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Imperial Lord

321 Posts

Posted - 10 Jun 2008 :  10:21:01  Show Profile  Reply with Quote
The following day, all day, Saklee starts to scout the PC camp. Killing or capturing these scouts should be very difficult, as they will run away. But if the PCs manage it, they get an XP bonus. A captured cultist will reveal nothing, but it is obvious that Saklee is preparing for an attack. (Vrusk Comprehension will certainly confirm this.)

By late afternoon, a number of Saklee's Yazirians will attack, armed with knives, clubs, and PA-11s. They will come in wave tactics, howling mad and charging. With good tactics, the PCs should defeat them. At this point, there are two options:

IF the PCs IMMEDIATELY jump back on the trail to pursue (that is, NO HEALING - not even biocort shots) then the PCs have an opportunity to confront Saklee at his camp. His members will be lining up to drink the poison Kool-Aid. If the PCs then defeat him and his remaining thugs, they get a big XP bonus, plus their supply of ammo, weapons (including Saklee's modern machine gun in his tower), and TD-19.

IF the PCs stay to heal, then they will arrive at the camp as it is booby trapped and all of the cultists are dead from poison Yazirian Kool-Aid. In this case, the front gate, the ammo bunker, and Saklee's machine gun tower are all wired to blow with the TD-19.
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Imperial Lord

321 Posts

Posted - 10 Jun 2008 :  10:26:10  Show Profile  Reply with Quote
The idea here is to force the player to move quickly to get the bonuses.

However - there is another way... The PCs can also launch a night attack, or a day attack, before Saklee attacks them - ie after the dinner with him and they are kicked out of the camp. However, since the cultists will be defending from behind at least soft cover, and they have Saklee's machine gun tower and all 20 or so cultists, then the PCs have a very slim chance of winning this battle.

If they do, of course, they should recieve a huge XP bonus.

No matter what happens, the PCs will be able to search the camp and find some IDs. They will find that two of the cultists were from Clan Korzan, which is the same Yazirian Clan that Dynarra Korzan belonged to in Episode 1. This is important, because as the PCs go to Histran's capital, they will meet Prince Thapsis Korzan, who is the Clan Leader.
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Imperial Lord

321 Posts

Posted - 13 Jun 2008 :  15:28:25  Show Profile  Reply with Quote
As a small tie-in to the rest of the plot, the players also find ammo crates with the "GP" logo on them. "Galactic Planetary" (GVMPI's front company) also is involved in a robust arms dealing business. Semi-legal at best...
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Aethelwulffe

USA
1782 Posts

Posted - 13 Jun 2008 :  20:43:32  Show Profile  Visit Aethelwulffe's Homepage  Reply with Quote
Imperial Lord, how about starting to structure the plot into "scenes" that I can use to build a game on? Think of each scene as being a "room" that must be filled with objects.

//begin Geek Code
GAT d? s+:- a+ C+++ U--- P+ L+ W+++
w+++ PS++ PE- PGP++ t--- R+++ !tv b++
e* h--- r+++ y++
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Imperial Lord

321 Posts

Posted - 13 Jun 2008 :  22:50:11  Show Profile  Reply with Quote
Gotcha - do you want me to start with Episode 1?
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Aethelwulffe

USA
1782 Posts

Posted - 14 Jun 2008 :  04:12:31  Show Profile  Visit Aethelwulffe's Homepage  Reply with Quote
One...One is a nice number....

//begin Geek Code
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w+++ PS++ PE- PGP++ t--- R+++ !tv b++
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Imperial Lord

321 Posts

Posted - 16 Jun 2008 :  12:42:10  Show Profile  Reply with Quote
Ok, here goes:

Episode 1

1. Intro cutscene
2. Ground shank attack
3. Camp set-up and Macetail attack
4. Possible - Tunnel Worm cave complex (if found)
5. Tunnel worm attack at base camp (Vrusk workers automatically captured)
6. PC's pursue T. Worms into caves - fight their way to...
7. Seething Mega-Worm mass - getting ready to eat captured Vrusk
8. Epilogue cut-scene and investigation interview sequence.

