Rallis Rallis

Anybody remember Freespace?

Anybody remember Freespace?

It'd be cool if a mod was made about this..

If anybody remembers the old games Descent, Freespace and Freespace 2, it'd be sweet to make a mod about those. As soon as I picked this game up, that was the first thing I thought about and a lot of the gameplay concepts are the same. Besides Freespace being a sim and not an RTS. In my opinion though, Freespace 2 was the best space game of it's time, but was largely un-advertised so not many people knew about it. It had great graphics, very well done gameplay, a interesting story and background, and lots of ships to choose from. It probably is still one of the best space games out there.
152,170 views 86 replies
Reply #76 Top
very nice boys...

i dont know about you guys but i ALWAYS play with at least 16 stars with 0-9 planets in each star system. I find that works quite well for me. I crank up the map size to make things as far apart as possible and i think that makes it more realistic too.
Reply #77 Top
wow i didn't know about the new portal deal. very cool.

For team colors i always pick green for gta, yellow or orange for PVN and red for Shivans and i like the look of that in game. i will look into changing uncontrolled/explored systems to yellow instead of the grey.
Reply #78 Top
I actually think Freespace had more realistic solar system structure in mind anyways. Note that each strategic location on the Freespace strategic map represents a star/solar system (eg, Sol, Alpha Centauri) or other large body, such as the Gamma Draconis nebula. They wouldn't represent planets. I'd expect between 0 and 2 colonizable planets (for the GTA or PVN, anyways) at each star.

I think a better system would be if you made it so that stars or empty 'strategic' sectors, like a system with nothing but nebulae/derelict asteroids/jump nodes show up as red, green and yellow, and make planets into tiny dots like the Galactic UI mod. This would mean that at the typical play level of zoom, it wouldn't be a big difference, but when you zoom out to the level where in vanilla sins, each star has it's little 'galaxy' aura, that's where it should look like the Freespace strategic map. Actually, this probably makes things a lot simpler, since you don't actually have to do anything for the planets or stars themselves, just replace the zoomed out ones. The difficulty will be in having them accurately represent the alignment of the system, and I'd guess in having the links between specific systems show up.

Sorry to just spool out ideas on you guys with no skill to apply them :NOTSURE:

I was wondering what you were planning to do about incorporating gas (deuterium, I believe) as a resource.

I also think 'borrowing' the ammunition scheme that they're using in the Halo mod, with zero-regen antimatter as ammo. It works a lot better in Freespace, since all the consumable weapons (missiles, essentially) are a lot more on par with each other than the dramatically different MAC and Shiva weapons that they're working on for Halo. Any balance issues could be solved easily by simply controlling salvo size, so dumbfire rockets would fire huge salvos, torpedoes/bombs would fire singly, etc. This means that there's no problem having multiple missiles on different ships, so you can just have multiple missile abilities for multi-role (or selective role) fighters, like having both long range anti-bomber missiles (like Trebuchets) and short range antifighter missiles on interceptors, or torpedoes and cluster/defensive weapons on bombers. Then of course, bases would regen antimatter to act as supply points, and capital ships (only those with hangars) and resupply ships could ferry the antimatter ammo around.

You guys have probably already covered this :)

I can only think of two points of contention right now. How can you assign a group of strike craft to either a station or a cap-ship (fleet, I guess...), and is there any way to implement shooting down torpedoes without making torpedoes into 'strike craft' and bombers into 'carriers'?
With the first point, I think it comes down to jump range. In the Freespace lore, exactly how independent were fighters? I guess they could probably jump almost indefinitely alone, and supplies were the only limiting factor which tethered them to capital ships. I hope that ammo dependence is enough to reflect this on its own.

