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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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Spaceship Weapon Ideas

The three classic weapons of spaceship-based miltary scifi are the beam, the missile, and the railgun. The challenge from a game-design perspective is to make balance the strengths and weaknesses of each of the three, such that they have unique and rewarding niches in the tactical environment. The following is my take on them. There's a lot of assumptions baked into the descriptions here, and I don't know how much of this can actually be implemented in Freespace 2, but I figure laying it out is a place to start at least. Alternate takes are welcome, let's hear what you guys like. @netstack, it's ideas time!

Railguns

  • Cheap, low-tech, easy to maintain, easy to feed.
  • no loss of terminal effect at range.
  • Good penetration, allows them to threaten even heavily-armored components like reactors.
  • Effective range is limited by relatively low projectile velocity.
  • Railguns and their capacitor banks are heavy, and require heavy mounts to absorb their considerable recoil.
  • Larger projectiles are vulnerable to interception.

Railguns are powerful, cheap, easy to make, easy to maintain, and easy to feed, which makes them a nearly ideal primary armament. They're pretty good at hammering enemy ships and short and medium range, pretty good at point defense, and adaptable enough to fit a variety of roles, thanks to a wide selection of specialized projectiles.

The problem is that "pretty good" is about where they cap out. They're general-purpose low-tech weapons, and that means they lose out both in specialized roles and to the increasing benefits of tech advancement. They do get some upgrades and higher-tech variants that can compensate for these discrepencies, but they're simply outclassed by beams at the high end of the tech scale.

Variant Ideas

Submunitions - These shells break apart into a cloud of smaller projectiles, trading hard-target penetration for increase hit probability and damage against soft targets.

Guided Munitions - Larger warship railguns can fire shells with their own guidance package and manuevering thrusters to allow limited homing on target. These are much more expensive than standard railgun shells, but provide much-improved long-range accuracy. Due to the powerful forces involved in a railgun launch, the guidance packages are more limited than those found on torpedoes, but they're also more resistant to point-defense fire.

RKV - The capstone of railgun tech, RKV cannons launch projectiles at meaningful fractions of the speed of light. Greatly increased projectile speed means greater effective range and far greater terminal effect.

Beams

  • best possible accuracy, as they travel at light-speed.
  • Good balance of damage and penetration makes them highly effective against against all but the best physical armor.
  • shortest-range of the three types, due to the beam diffusing over long distances.
  • power hungry, requires a lot of supporting hardware.
  • waste heat, requires even more supporting hardware.
  • high tech, so might be hard to come by or prohibitively expensive.

Beams are the ultimate high-tech, high-class weapon. They're ideal for defense against fighters, missiles and torpedoes, and the higher-powered versions are devastating to ships as well. Their problem is range, cost, and the supporting hardware they require, which often leave them underpowered relative to railguns as primary armament. There are a number of workarounds to these issues, but all generally involve some pretty serious tradeoffs in terms of rate of fire, limits on the number of shots available, or other drawbacks that relegate them to more niche roles.

Beams are tech-limited. The better a faction's tech base, the better beams get. The more resources a ship can dedicate to them, the better beams get. These effects combine to scale the effectiveness of beams exponentially as you move toward end-game units, until they effectively become the ultimate weapon for those who no longer concern themselves with the denominations of their currency.

Variant Ideas

Burnout - Greatly increased power, but only good for a couple shots before needing to be either replaced or replenished outside of battle. Often mounted as special anti-ship weapons on fighters.

Periscope - beam emitters can be buried deep in the hull, their fire directed through relatively light and agile reflector turrets. Beams set up this way are highly resistant to damage, while maintaining the responsiveness of light secondaries.

Pulse - The beam is pulsed rather than continuous, trading raw damage for a much faster cycle time. Typically used by dedicated point-defense weapons.

Hotshot - These weapons have traded off cooling support for increased power. Limits the rate of fire to allow for a cooldown, requires expendable heat-sink material, or both.

