monsterfurby monsterfurby

Wing Commander

Wing Commander

This game was made for it.

Alright, I understand that there is already a bunch of threads out there only titled with a license name - understandably. However, I am surprised that no one has suggested a Wing Commander Mod yet, although this game would be close to perfect for one.
Of course, a few tweaks would have to be made, namely:

- Carriers with higher fighter capacity OR larger squads
- Longer Research projects (Vesuvius, Temblor Bomb, Behemoth, etc.)
- more expensive frigates - they are rather uncommon in the WC universe, but exist
- possibly some others.

Other than that, I can very well imagine the Wing Commander feeling in the game - Jumping from system to system, carrier warfare, orbital station and so on.

All in all I am thinking about implementing three, ultimately four races:
- Confederation
- Union of Border Worlds
- Kilrathi
- Nephilim

In that sequence, as the UBW recycles some of Confed's ships and would be the easiest of all Non-Confed races to implement.

I have startes to look into the game's files a bit, however, I do not think I can even remotely accomplish this mod without any help. So if there's any interest for this mod in the community - any help would be appreciated.
21,792 views 42 replies
Reply #26 Top
I'd love to see a WC-Mod for Sins.

It's true that Sins alreads has a good basis for this.

Basically I would suggest to replace the cap ships with different Carriers. They should have special abilities like a buff for their fighters or powerfull ship-to-ship torpedos or even the Midways Plasma Cannon (if you're going for/including) the Prophecy-Era.

It might even be possible to add additional Fighter/Bomber-Types to bring a wider variety to the battlefield. Stronger Fighters should have longer build times however, so that it actually hurts if you lose them. Maybe you can change it so that the player has to buy/pay for the squadrons and therefore has to decide which ones he want to have on his carrier, cheaper Interceptors or more expensiv Heavy Fighters. But I don't know if that's possible.

Frigates and Cruisers could be used to represent the rest of the fleet. Cruisers, Destroyers, Supportships or even Dreadnoughts.

It is true though that some of the fighters did have jump drives, but I think they were only for short range in-system jumps. For lange range jumps it makes more sense that they dock with their carrier. So I think there's in fact no need to change the way it already works in Sins. The same goes for the visibility thing. I think it's impossible or at least very hard to recreate the tactical deepnes of the WC missions in Sins(hiding, fake attacks and precision strikes on defensles targets by your fighters). So, if you jump to a system and see an enemy, you'll just attack him and thats it.

On the other hand, I'm really curious if it's possible to limit the visual range of your ships so that you actually would have to scout every system.


Ah, one more thing. It should be no problem to add more fighters to the squadrons (in fact I think it's only a small change in the Entity-File, but the number of squadrons on each carrier should be rather small. The TCS Midways is a Supercarrier but has only 3 or so full Fightersquadrons plus 1 or 2 Bomber-Squads*. So I would suggest to go for a lower number of squads but more fighters per squad.


* (Wikipedia in fact states that she has 252 fighters, but I think that actually refers to the number of fighters on board and not the number of pilots)
Reply #28 Top
I managed the website for a different WC project a loooong time ago. However, I am not a modder, never had the time. Two tips from experience:

If you get this project going, be sure to mention it to the WC CIC, the main WC community. They are good at getting the word out and getting you in touch with other WC modders, who often are willing to share resources.

There is a WC model archive here. Please give respect to the authors by giving them appropriate credit as per the terms on their site.

Good luck.
Reply #29 Top
Despite its fighter-centric games, the wing commander universe, especially in the later installments, featured plenty of non-carrier action. Seeing the battles unfold through from the perspective of the fleet commander worried about large numbers of capital ships instead of from the cockpit worried only about the targets in front of you, be they fighters or a single cap ship objective, would be IMO AWESOME.

One of my favorite moments playing the WC games was in WC2, watching the Concordia take out a Fralthra. WC doesnt necessarily mean just fighters and carriers.

Even though I still get a little bleary-eyed every time I see the Concordia model the guys at Wing Commander Saga have put out. I'll break out in tears if they can put up a Tiger's Claw...
Reply #30 Top
Well, actually this thread is more like a "Fan Fiction" and not about to start the Mod.
The Facts are, that no one who is interested in such a mod has the skills to create one, right?
I think if someone would bet some money that there will be never a proper Wing Commander Mod for this game, he/she could become rich.
Reply #31 Top
Well, actually this thread is more like a "Fan Fiction" and not about to start the Mod.The Facts are, that no one who is interested in such a mod has the skills to create one, right?I think if someone would bet some money that there will be never a proper Wing Commander Mod for this game, he/she could become rich.
End of quote


It would certainly help if people made constructive* comments. Planning and ideas are just as important as the actual modding, eh?

I actually mentioned it in the forum at CIC, but of course, this still needs to get going. Maybe if we could set up a communication platform (forum) for all those willing to participate, this could move things ahead a little.