Episode 2 - Sakleetown
1. Transfer cut-scene and jungle arrival
2. Base already contructed - red herring conversations with manager and workers
3. Megasaurus attack and hunt
4. Jungle patrol - 1st encounter with cultists
5. "Welcome" to Sakleetown - town square ambush with dancing Yaz chicks.
6. Dinner with Saklee - knife attack
7. Possible attack on Sakleetown by PCs
8. Scouts examine mining base.
9. Dusk attack on mining base by cultists
10. Immediate counterattack by PCs, -OR- discovery of booby-trapped base and everyone dead from mass suicide poisoning.
11. Epilogue, cut scene.
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Aethelwulffe

USA
1782 Posts

Posted - 24 Jun 2008 :  12:24:41  Show Profile  Visit Aethelwulffe's Homepage  Reply with Quote
I have been having some thoughts.

How about for the testbed storyline to test all the elements of the system (Multiple planets, multiple cities and space stations, land, air and space scenes, ship to ship combat as well as dealings at the RPG level) we do Dramune Run or Warriors of the White Light? I started with an outline for Dramune Run to turn it into a scenario. It seems really easy. The scenes are mostly on ships and space-stations. This is far easier than natural settings in terms of art requirements.


On Imperials storyline, let's go over the first room of the game:

We need a layout (map), dialog, and set of red-herring items, beneficial easter-eggs or anything else in the scene. We will need to do this for each and every scene before doing any backgrounds or sprites.

//begin Geek Code
GAT d? s+:- a+ C+++ U--- P+ L+ W+++
w+++ PS++ PE- PGP++ t--- R+++ !tv b++
e* h--- r+++ y++
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Imperial Lord

321 Posts

Posted - 24 Jun 2008 :  16:47:58  Show Profile  Reply with Quote
Hmmm...

Well ok, but let's do something fresh and new then.

We should stay away from air and space scenes and ship to ship combat - that will just muddy the water. Let's focus on Alpha Dawn adventures, and move from there.

Of course, that's not to say that we can't have Alpha Dawn adventures ON ships... So if that is easier for you then let's go that way. I don't want to re-hash an existing module, though.

If you want to test bed some rooms from Warriors of White Light or Drammune Run then, by all means, go ahead. I would be happy to playtest them for you.
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Aethelwulffe

USA
1782 Posts

Posted - 24 Jun 2008 :  22:11:11  Show Profile  Visit Aethelwulffe's Homepage  Reply with Quote
I don't think it muddies the waters...it is kind of an integral part I think. I will release the Clarion Station Scene in the next couple of days so you can get an idea. We have an integrated surface-orbit-interstellar navigation movement system. Think of the game Privateer mixed with a character that can move around as well.

//begin Geek Code
GAT d? s+:- a+ C+++ U--- P+ L+ W+++
w+++ PS++ PE- PGP++ t--- R+++ !tv b++
e* h--- r+++ y++
//end Geek Code
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Imperial Lord

321 Posts

Posted - 25 Jun 2008 :  18:17:37  Show Profile  Reply with Quote
Well what about the spaceship prereqs as per canon? It's not like the PCs are going to be able to jump in a starship right away anyway - although they could be a member of ship crew.

I've always thought that the Star Frontiers food chain worked something like this:
Levels 1-2 - walk around, Alpha Dawn
Levels 3-4 - basic vehicles (cycles and skimmers)
Levels 5-6 - copters and aircars

Beyond 6 - Starships

Now that does not have to be Gospel, but I think our first couple of adventures should be relatively basic in terms of available transports etc. For example, some kind of situation that takes place strictly IN Clarion Station, and even though ships are docking and flying around, the PCs are, rules wise, strictly in an Alpha Dawn capacity.

