Author Topic: Seek and Destroy Mission: Payback- , version 0.8b (getting better at this)  (Read 6156 times)

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Offline Cerebus

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Seek and Destroy Mission: Payback- , version 0.8b (getting better at this)
update 10/11 - escort list, skymap improvement, heavy raiders have nukes ect.  better.  (I've taken down older versions, bottom co-op version is most recent)
I've just seen people have been continuing to downloading the singleplayer version, that I haven't been updating.  I'll modify my latest build back to single player for those who want that as well.  Or, you can try to help expand the multiplayer community and host the game as co-op, you can play alone if no one comes along just the same as if it were a single player mission. 

Update 10/8 Changed enough to justify another play through.   I've completely revamped the mission, though the strike force is still nuclear armed and the use of these arms will be critical to the attack, the fighter wings have a more realistic role, take out FTLs to prevent the target from escaping, ensure the battlestars nukes get through, ect.  Much more developed, revamped the dialogue, updated objectives, and the nuke assault is based on the Battlestar launching it's full compliment of  "ICBMs", the fighter wings support that.  The mission is more challenging now and there's always something to be doing.  Objectives are updated to make the mission premise more realistic.  Command and control is still a major factor in how things will play out, and I've updated the brief to give you a rundown of how your wings are set up to this end.  That being said, I've automated their actions as well incase the player forgets or simply doesn't want to mess with commanding the air wings, though it wont be nearly as effective. too many changes this time to list them all. bottom version is newest. 







UPDATE 9/30: future versions of this map will be co-op, I like to have the option so I'll just start from there, you can always play alone.  many updates, now co op
UPDATE:  Put up version 0.81b, I'll probably work on this one for a while so I'll periodically update it.  Version listed is the most current (or bottom release). 

Ok, This mission has a lot more of the FRED elements implemented, and requires you to function as the cag, ordering the strike force to attack the cylon target.  This is a nuclear strike mission, you have to arm your missiles to your own viper but the NPCs are already armed.  It plays pretty nice, while not polished it has most of the major elements and I want to get a copy up before I goof something up, this is one I think I'll improve for a while. 

The lore concept I'm working around is that the fleet never really fully trusted the CMP and enough of the Colonials were able to regroup and fend of the cylon attack.  That being said, multiple worlds were nuked, with all the implications (humanitarian) that that involves.  The 12 colonies suffered a nuclear disaster, but not total annihilation...

The Mission:  Intelligence gathered from hundreds of biologically made cylons, we've been calling them skinjobs, has indicated that the cylons had intended a coup de gras with the CMP shut down virus, and did not have the resources to complete their plans of holocaust against our people while facing our defense.  While many of our resources are dedicating to saving the lives of our citizens and preparing for counter offensive, these skinjobs have given us some other poignant intelligence, they've indicated a weak spot. The Battlestar Cerberus has been sent on special assignment to locate a basestar containing original copies of many of the cylon biological models.  Our scientists have also provided us with an experimental "resurection jammer" so just maybe we can send these frakers strait to hades..  Once located our orders are clear, destroy that baseship and it's VIP targets, and inflict as much damage as possible while in enemy territory.  Once this VIP vessel is destroyed, return to Canceron for biovac ops. 

Almost forgot to mention, we've put together a frigate group , call sign: Spectrum, to be within range for backup if required.  They'll be providing long range picketing in your area of operations but will keep an FTL fix during your mission.     

last update 9/22 13:00 mtn. newest release is the bottom link 



[attachment removed and sold on the black market]
« Last Edit: October 11, 2012, 09:38:35 pm by Cerebus »

 

Offline Dukayn

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Re: Seek and Destroy Mission: Payback- , version 0.8b (getting better at this)
Sounds nifty, I'll give it a go.

 

Offline JCQ

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Re: Seek and Destroy Mission: Payback- , version 0.8b (getting better at this)
i played your mission i didnt expect it to end so abruptly when the 4 base*'s jumped in. first time i played i was to close to the ship when i set off a nuke lol.

 

Offline Cerebus

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Re: Seek and Destroy Mission: Payback- , version 0.8b (getting better at this)
planning on working on this one some more tonight, I'll put a new copy up later

Ill get the player to initiate the jump.  That and maybe add a few more baystars in different directions to make it more obvious that its time to run away.