* just in case:
con·struc·tive
adj.
1. Serving to improve or advance; helpful: constructive criticism.

Oh, and excuse the sarcasm, it's only that these comments don't really help.
Reply #32 Top
I love that this thread exists, and I pledge whatever help I could offer (though like many here, 3D scares me and programming scares me more). As a HUGE Wing Commander fan, I have all the games, in various formats, and still have the blueprints for WC 1 era ships from the original set. More than happy to scan them in, if they're not already available online.

My 2 cents:

- The tricky thing about WC is that, since you're a fighter pilot in the game, a lot of the ship classes and combat revolves around smaller ship combat. I don't even know if this is possible in the Iron engine, but if the capital ship experience/power system can be selectively toggled for specific fighter squadrons or even an individual fighter... then you could "hire" Iceman or Thrakkath. And they would have unique upgrades that allow them to torpedo carriers or avoid damage, etc.

Half the fun of playing in the Wing Commander universe is your wingmates and downing enemy aces. Losing Spirit is just as bad as losing a planet. That may not be able to be preserved for a fleet-based game, but it should be explored before nixed.

- Era. I would set this no later than the WC2 era, only because it could spiral way out of control with all of the other factions (Borderworld pirates, Nephilim, etc.), events and not to mention the number of ships increases dramatically and probably makes the project less likely to come to completion. And besides, if you're following the WC1 era at the least, you've got your third side already: Firekkans! :)
Reply #33 Top
I'll agree with Monsterfurby.
Glactic Ambassador, you've already made your point: That the mod has not started yet.
Unless you can contribute, it would be nice if you dropped this thread of 'conversation,' as it has become irritating. We'll start when the people are available. As of now, it has been only a little bit of time since release. So more time will be necessary before anything would happen. Pipe up if you can contribute. If not, please don't worry about this thread.
Moving on...
Reply #34 Top
Monsterfurby and I know each other from my Wing Commander-Mod-Project for GalCiv2.
And he should know that my project was canceled because of the lag of technical knowledge and not because of a lag of ideas.
Do you think there is a Beginner of Amateur programmer out there who just sit there and thinks: "Oh man, I REALLY would like to create a Wing Commander mod for SOASE, but unfortunatly I have no Ideas,..." Come On!

I want to see a Wing Commander Mod for this game as most as you do, but I think I am a bit more realtic about the possibility that this will ever happen. Would be great if I am wrong!
Reply #35 Top
Well if you guys are wanting for ship models and the like Id drop a line over to the guys at WC Saga. I know they have a large chunk of WC2 era ships done up, and they might be willing to share some of them if you ask nicely.
Reply #36 Top
Perhaps, Ambassador, but that's not relevant.
What is relevant is that we're talking about it, interested, and we're maintaining interest until such a time that we have the people necessary to start. How likely or unlikely it is that we will have the necessary skills is entirely irrelevant.

We're not interested in dropping the idea and allowing it to go dead, as you are suggesting we do. So please, stop commenting that it will never happen, as it is annoying, immature, and not relevant to the discussion.
Reply #37 Top
The idea of a Wing Commander mod certainly peaked my interest and the game seems to suit it so well.My 2 pennies worth though is why does this need to be a fully blown mod? As far as I can see it feels this would be better as just 2 new factions you could add based on WC. The game could deffinately use more faction possibilities and how much fun can you make a mod that is based on 2 factions?It would be nice to see 2 added factions that are heavily based on big carrier style cap ships and it's strike craft.
End of quote



Why not team up with the Freelancer guys and combine the 2 mod ideas?
Reply #38 Top
I remember those days, and I still run privateer regularly off DOSbox, though I do play freelancer, X3, and I just picked up Universal Combat. I'm also excited about Jumpgate evolution. I tried Eve but there was way to much griefing for me, and I like to PvP too.
Reply #39 Top
Ist is not relevant that we don't have someone with the needed skills?
Sorry, but no programm, file or even directory in the history of computergames was ever created just by giving suggestions in a forum!

The truth is, that people with the needed skills are working on own Wing Commander Mods (Like Wing Commander Saga) or on "Stand alone games" like "Wing Commander Pioneer" (The myybe best Wing Commander project since Wing Commander 1, 2 and Privateer!)

Or they like to create other Mods like Star Trek or Star Wars.

De Mod I started fpr GalCiv2 had also as much support as this one has, but i could only recrute 1 guy with the needed skills. And after this guy had to go there was no one that took his place. And How old is GalCiv2 now? So ONE skilled guy in all that time.
Reply #40 Top
if we keep this thread alive i am sure it will happen
heee!! whats the rush :) 
Reply #41 Top
Last post about 2 month ago. As i see the Wing Commander Mod makes a "big progress" X-D
Reply #42 Top

I have a completed mod my only problem is creating custom ship styles it meses up every time I do it if anyone knows how to create them pm me and in return i'll let you be the first to test the mod thanks.