Petition for Mission Switch for Fleet Operations!
Post ideas and suggestions on new features or improvements here.
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posted on August 11th, 2009, 10:16 pm
Note, that this is a DEMAND! 
So, now that missions are possible for Star Trek Armada II--and thus by extension feasible for Fleet Operations--I'd like to ask for a switch to be incorporated to allow the missions button and all that jazz very very soon... pretty please.
Armada II vanilla is really REALLY UGLY... and it really is darn awful to have to play around with that game when I know that we could be making nice tutorials for new Fleet Operations players. With those comments out of the way... please consider how much life this could add to--as well as how important it is for--Fleet Operations.
Note that I'm not talking about the far off Official Campaign, but about home spun campaigns to teach people the basics of Fleet Operations or anything at all really. Thus, if it isn't too hard, please re-enable the feature

So, now that missions are possible for Star Trek Armada II--and thus by extension feasible for Fleet Operations--I'd like to ask for a switch to be incorporated to allow the missions button and all that jazz very very soon... pretty please.

Armada II vanilla is really REALLY UGLY... and it really is darn awful to have to play around with that game when I know that we could be making nice tutorials for new Fleet Operations players. With those comments out of the way... please consider how much life this could add to--as well as how important it is for--Fleet Operations.
Note that I'm not talking about the far off Official Campaign, but about home spun campaigns to teach people the basics of Fleet Operations or anything at all really. Thus, if it isn't too hard, please re-enable the feature

posted on August 11th, 2009, 10:20 pm
im all for this asap...
ive already done loads of lua code scripting for Armada 2 and it just aint as much fun as flops, its already come an awful long way in a short time and a lot is possible that chris hasnt released so far.
and it would be great if you could add this switch so i could work with dominus to making 5 basic turorial missions for flops, this one will help new players and to allow me to test chris code in flops

even if its one of ur unoffical quick patches you do sometimes...
so far all of chris code works, ive tested using ctrl+A in the mapedtior but its not the most effiecent way...
ive already done loads of lua code scripting for Armada 2 and it just aint as much fun as flops, its already come an awful long way in a short time and a lot is possible that chris hasnt released so far.
and it would be great if you could add this switch so i could work with dominus to making 5 basic turorial missions for flops, this one will help new players and to allow me to test chris code in flops


even if its one of ur unoffical quick patches you do sometimes...
so far all of chris code works, ive tested using ctrl+A in the mapedtior but its not the most effiecent way...
posted on August 11th, 2009, 10:36 pm
ehm, we already said that we will enable a switch
.. so.. yes, we will

