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The Motte Moddes: HighSpace (August 2023)

The goal of this thread is to coordinate development on our project codenamed HighSpace - a mod for Freespace 2 that will be a mashup between it and High Fleet. A description of how the mechanics of the two games could be combined is available in the first thread.

Who we have

Who we need

The more the merrier, you are free to join in any capacity you wish! I can already identify a few distinct tasks for each position that we could split the work into

  • developers: “mission” code, “strategic” system map code

  • artists: 2D (user interface), 3D (space ships, weapons explosions)

  • writers: worldbuilding/lore, quests, characters

What we have

  • Concept art for a long range missle cruiser, curtesy of @FCfromSSC

  • A proof of concenpt for “strategic” system map we jump into on start of the campaign. It contains a friendly ship and 2 enemy ships, you can chose where to move / which enemy ship to attack.

  • A somewhat actual-game-like workflow. Attacking a ship launches a mission where the two ships are pitted against each other. If you win, the current health of your ship is saved, and you can launch the second attack. If you clean up the map you are greeted with a “You Win” message, or “You Lose” if you lose your ship.

  • A “tactical” RTS-like in-mission view where you can give commands to your ships.

Updates

  • The System Map and the Tactical View got minor pimp-ups. The System Map now shows the ship names, and the Tactical View has a grid to help with orientation, draws ship icons if the ships are too far away to see, and draws waypoint, and target icons to give some indications of the ship's current goals.

  • The System Map now supports Battle Groups, and the player is now in charge of one - the original GTC Trinity cruiser, and a wing of fighters.

  • We now have “just in time” mission generation. Like I mentioned in the previous thread, the scripting API gives you access to the file system, so it was pretty easy to generate a mission file on the fly. This has some advantages over using a “blank” mission file and setting up the mission via the API, because not all mission features are exposed to the API. The most obvious example here will be how there's no longer an “extra” player ship, just the ones explicitly declared for the System Map (in the previous versions you'd be flying a fighter, even though in theory there were no fighters in the System Map).

  • Thanks to the fighters and their current load-out it's actually not that hard to win the game at the moment. Your cruiser will easily dispatch the Shivan one, and as to the corvette, you can order your ships to run away, and take out the turrets yourself, then order your ships to attack. It will take a while, but with a defenseless enemy it's only a question of time.

What's next

  • The System Map didn't get a lot of attention so far, so I'd like expand it. It would be nice to move around an actual star system, add camera movement, and split/merge mechanics for fleets.

  • The Tactical View is somewhat functional, but still needs to give a player handle on what's going on, and better control over their ships. I wanted to add subsystem status, beam cannon charge status, and a handier way to give advanced commands.

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Rule of thumb: fast travel between solar systems needs dreadnaught sized shields. Fast travel between planets needs frigate sized shields. Fast travel between planets and their moons can be done with fighter sized shields.

Funnily enough, that's literally the opposite of what I had in mind - I thought fighters would have a higher in-system mobility, but I think I like your idea more in the end, because otherwise they'd be overpowered (hit and run strikes from anywhere within the system feels like a bit too much). I like that there are several implications to this idea. If unaccompanied fighters are jumping in to attack you, that means there has to be at least a frigate in the neighborhood. If they're jumping in with a frigate, taking it out cripples their means of escape allowing you to mop them up later. If you want to ensure your strike force's ability to retreat, you might want to leave a frigate behind nearby, instead of committing it to the battle. Very cool!

1. Maybe the subspace engine energy can also be tuned for use in a weapon that can bust subspace shields. But it would mean longer engine charge times. So fleets might be forced to choose between fighting or escaping.

I'm not sure about it either, but it sounds like a relatively cheap thing to implement, so we can try it out at some point.

2. The shields are large so that smaller entities can travel alongside the bigger ships.

3. Shields can merge. Smaller shielded entities can "pop" through a bigger shield with a bit of pushing. And if the shield has been weakened a bit with subspace beams.

#2 might be doable (I think you just make a 3D model for the ship's shield, but I haven't checked). #3 would require modifying the game engine quite significantly, so that's a no for now. Vanilla FS shields let smaller craft pass without resistance.