One more thing about the ship stuff - it is pretty deadly. Some bad rolls, etc, and the whole party might get massacred. Granted, there are escape pods and whatnot, but let's just say in Knight Hawks, as a ref, I have had to "fudge" things more than once to allow the PCs to survive. That final, ridiculous battle in Warriors of White Light against the SAV Destroyers is a good example...
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Aethelwulffe

USA
1782 Posts

Posted - 25 Jun 2008 :  19:18:41  Show Profile  Visit Aethelwulffe's Homepage  Reply with Quote
Yes, the space scenes are the backdrop for most of the campaign games.

Let me explain my outlook:
I don't really think in terms of "Alpha Dawn/KnightHawks". I think in terms of "Star Frontiers". Most of my start-up campaigns have newbie characters riding space elevators, dashing around space stations, or having adventures on worlds that are not exactly earth-like. I would say that about 20% of the Star Frontiers games I play have the characters planetside and in a breathable atmosphere for the entier scenario.
Simply put, every Star Frontiers module (including the mini-adventures) at least starts on a ship. It is an integral part of the whole milleu. People expect spacecraft in this game. There is no reason at all for it to be more deadly for the background setting to be extra-atmospheric. Of course, potentially it IS more deadly, but this is offset by the fact that I don't have characters or NPC's armed to the teeth. You just can't lug a machine pistol and a rocket launcher around with you in a secure setting like a space station or an enclosed city. Someone breaking out a laser pistol gets noticed quick. This leads to more melees and use of improvised weapons. This also lets me use the far deadlier and much more believable Alpha Dawn Redux stats for weapons (in which a bullet can be considered somewhat deadly).

Let me give you an overview of the game engine as it is currently:
I. Stand alone elements such as ship combat, multiplayer person-to person "battlerooms", and vehicle-vehicle rooms (races, combat, etc...)

II. The campaign system that uses all of these elements as well as adding in splash-screens, video, character and party continuation, and the ability to use add-on scenarios from an open source API (Add-on Prorgammer's interface).


The Campaign System has the following elements:

a. Gravity well character settings (planets, spinning space stations, ships under thrust).
b. Free-fall character settings (in space, on small asteroids etc...)
c. Vehicle driving involving:
1. Ground transportation scenes shrink the scale of the game when characters enter a vehicle and start driving.
2. Air transportation (aircars, atmosphere-capable spacecraft and the like) scene scales according to altitude to give the impression of vertical relief.
3. Space transportation that works like the air transportation until you clear atmosphere or get to a decent orbital altitude, then is switches to space mode much like VECTOR. You can approach and land on planets etc...
4. An interplanetary (solar system)navigation screen that lets you travel to points of interest in any solar system in the original star-map that came with Alpha Dawn.
5. A navigation screen that lets you plot jumps to other stars, tracking fuel etc... In use, events can happen during acceleration, but are uncommon.


Essentially, think of the system as something like any other isometric game, except where in (for instance) Ultima, you travel between towns and take sea voyages on horses and sailing ships, here you use hovercraft and spaceships.

On the game-play itself:

As far as "canon" SF, there will be a few differences.
With ship stuff, we are using KHV. You can't simulate original knight hawks in real time, 'cause the math doesn't add-up. It would have to be hex-based, which isn't the right style. There isn't much variety in it anyway.
As far as PC rules, currently the system character creation gives you a starting score of 30 in all stats, modifies that according to species, and gives you a bunch of XP you can spend on stats and skills. I don't like the version of character creation that lets you roll dice as many times as you want to get killer scores. Currently, I have not employed either Alpha Dawn or REDUX skill rules. I only have the following skills outlined in levels of 1-5:

PILOT - Will let you operate vehicles of increasing complexity.

