aubergine wrote:Those will likely be useful to see if possible...
It's been years since I looked at 'em.
Thinking about it now I recall 2 that may fit the bill of covering some crux ground and being quite short enough to post in a thread that I could create in the Lounge BB. I believe I titled the 2 shorts I have in mind ~ "The Goodness of Dr. Reed" and "The Wager Lost by Winning". They're a sequential pair as well; the one leads into the other as pivotal events unfolding. I'll have a look after work today. Knowing myself, I'll have to resist the impulse to rewrite.
@Emdek: When I was working out the revised 2100 timeline for 2200 I began in the 2008. One thing I was very clear on was creating milestones for the RL Space Program. I extrapolated from the current Space Station its continued development and included dates for such progressive events as an outpost on the Moon, followed by a foothold on Mars and later Titan. These "Outposts / Colonies" would have been self-sufficient by the date of the Collapse and would have obviously not been impacted by its consequences Earth-side. Makes you think.
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Last edited by Rman Virgil on 23 Apr 2012, 16:15, edited 1 time in total.
Rman Virgil wrote:I extrapolated from the current Space Station its continued development and included dates for such progressive events as an outpost on the Moon, followed by a foothold on Mars and later Titan. These "Outposts / Colonies" would have been self-sufficient by the date of the Collapse and would have obviously not been impacted by its consequences Earth-side. Makes you think.
Yeah, that could open new opportunities though it would fit better if done more like in fashion of idea behind Iron Sky movie, like top secret thing or at least assumed to fail so it wouldn't require additional changes in current campaigns.
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Rman Virgil wrote:I extrapolated from the current Space Station its continued development and included dates for such progressive events as an outpost on the Moon, followed by a foothold on Mars and later Titan. These "Outposts / Colonies" would have been self-sufficient by the date of the Collapse and would have obviously not been impacted by its consequences Earth-side. Makes you think.
Emdek wrote:Yeah, that could open new opportunities though it would fit better if done more like in fashion of idea behind Iron Sky movie, like top secret thing or at least assumed to fail so it wouldn't require additional changes in current campaigns.
CAM 4 could set the stage for such a first time appearance, maybe.
Also - has it ever been determined just how long the events of 2100 play out over.? Some months... less than a year..?
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From what I can see of my timeline pondering it only lasts a few months, which makes for a somewhat cramped timeline.
I've not done a full sweep of text in briefings / FMVs, but I've based some initial ponderance around mission timers. I decided to treat 1 minute in game as 1 hour in RL. I also then assume there is time when travelling via transports on away missions - it's not clear how far away the transports go so I assumed 3-4 hours travel time in each direction.
Does anyone have (or is willing to compile) a list of mission times for each mission in each campaign?
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
aubergine wrote:I'm looking for artwork, feedback/corrections and any other info relating to the new Scavenger page on WZpedia: https://warzone.atlassian.net/wiki/disp ... Scavengers - Any help/feedback greatly appreciated
Man that is really well done all around: comprehensive organization of content presented in an elegant layout, with the content itself not just informative but also entertaining, inspiring and evoking an excitment for what gaming is yet to come.
Among the many things that left an impression let me recall this bit about the Articulated Lorries:
Articulated Lorries are probably the most devastating weapon in the Scaverger arsenal due to having ample room for weapon mounts and making a beeping sound in reverse.
ROTFLOL.
On a side note...about 3 years ago I played around extensively, in game, with a new Scavenger specific feature - cargo containers. I extrapolated that they would still be around even more plentiful than corrugated tin or any of the vehicles for that matter. They would also make more sense for scavengers to use in creating fortifications than scraps of wood and tin. These were assembled lego-like in the map making phase of design.
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
And after noticing the barrier on the car park, I found myself staring at the cars....
Imagine them being micro-transporters, only capable of holding 4 scavenger infantry. You could get scav soldiers to embark in cars.
You could have one that's a commander droid (but with no visible turret) and assign the other cars to it, so that you could then create a convoy with one car leading the others.
Picture it, a bunch of blokes getting in to the cars then taking a tour of the city to scout out food and resources, occasionally getting shot at as they drive past bands of marauders...
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO
aubergine, "simple" grouping should be enough, introducing term "commander" there could be confusing.
I like that idea, especially for possible earlier campaign(s), since it could also explain why some of them ended up in the middle of deserts.
Nadszedł już czas, najwyższy czas, nienawiść zniszczyć w sobie.
The time has come, the high time, to destroy hatred in oneself.
Well, I was thinking of using a commander because it would make controlling the convoy easier.
Specifically, I'm toying with an idea of having "augmented control" in certain missions. For example, a mission could start out in-game with an AI doing the initial work and the player just sits back and watches while a bunch of infantry get in to cars and they start driving while some audio plays explaining what's happening - almost like an in-game FMV that the player can interact with.
Another thing that could happen is that the player has full control initially, but then after a set amount of time an AI kicks in and takes control over the droids. For example there could be a limit to how long people can stay outside in Seattle streets due to radiation issues, so the player can initially control them but after a while they have to head back to base regardless of what player wants to do.
In such a scenario, I'd want to try and give the impression that the player is actually communicating with the droids via radio. For example, we know the location of droids, and if JS API evolves sufficiently we'll be able to find out what the player has instructed them to do. So if the player tells the droids to move north of their position, an crackly-radio audio clip could play saying "Head North...". The players clicks then feel like they are being converted in to radio messages, with the droids then acting on the radio messages. Likewise, droids could send radio messages back to the player "We've spotted some dog food!" etc. to create a sort of two-way conversation effect. Eventually their radiation limit is reached and the droids radio "We're heading back to base" and the AI kicks in to DORDER_RTB the vehicles, then DORDER_DISEMBARK the infantry from them and finally DORDER_RECYCLE to make it look like they've gone back in to the entrance of the underground bunker...
In terms of the radio conversation stuff, that's partly what I was pondering when Shadow Wolf released the Enhanced SitRep Mod. My task-based approach to the scripting of that makes it easy to define audio messages (and other stuff) and hook it up to events, etc. I'm currently working on something even more dynamic so that I can easily define conversations with multiple paths, eg. the user's interactions will massively change the sequence of events.
Sorry for long ramble, been up all night coding heh...
"Dedicated to discovering Warzone artefacts, and sharing them freely for the benefit of the community."
-- https://warzone.atlassian.net/wiki/display/GO