I'm thinking the biggest thing is to replace or augment the messages with voice.  If you don't get to read them as you are busy I could see it being much easier to get confused
« Last Edit: September 19, 2012, 09:56:59 am by Cerebus »

 

Offline karajorma

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Re: Seek and Destroy Mission: Payback- , version 0.8b (getting better at this)
Can you stop saying baystars. :p It's basestars (or baseships).
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Re: Seek and Destroy Mission: Payback- , version 0.8b (getting better at this)

I'm thinking the biggest thing is to replace or augment the messages with voice.  If you don't get to read them as you are busy I could see it being much easier to get confused

i would just add a relatively related sound to the text there are some already on there that way the player knows something is happening and will most likely read the chat bar

 

Offline Cerebus

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Re: Seek and Destroy Mission: Payback- , version 0.8b (getting better at this)
Did anyone enjoy it?  Keep it up or don't quit the day job? 

 

Offline Cerebus

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Re: Seek and Destroy Mission: Payback- , version 0.8b (getting better at this)
Can you stop saying baystars. :p It's basestars (or baseships).
sure.  I'm building a reference sheet now so my releases don't mess up details

 

Offline karajorma

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Re: Seek and Destroy Mission: Payback- , version 0.8b (getting better at this)
I haven't had the chance to play it yet, but it seems other people are enjoying it. Keep working on it. :)
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Offline Dukayn

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Re: Seek and Destroy Mission: Payback- , version 0.8b (getting better at this)
Haven't had a run of it yet, will do so today and get back to you with thoughts and opinions which you are most free to ignore :)

  

Offline Dukayn

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Re: Seek and Destroy Mission: Payback- , version 0.8b (getting better at this)
Ok had a run through.  Having some issues with this one.

First off, the briefing screens are showing no icons, as you can see below.


Followed by no ships showing in Ship Selection.


I've tried clicking on the Assault Raptor and dragging it to where the flights should be, but either way I end up with just the Mk.VII Viper in Weapon Selection, and thus can't arm nukes.

However, when I launch ingame after doing so, I am spawned in an Assault Raptor.


Apart from that, in-flight observations were that it could really do with a skybox instead of the generic black sky + default stars, and that there was no use of the Escort List or Directives (at least not in the time I was flying.  First fly through the Battlestar blew me up, second fly through a Basestar missile got me).  Also the Team Loadouts have Cylon weaponry selected which should probably be fixed just to clean things up.  I'd personally take the missiles off the Raiders but it's not a huge deal really.  Might be more of an issue if you're not flying a Viper though as you're less maneuverable in the Raptor.  Also, I had to get REAL close to the Basestar to engage the Raiders which meant I was dodging the flak wall as well as Raiders guns/missiles and the occasional missile from the Basestar.  Looking at the mission it could be because of where they spawn (behind the Basestar) but it's more likely because they are being ordered to guard the Basestars, and keep a safe distance from enemy ships.  Personally I'd make them attack full on, mainly because that's the behaviour that we see of the Cylons when meeting with Colonial forces - attack, attack, attack.  Raiders are usually sent out in swarms to kill as many Viper pilots as possible as quickly as possible, they don't hang back.

This is a nuclear strike mission, you have to arm your missiles to your own viper but the NPCs are already armed.
Mk.VII Vipers can't arm nukes.  Not sure about VIIe variants but I know for sure that the plain VIIs can't, meaning you have to take an Assault Raptor to do nukes which also means your survivability is lessened against the Raiders.

As I said, these are just my opinions so feel free to ignore them :P
« Last Edit: September 19, 2012, 08:24:50 pm by Dukayn »

 

Offline karajorma

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Re: Seek and Destroy Mission: Payback- , version 0.8b (getting better at this)
Followed by no ships showing in Ship Selection.


I've tried clicking on the Assault Raptor and dragging it to where the flights should be, but either way I end up with just the Mk.VII Viper in Weapon Selection, and thus can't arm nukes.

However, when I launch ingame after doing so, I am spawned in an Assault Raptor.

Now that's interesting. That shouldn't be possible.

I'll have to see if I can figure out what's causing that.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline Cerebus

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Re: Seek and Destroy Mission: Payback- , version 0.8b (getting better at this)
Thanks for the feedback, as far as the icons and ships in mission selection I really dont know what's up with that.  In the editor I positioned it on a decent screen shot, they haven't shown up in either of the maps I've done.  Same thing for the ship selection.  As it wasn't working I just left the mission to the mk VII, you can arm missiles , they're the mongenel torpedoes, the nuclear bombs are for the raptors.  The first order is to give all fighters the command to attack, once that's done it should play out with or without your input appropriately.  I did just delete the ending to see what would happen, all of the fighters and frigates are killed, but the battlestar prevails over the 2nd wave of 4 baseships.