GUNNER - Might get nixed, but currently allows you better weapons function and repair to weapons systems on ships.
ASTROGATOR - Allows the character to operate intersystem and eventually make Jumps.
ENGINEER - Allows character to repair and run complex technical systems. Things like operating data processign equipment (computer skills) are just considered commonplace in the setting.
MEDICAL - Allows increasing proficiency in medical proceedures.
PSYCHOSOCIAL- Allows linguistics and perceptual clue-ins as well as the ability to deal with distraugt or unco-operative people.
ENVIRONMENTAL - Natural sciences as well as some survival techniques.
MILITARY - Covers all combat functions. You don't need a seperate skill for each flavor of firearm this way. That makes the progamming much simpler (far fewer objects).
I will try to post a good version of the system that you can use. It doesn't have an obvious interface right now, you have to know what button to press when to see it all! I gotta get some menus made.

//begin Geek Code
GAT d? s+:- a+ C+++ U--- P+ L+ W+++
w+++ PS++ PE- PGP++ t--- R+++ !tv b++
e* h--- r+++ y++
//end Geek Code
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Imperial Lord

321 Posts

Posted - 26 Jun 2008 :  10:15:20  Show Profile  Reply with Quote
All that you say is fine in terms of game mechanics - I have no problem with that - with one exception. I think we need to review the character creation method to make sure there are no exploits.

However, I would say that we should gradually increase the presence of vehicles and whatnot. Building anticipation is key here. Build the coolness slowly into the campaign. Make the player ache for that jetcopter, that spaceship... You don't want to have "sex on the first date", so to speak, when it comes to these elements.

Something I have noticed: you don't seem to like planets too much. Whereas most, if not all, of the SF modules were on regular planets (maybe with some minor atmospheric or gravity differences.) Any reason why that is?

What I will need to do then is try to modify the storyline somewhat. Or, I might just cook up something brand new. Give me some time to think about it. Do you want the PCs to start on some sort of Space Station?
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Aethelwulffe

USA
1782 Posts

Posted - 26 Jun 2008 :  11:04:14  Show Profile  Visit Aethelwulffe's Homepage  Reply with Quote
No, nothing like that. You don't need to change anything, I am just saying that the game system development needs to have the ability to portray all types of scenes and activities. That said, while the system is being developed, cook up as many different storylines as you possibly can.
As far as "working up to something" or sex on the first date, the "home run" can be reaching a planet where the character can roam around freely vs. picking around inside airlocks.

It isn't that I don't like planets much, it's just that a typical solar system as we currently know it quite likely has 10-300 planets and moons (not distinguishing between inner and kuiper belt range objects). In the Frontier, generally only one of these planets in each system has an atmosphere, and most of those were terraformed. In a society where the energy technology allows for easy space travel, society will be quite spread out despite much of this real estate not being as prime as other parts. In that regaurd, those nice planets will typically be more law abiding etc... and not as fertile of ground for dissent. It isn't "hate" it's just that I set the stage everywhere, and unlike star trek and star wars, the settings are in a defined setting. We have the map defined so to speak, and the most important contents (listed inhabited worlds) defined and named. To get to another world that has an earth-like atmosphere, you must use a ship. To be somewhere other than the dozen listed planets out of the hundreds that are in the frontier, you need portable atmosphere. To wit, I use planets in my games a whole lot, it's just that the characters often need to use breathing gear or a full spacesuit to be there.

//begin Geek Code
GAT d? s+:- a+ C+++ U--- P+ L+ W+++
w+++ PS++ PE- PGP++ t--- R+++ !tv b++
e* h--- r+++ y++
//end Geek Code
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Imperial Lord

321 Posts

Posted - 26 Jun 2008 :  12:21:12  Show Profile  Reply with Quote
Ok, well that still leaves us where we were... You said that you wanted something space-based. If that is the case, then I need to change the storyline, at least somewhat. I can't just spew storyline. There are several overlapping circles, which leads to the eventual discovery of the mega-plot.

Maybe I need to go top-down, rather than bottom-up.

There is also a chance of integrating some of the story elements into a station-based environment. Not so much episodes 1 and 2, but there is an infiltration of a research lab that can be in space, if you prefer. The final campaign battle is planetside, however. Again, without a full re-hash, that is pretty much the dealie.
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