you play a character-driven campaign?
now, would that protect it from say, flying into a torpedo or something that would normally instantly obliterate a fighter? as you said, it sometimes doesnt catch it right away so.....

 

Offline TrashMan

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Re: Would you play a character-driven campaign?
Replay mission...nuff said..

You can't fix EVERYTHING...nor should you try...
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Offline karajorma

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Re: Would you play a character-driven campaign?
I've just opened Birth of a Legend.

Code: [Select]
has-arrived-delay 1 "Fractal" 
   ship-guardian-threshold
      rand 6 17 
      "Fractal 4"

That's where I think the problem is... I never use so low values, I set something like 15 - 30/35. Sometimes FS may be not that fast to "catch" a fighter in time and protect it(that's the impression I have...it may be false). If that Scar is going to appear again, you should leave it with >20% of hull integrity :)

EDIT: Reasonable values needed...

Bear in mind that I'm not approaching the problem as a FREDder trying to hack his way around the problem. I'm looking at it as a coder trying to fix the code so that no stupid hacks are needed.

The problem is nothing to do with the game "catching" it in time. That might be an issue if you were trying to activate a ship-invulnerable when the ship reached a low number of hitpoints as it's quite possible that the game could run through all the ship kill code for that frame and only later find a SEXP that was supposed to trigger and save that ship.

This should not be an issue with ship-guardian-threshold. The SEXP is meant to work in a different way, setting a variable that is checked every time the game goes through the ship_do_damage() function and not allowing any damage to be done which would push the ship below it's threshold value.

If Ship-guardian-threshold worked the way you thought it did there wouldn't be much point in having made the SEXP in the first place. It would be exactly the same as

when
->
--hits-left
--alpha 1
--threshold value
-ship-invulnerable
--alpha 1

Replay mission...nuff said..

You can't fix EVERYTHING...nor should you try...

The fact that something is difficult to do is no excuse for sloppy game design. If you're willing to put out a mission full of bugs then that's your own option but I'm certainly not putting out a bug riddled campaign just because I can't be arsed to spend some effort fixing problems.

Having a main character killed in a mission and then resurrect in the following one is abysmal game design.
« Last Edit: May 16, 2007, 11:04:39 am by karajorma »
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Offline TrashMan

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Re: Would you play a character-driven campaign?
Something that will happen once in 10000 playtroughs becouse the game lags a bit with checking is NOT something I'll waste my time on "fixing".

[V] missions wiht Snipes don't allways work, but they work in general.. You can imporve on that, by ussng better SEXP or adding ejection or something, but you can't totaly remove it unless you make the NPC invulnerable from the start.
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Offline karajorma

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Re: Would you play a character-driven campaign?
I could fix Love The Treason.... in about 10 seconds flat. The only issue left would be the code one which is causing me problems in BSG.
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Offline NGTM-1R

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Re: Would you play a character-driven campaign?
I think we're all kind of missing an obvious point here...

In a broader sense a character does not have to be a person. Other things can have character...like say, ships. The most blatant example of something like this occuring is probably the Lucifer in FS1 (the Galatea is a close second). This is the closest FS really comes to character-driven, and really the fashion it is best-suited to.
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Offline Darius

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Re: Would you play a character-driven campaign?
I'm leaning heavily towards a character-driven campaign in Blue Planet, which is pretty much focused on the one character and his interaction with the universe. So, liberal use of cutscenes, soundtracks, and command briefings to tell a story.

Would people play a campaign like that, or would they prefer something a bit more action-oriented?

 

Offline Mobius

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Re: Would you play a character-driven campaign?
Of course, Darius! Cutscenes are fantastic.

We have never seen such a campaign.... I'm actually planning to change SthCrs into something esotheric, even more than Transcend. I think...I...( :D ) that it's something original.
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Re: Would you play a character-driven campaign?
hmm  i am nw to fs just never played this game before but i played few space sims like x2 beynd the frontiers x 2 the threat starlancer freelancer ... and i must say i really like fs couse is long missions are fun and really got war in feel
but .. the wingmans are just dumbs really .. in one mod  i was supose to kill 2 cap shis  before they destroy dissabled allie cap ship .. okey i fly alone and destroy hem  couse they fly from far away i use this max hull dem  weapon .. i destroy 2 wings of bombers ( i play on medium couse on hard always my wingmans are die in 30 second or 2 minutes after mission start LOL) but my 2 wings of fighetrs with supose to defend this stupid cap ship is unable to do this  they got 3 wings of bombers to destroy and few fighters but my cap ship always die .. if i am supose to kill alone 2 cap shipps2 wing of bombers then fly  like hell to protect this cap ship who is already death  i should be use uss enterprize  not a asf ... so the point is the wingmans should be a wiser and they supose to got any brains ..

but backing to this tread . the best way is to make them x4 hp and  immortal  so when they got around 20 hp they use theyr jump drives and back to base  is in my eyes best choose they dont die they can be in next mission and making them got 4 times hp ae make u shure they will help  u enought to u can finish mission 

at last if in a wing on each mission u lost 3 on 3 wingmans the wing should be disbandet  and i eally like the idea with giving your wingmans a names history emotions .....but the ship in your wing should got nickanmes like ice  burk or something like this not alfa 1 alfa 2 ...... more pesonality  = more fun u fell like reall part of wing not a rambo who defend whole fleet alone defend all cap ships alone and defend your wingmans couse theyr are to dumb to help u

 
Re: Would you play a character-driven campaign?

PM me if you want a welcome speech.

wingmen are, usually, stupid.
expecially if you give them orders such as "protect ship"; to tell them "engage enemy" seems to me the best way to have useful wingmen.
A good idea to improve wingmen skills is to put AI to the Admiral class (or "LieutenantGeneral where available), but most of the times unless you set a ship-guardian-treshold they start suicide actions.
to order them to depart when hull<20% is not a good idea if the wingmen are also active characters who have something to say during the mission.
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Offline Mobius

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Re: Would you play a character-driven campaign?
A good idea to improve wingmen skills is to put AI to the Admiral class (or "LieutenantGeneral where available), but most of the times unless you set a ship-guardian-treshold they start suicide actions.

My "LG" AI level is a very particular one. If you open the AI tbl, you notice the presence of several parameters. Those parameteres will influence the AI's behaviour...my LG level is some kind of berserker monster...
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Re: Would you play a character-driven campaign?
i don't have that tbl. you have to send it to the team members. or, if i have it, my fred is not recognising it. (does this mean i'm still playing with standard AI? toes this mean the enemies are EVEN MORE skilled?? help...)
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Offline Mobius

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Re: Would you play a character-driven campaign?
Ehm, I think I should update the VP :blah:

Don't give me credit, it's a n00bish work... everyone could have done it :nod:
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Re: Would you play a character-driven campaign?
I would definatly play a game this character driven.....thats actually what i've been hoping for for quite a while now