I'm going to go back and automate a few things, and we're going to get some voices injected as that will make a huge difference, I just played through another time and was facing the wrong way and completely missed the significance of a moment, because there was no audible que

 

Offline Dukayn

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Re: Seek and Destroy Mission: Payback- , version 0.8b (getting better at this)
you can arm missiles , they're the mongenel torpedoes, the nuclear bombs are for the raptors.
*facepalm* I never even saw these in the loadout menu.  There ya go, today I learned something :)

 

Offline Cerebus

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Re: Seek and Destroy Mission: Payback- , version 0.8b (getting better at this)
I've added skybox elements, made the fighters attack automatically if you dont do it by the time the battlestar reaches it's first waypoint and flips for broadside and added a few more story elements.  I'm starting to collect my voice samples to insert them too. 

I also took out the ending and I think I'm going to add the option to jump at that point or duke it out with baseships and fleet.   I'll probably have an update for this map tomorrow or saturday

also want to add the squadron status box, or some sort of ticker so you can see how many fighters you have or haven't lost
« Last Edit: September 20, 2012, 03:32:46 pm by Cerebus »

 

Offline Dukayn

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Re: Seek and Destroy Mission: Payback- , version 0.8b (getting better at this)
also want to add the squadron status box, or some sort of ticker so you can see how many fighters you have or haven't lost
Yeah what's up with that?  I noticed it wasn't there but didn't mention it.  It's just shown up in every mission I've made without me having to do anything.

 

Offline karajorma

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Re: Seek and Destroy Mission: Payback- , version 0.8b (getting better at this)
On loading the mission in FRED (or saving it), you should be getting a message saying "Player Red 1 should be part of Alpha, Beta or Gamma wing" That's why you've got no squad gauge and that's why the loadout is messed up. I'm actually surprised the mission ran at all.

The problem is that you forgot to go to the Mission Specs Editor and change your Custom Wing Names. They should match the names of the wings you have in the game, starting with Red wing.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline Cerebus

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Re: Seek and Destroy Mission: Payback- , version 0.8b (getting better at this)
I fixed the wing names and it will allow players into the other ships now, but how do I get the ships in the briefing to show?  I read something else about how they had to had an icon but could find no such function.


just updated the release again, has music, skybox, more raiders, and I cut the ending so you can take on the fleet of baseships, oh and I fixed baseships*  :D

 

Offline Dukayn

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Re: Seek and Destroy Mission: Payback- , version 0.8b (getting better at this)
Just played this again with the new version and had a lot of fun.  I think it'd be helpful if the Battlestar at least and possibly even the Basestars were on the Escort List but apart from that it played really well.

Still no use of Directives which means outside of the messages at the top of the screen there's no visual clues for what the pilots should be doing.

Good use of the game's voice prompts, I found that really helped.

Overall it's a really fun mission, and seeing all the nukes go off on the first Basestar is really cool.

I did find that near the end of the mission I found that I had run out of Raiders to fight, and didn't have any missiles with which to attack the remaining Basestar, which left me with not much to do, really.  I did some strafing runs across the Basestar but the Viper's guns don't do a whole lotta damage so all I think I did was make my Viper lighter by a couple hundred rounds of ammo :P

Also I would suggest maybe allowing combat landings on the Battlestar instead of having the player jump out, as Vipers don't come equipped with FTL drives so that shouldn't really be happening :P

 

Offline Cerebus

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Re: Seek and Destroy Mission: Payback- , version 0.8b (getting better at this)
once I run out of missiles I switch to command and control, tell the other fighters what you want them to do (they still have nukes if you're dry)

as soon as I figure out something for reloading I'll try to implement it, it's just beyond me right now.  I'd really like to be able to combat dock, reload, and take back off to fight.  I think what I'll end up doing is a red alert at the end of the mission and making it a two part map, we'll see though, I'll have some time this weekend.

your suggestions and quirks you root out are inspiring me and guiding my attention, keep it up, perfect!
« Last Edit: September 21, 2012, 10:33:37 am by Cerebus »