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Artemis Campaign

posted Mar 05, 2013 14:05:15 by Captain
So. Me and my brother (who both love this game) are developing a series of mission that together will make an Artemis Campaign. I already have a lot of ideas but after reading some stuff out on the threads I saw some comments I was interested in. So I decided to throw this out there. Is there any ideas you guys have for the Campaign?

Also on this thread I will provide progress updates and the occasional mission for you guys to try and to critic.

To Mankind
And the hope that the war against folly may someday be won, after all

Isaac Asimov
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11 replies
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horacius.moreau said Mar 05, 2013 18:51:02
One thing that would definitely do it for me is branching in the mission order. Depending on the mission outcome, or various decisions, "next mission" changes.

Also, I like that decisions that need to be taken by the Captain are not strictly military, but can also be of moral nature. Save the settlers, or go for an extra 4 nukes? Take your chance at destroying a major Kralien outpost, or defend a space station under attack?
A Journey Onwards - A fiction blog set in the Artemis universe. The story of a young man joining the TSN.

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Captain said Mar 12, 2013 00:15:08
Nice idea. The branching missions unfortunately will not work out so well. I eventually might make other missions based on what you did but that will take a lot of time. Example one mission with two outcomes and those each have two outcomes means a total of 7 missions for the first three levels. I have however implemented the idea on a mission basis. In the missions you can decide between multiple options and those can effect how the mission plays out. In the mission you have a choice between stations you can save and that changes how the rest of the mission plays out. I eventually hope to have numerous options and branches but that will take a while if it happens at all. I will however make sure every mission has choices that can effect the success of the mission.
To Mankind
And the hope that the war against folly may someday be won, after all

Isaac Asimov
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DaveWightman said Mar 14, 2013 00:00:18
If you thought of a bunch of major genres and then tried to make a mission from a variety of them it would be pretty cool. The idea of having a mystery, or a suspense mission is pretty interesting to me.
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Captain said Mar 14, 2013 05:27:48
So like an crime mystery. A horror mission. Is that what you are driving at. Or do you simply want a variety of tasks so the whole time isn't spent fighting?
To Mankind
And the hope that the war against folly may someday be won, after all

Isaac Asimov
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DaveWightman said Mar 16, 2013 22:22:05
Both, I guess. A crime/mystery mission need not be devoid of combat, but I think a good campaign offers a lot of variety. If all we want is combat then there is the invasion mode for that :p

Also, the idea of having missions that put the special interests of your own crew against each other is an idea I just had. Let's say the ship is damaged and you have the opportunity to either get some warheads *or* get a battery recharge... it may make for some interesting discussions on the ship.
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Jim Johnson said Mar 17, 2013 04:31:08
One thing I've noticed about the missions is that, once you play them a couple of times, they lose their luster, as the surprise is gone. I was thinking about maybe having the computer equivalent of a Mission/Random Event deck (in boardgame terms). There would be a series of mission and event "cards" that would be "drawn" at certain times during the game, which either cause some type of bonus or damage to occur, or, gives the crew a task to perform. Some of the missions would require a couple of things to be done before they are considered complete. When each mission is complete, there is some type of reward. Or, the crew might have to complete a certain number of missions to win the game. Since the events and missions are "drawn" at random, you would get a different play each game.

The two examples that come to mind are the mission cards from Star Trek: Fleet Captains, and the demand cards from Empire Builder. The latter is actually a very simple game; however, it never plays the same way twice, because you draw a different combination of demand cards each game. With the former, the type of ships you draw for your fleet determine how many of each type of mission card (combat, diplomacy, or science) are placed in your mission deck, which is then shuffled and used for your current game.

Would it be possible to comeupmwith something like this for Artemis?
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Captain said Mar 19, 2013 01:13:02
That would be difficult as you would need to voice and script all the possible combos. Not to mention the rest of the story builds off of previous missions. The story would be completely changed. I could see doing that for one mission to keep the mission interesting but it is to difficult on a large scale campaign. I am however including multiple mission paths. Meaning you can choose to do different things in the mission.

SPOILER
Example is in the first mission you can either follow orders and attempt to save the command base or risk your neck saving the civilians. The mission will play out differently based upon that point. Your options and such will be different. I hope to include at least two or three of these in most missions meaning each can be played in a combination of ways. Hopefully that will keep it interesting.
To Mankind
And the hope that the war against folly may someday be won, after all

Isaac Asimov
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Jim Johnson said Mar 20, 2013 01:22:52
That's true - in a campaign setting you need more of a storyline that changes depending on the outcome of each part. I think this idea could work in a one-off game; but, I don't have the coding experience to know whether it is feasible.

I think I may try posting this in another forum - perhaps over in the mission coding area. I'm interested to see if this is possible.
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Captain said Mar 20, 2013 01:38:55
I know it is. One guy made a mission that spawned waves in different areas at different points each time. So the concept is certainly possible. The only question is the practicality. Whatever the mission is it would be massive. You also have to maintain the continuity of the mission. Say a base is destroyed that would have to rule out all mission with that base. etc. simple put it would be intense. The final product of course would be awesome...Well I know my next project.
To Mankind
And the hope that the war against folly may someday be won, after all

Isaac Asimov
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Jim Johnson said Mar 20, 2013 03:44:11
Actually, the events wouldn't necessarily have to involve a particular base. For example, event number 23 could spawn a Kralien fleet that would attack the nearest base. Another could be to dock with any base, then meet up with a transport to get some reward. If the mission has a time limit, and that limit is reached, the mission goes away. So,mid all the transports have been destroyed, any mission involving transports would just expire after its time limit was reached.

The end point of the game could be after so many events/missions have elapsed. Or, it could be after all bases are destroyed. I tend to think that should signal the end of the game anyway, as you're pretty well screwed when the last base goes anyway!

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lucas99801 said Mar 20, 2013 06:36:06
"NEVER GIVE UP! NEVER SURRENDER! ALL SYSTEMS TO MINIMAL! RECHARGE AND HIDE BEHIND THAT SINGULARITY!"

- A slight exaggeration of me captaining my first Jump Drive mission
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