In any event, good luck! I'm really looking forward to this. :CONGRAT:
Reply #79 Top
For Freespace, fighters couldn't jump beyond the solar system they were in due to limitations of the subspace drive. Fighter-sized drives require a gravity well to "slingshot" them into subspace. So while fighters could go on interplanetary patrols, they couldn't go from Gamma Draconis into Capella, say. However, Special Operations Command fighters are sometimes equipped with very special, very expensive subspace drives that allow them to go beyond a solar system via jump nodes. Those drives are most commonly mounted on Pegasus stealth fighters for recon missions or Erinyes heavy fighters for a very special ops assault. Of course, captured Shivan fighters are often equipped with them for forays into Shivan territory.
Reply #80 Top
I actually think Freespace had more realistic solar system structure in mind anyways. Note that each strategic location on the Freespace strategic map represents a star/solar system (eg, Sol, Alpha Centauri) or other large body, such as the Gamma Draconis nebula. They wouldn't represent planets. I'd expect between 0 and 2 colonizable planets (for the GTA or PVN, anyways) at each star.I think a better system would be if you made it so that stars or empty 'strategic' sectors, like a system with nothing but nebulae/derelict asteroids/jump nodes show up as red, green and yellow, and make planets into tiny dots like the Galactic UI mod. This would mean that at the typical play level of zoom, it wouldn't be a big difference, but when you zoom out to the level where in vanilla sins, each star has it's little 'galaxy' aura, that's where it should look like the Freespace strategic map. Actually, this probably makes things a lot simpler, since you don't actually have to do anything for the planets or stars themselves, just replace the zoomed out ones. The difficulty will be in having them accurately represent the alignment of the system, and I'd guess in having the links between specific systems show up.Sorry to just spool out ideas on you guys with no skill to apply them I was wondering what you were planning to do about incorporating gas (deuterium, I believe) as a resource.I also think 'borrowing' the ammunition scheme that they're using in the Halo mod, with zero-regen antimatter as ammo. It works a lot better in Freespace, since all the consumable weapons (missiles, essentially) are a lot more on par with each other than the dramatically different MAC and Shiva weapons that they're working on for Halo. Any balance issues could be solved easily by simply controlling salvo size, so dumbfire rockets would fire huge salvos, torpedoes/bombs would fire singly, etc. This means that there's no problem having multiple missiles on different ships, so you can just have multiple missile abilities for multi-role (or selective role) fighters, like having both long range anti-bomber missiles (like Trebuchets) and short range antifighter missiles on interceptors, or torpedoes and cluster/defensive weapons on bombers. Then of course, bases would regen antimatter to act as supply points, and capital ships (only those with hangars) and resupply ships could ferry the antimatter ammo around.You guys have probably already covered this I can only think of two points of contention right now. How can you assign a group of strike craft to either a station or a cap-ship (fleet, I guess...), and is there any way to implement shooting down torpedoes without making torpedoes into 'strike craft' and bombers into 'carriers'?With the first point, I think it comes down to jump range. In the Freespace lore, exactly how independent were fighters? I guess they could probably jump almost indefinitely alone, and supplies were the only limiting factor which tethered them to capital ships. I hope that ammo dependence is enough to reflect this on its own.In any event, good luck! I'm really looking forward to this.
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Very good ideas, Tuna. Everyone, don't forget we have forums specifically for the mod now. So, post all your ideas there and check back for updates on progress and such.

Right now, we're planning on incorporating not only Freespace 2, but the Freespace 1 and Silent Threat eras into the mod as well.

Forums: http://www.invisionplus.net/forums/index.php?mforum=fs2modproject&act=idx
Reply #81 Top
HADES! HADES! HADES! HADES!
Reply #82 Top
yo didn't read any of the thread but just dropping in to tell you guys to keep an eye on this:
SoaSE Freespace
Reply #83 Top
yo didn't read any of the thread but just dropping in to tell you guys to keep an eye on this:SoaSE Freespace
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BAD! BAD! Messing up my advertising for my mod. I doom you to eat dinners of sticks and leaves for all eternity!
Reply #84 Top
Oh, and that mod looks pretty dead. I was looking at it earlier, and I don't even know if they placed it right. They said "Universe at War", so I assume it's for that game.
Judging by that screenshot, I believe I am right.


Also, everyone remember that there are forums to register on!
Forums: http://www.invisionplus.net/forums/index.php?mforum=fs2modproject&act=idx
Reply #85 Top
I spasm in joy and jubilation!
Sorry for being silent all this time, my internet was cut off. I have two more exams this week, but once that's done I'm free as a bird in a rather large cage.
P.S.
I'm off to register in that forum now, under the nickname The Boz.
Reply #86 Top
Oh, and that mod looks pretty dead. I was looking at it earlier, and I don't even know if they placed it right. They said "Universe at War", so I assume it's for that game.
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Oh it WAS originally for Universe at War but now he is the process of switching engines