Missiles/Torpedoes

  • Extreme range.
  • Excellent accuracy thanks to sensors and guidance.
  • Excellent penetration and damage.
  • minimal hardware requirements.
  • Vulnerable to interception, countermeasures, jamming and spoofing.
  • The most expensive weapon on a per-shot basis.
  • Bulky and heavy, so only a limited number can be carried.
  • Stowed missiles are fragile, and a detonation risk if struck.

Missiles (the little ones) and Torpedoes (the big, capital-ship-killing ones) are excellent both offensively and defensively. They home on targets and they hit for serious damage. They're good against fighters, good against capital ships, good at point defense. They're highly adaptable, with variations suitable for every occasion. They let you launch battleship-killing salvos from a metaphorical rowboat. Why would anyone use anything else?

The biggest problem missiles present is logistical: missiles and torpedoes are complex, high-tech, expensive and bulky per-shot. This means that you can never carry as many as you'd like. They're the most expensive weapons system on a per-shot basis, and the bulk and expense makes resupply and procurement that much harder, so you can never get as many as you want either.

The second problem is that they're vulnerable to countermeasures, point-defense, and interception. Whether on offense or defense, volume of fire is decisive. Obviously, this aggravates the logistical challenges, but the more immediate drawback from a tactical perspective is that there's such a diversity of offensive and defensive tech in play that there's often an irreducible element of chance in serious engagements.

The third problem, particularly for dedicated missile platforms, is that magazines full of missiles tend to suffer catastrophic detonations when penetrated by enemy fire. This makes dedicated missile platforms rather more vulnerable than gun or beam ships.

Variant Ideas

Dumbfire - Lacks a guidance system, flying straight ahead until it hits something or self-destructs. Much, much cheaper, but worthless at anything but very short range.

HV Dart - Accelerates rapidly to very high velocity, relies mainly on kinetic impact to deal damage. These are effectively expendable pocket railguns.

Swarm - launches a swarm of mini-missiles, short-ranged and highly maneuverable.

...Okay, that's enough from me, at least for now. There's already a separate thread on shields, and we haven't even gotten into electronic warfare, targeting/illumination, and countermeasures yet.

There's a lot of assumptions baked into the descriptions here, and I don't know how much of this can actually be implemented in Freespace 2

It's quite an amazing coincidence, but a lot of these, including the variants are either available out of the box, or can be done with just a touch of modding. It's just a question of modifying the parameters in weapon definitions, and re-skinning them. For example, Freespace has these slow-moving plasma projectile cannons (which always felt a bit underwhelming to me, even when they managed to score a hit), what's a railgun if not that, but with faster projectiles, and a different look?

  • Submunitions

FS2 flak guns with a different skin.

  • Guided Munitions

I think I saw mods with "bendy beams", should be no problem.

Beams

Yeah, that's not gonna be a problem. There's a ton of built-in support for that, and lots parameters you can play with.

Beams are tech-limited. The better a faction's tech base, the better beams get. The more resources a ship can dedicate to them, the better beams get. These effects combine to scale the effectiveness of beams exponentially as you move toward end-game units, until they effectively become the ultimate weapon for those who no longer concern themselves with the denominations of their currency.

On that note, I was thinking it might be fun to have some in-mission resource management for ships you control. Even vanilla sort of has that for fighters, by letting you allocate energy to engines, guns, and shields. I'd like something more complex for capital ships but I'd like to finish the basic Sysytem Map and Tactical View features before jumping into that.

Periscope

Is the idea here that you would see the beams getting reflected from the outside? That might be a lot of work, but should be doable, and would look insanely cool!

If we want to go full-anime, how about "disco ball" turrets, splitting the beam to hit multiple targets?

Missiles/Torpedoes

Much like beams, lots of built-in support.

Dumbfire

Available out of the box, and work exactly like you described

HV Dart

Depending on how you want to do it, that's either a very fast dumbfire, or a projectile cannon pretending to be rocket. If you want the acceleration to still be visible to the player, it should be doable with some light scripting.

Swarm

Available out of the box, but in my opinion will need better maneuverability than vanilla. These rockets always felt useless to me.