posted on August 11th, 2009, 10:41 pm
Would be nice, but... if we make something like a 'community campaign' in fleet ops, we should at leat have a storyboard, should'nt we?
If not, we only have stand alone missions and I dont think that this will be a motivation for the player.
I really like to play vs. the AI, build up my base, explore the whole map, fight here, fight there and like to defend my base.
I dont play online, because there I MUST follow the 'dogs of war' or I get crushed. In the single player game I dont have to, because I can set another, experimental tactic against the AI that would never be effective against a human opponent. I think I can play around more, but on the other side, it is not very serious.
I dont have to think about by base when I attack, because it is so heavy outbuild, that nothing could come through it. So I build up my fleet in two or three hours, level them up, an send a single small fleet of elite-ships and some support ships to the enemy. This tactic allows me to destroy the whole map with this single fleet, without losing a single ship.
If we now have missions, we should calculate that too. We have special ships flowing around in space that wait for you to be captured. You build up your base, you capture additional special ships and then you build up an elite fleet with it.
With this fleet in the backhand and your main fleet at the frontline you try to crush the enemy before it will crush you.
But where is the challenge?
How do you want to, simply put, the real game-difficulty? Solve mysteries? Hard to implement in the engine. Badass AI? Not a good way to make missions interesting. Limited ressources, so that you have to manage you economy and when it breaks down, you are dead? Well, maybe.
Only a bunch of limited ships an NO ressources? THAT would be interesting.
So, I think the missions should NOT have ressources, only you should be able to gain some here and there. And at the end of the whole campaign, you have a full fledged fleet and an outbuildet tech tree.
You begin with one ship, very limited ressources at the start and have to fight your way through. You capture ships because you dont have enough ressources to build you entire fleet in one go and try to siege the enemy with you limited capabilities.
So, this is the border of the mission design.
Now we need a story. For all races. Thats a lot of work.
If not, we only have stand alone missions and I dont think that this will be a motivation for the player.
I really like to play vs. the AI, build up my base, explore the whole map, fight here, fight there and like to defend my base.
I dont play online, because there I MUST follow the 'dogs of war' or I get crushed. In the single player game I dont have to, because I can set another, experimental tactic against the AI that would never be effective against a human opponent. I think I can play around more, but on the other side, it is not very serious.
I dont have to think about by base when I attack, because it is so heavy outbuild, that nothing could come through it. So I build up my fleet in two or three hours, level them up, an send a single small fleet of elite-ships and some support ships to the enemy. This tactic allows me to destroy the whole map with this single fleet, without losing a single ship.
If we now have missions, we should calculate that too. We have special ships flowing around in space that wait for you to be captured. You build up your base, you capture additional special ships and then you build up an elite fleet with it.
With this fleet in the backhand and your main fleet at the frontline you try to crush the enemy before it will crush you.
But where is the challenge?
How do you want to, simply put, the real game-difficulty? Solve mysteries? Hard to implement in the engine. Badass AI? Not a good way to make missions interesting. Limited ressources, so that you have to manage you economy and when it breaks down, you are dead? Well, maybe.
Only a bunch of limited ships an NO ressources? THAT would be interesting.
So, I think the missions should NOT have ressources, only you should be able to gain some here and there. And at the end of the whole campaign, you have a full fledged fleet and an outbuildet tech tree.
You begin with one ship, very limited ressources at the start and have to fight your way through. You capture ships because you dont have enough ressources to build you entire fleet in one go and try to siege the enemy with you limited capabilities.
So, this is the border of the mission design.
Now we need a story. For all races. Thats a lot of work.
posted on August 11th, 2009, 10:55 pm
i know, but with all the content due in your next patch it could be months before we see it. Don't get me wrong we love all the big patches and everything you stick in them and hence the big delays that we all respect but it would be great if you could just release a quick mini beta patch type thing for the missions...
literally no new content, just the switch itself, dont need to include the missions just need to re add the mission folder, it would be greatly fully appreciated
literally no new content, just the switch itself, dont need to include the missions just need to re add the mission folder, it would be greatly fully appreciated

posted on August 11th, 2009, 11:16 pm
We have missions now?
posted on August 11th, 2009, 11:23 pm
Megadroid managed to figure out how to make missions and is figuring out how to do all the events etc (praise him!), hence the immediacy of this poll/demand 

posted on August 11th, 2009, 11:25 pm
oh, like the campaign from stock armada? jeez i missed alot, so are you saying that the fleet ops team could take what megadroid has figured out and make campaign missions now!?
posted on August 11th, 2009, 11:33 pm
posted on August 12th, 2009, 7:04 am
Last edited by Optec on August 12th, 2009, 7:51 am, edited 1 time in total.
a possible switch has to be coded and tested in the first place, especially if you want to set up your own campaigns. we will take a look at it of course, but i think a release along with the patch is much more efficient for all of us.
as far as i remember we implemented all doable, requested features in the past, so please just be patient..
why not start over with working on your campaigns, so they are ready once the patch or the switch comes out. We will do whatever is possible
as far as i remember we implemented all doable, requested features in the past, so please just be patient..
why not start over with working on your campaigns, so they are ready once the patch or the switch comes out. We will do whatever is possible

posted on August 12th, 2009, 9:04 am
yes, i have already mentioned that a switch for the campaign screen will be included in an upcoming release. no need for a petition...
it's just for people who'd like to mod with megadroid's mission files

posted on August 12th, 2009, 1:17 pm
Understood: thanks for the responses--we just weren't sure *when* a mission switch would be released... and hearing "soon[sup]tm[/sup]" is a bit... scary. 

posted on August 12th, 2009, 2:57 pm
After all, 'soon' was pretty much what we got from the DNF team and they, well, DNF.
posted on August 12th, 2009, 3:01 pm
It won't be anywhere near as bad as that
. As I said, just hoping that the switch would be added very soon... as testing Mark's modding on AII is just 


posted on August 12th, 2009, 3:02 pm
However FO have actually released things in the past. Besides, the mission mod isn't even finished yet, still a few things I need to work on.
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