Twisted Infinities Central Design Document

 

Act 1

 

- Devils Advocate – the Advocate has arrived back in EP from Mirfak, but is being pursued by pirates. Its subspace drive is damaged and an Orestes is called in to pic it up.

 
- The Advocate has been asked to provide Blackwood station with fighter cover. Scan a suspicious freighter as it pulls out of the station. You find contraband substances, and pirate fighters begin attacking your wing, trying to cover while the freighter escapes?

- Atlantis (convoy?) pulled out of subspace, you arrive too late and must fend off a few pirate freighters and Golems.


- Convoy of Refined Deuterium being shipped by the Starr corporation requests escort into Blackwood. The pirates want the fuel for themselves.

- Liner pulled out of subspace. You arrive quite quickly, and encounter and engage the Strike carrier, but it escapes.

- Join the Hazardous Environments Operations Squadron. Your first few missions are in Adhara, seeking and eliminating ground based pirates on the main Vasudan colony world in that system (3 missions? Flip’s Desert mod)

 

- Ocean mod mission – Another squadron was pursuing the Virtuoso class yacht Infinity over EP 4, damaged it, but it managed to make a semi controlled ditching into the shallow oceans in that part of the world. Find the yacht and defend it against local pirates who can’t let the captains information fall into GTVA hands.


- Based on intel from the pirate captain of the Yacht, one the pirates largest capship, a strike carrier, is attacked, but flees into a gas giant to escape from the GTVA. The HEOs are called into assist and manage to disable the vessel. The SOC move in and take control of the ship before a boarding party from the
Antioch can capture it.


- Assaulting the Pirate base, the Aesir arrive.

Act 2

 

Act 2 Mission 1 –

 

Analysis of the vessel that attacked the Pirate installation has shown that it was of neither Terran, Vasudan nor Shivan origin, nor did it have any of the technological characteristics of the Knossos portals. As such, GTVA command has concluded that the attackers were of a previously unknown species, which have been designated, at least temporarily, the Aesir.

 

It is highly probable that the advanced technologies employed by the Pirates came from the Aesir, wither through trade or, more likely, through theft. With their vessel gone, there is no longer any way to confirm or deny this, but if their technologies were obtained by theft, then it is possible that the Aesirs act was purely retaliation against the pirate threat, something the GTVA does every day. If so, it is entirely possible that friendly contact can still be made. As such, Command has prepared a diplomatic mission, which will embark through the node in approximately six hours. The Antioch will provide fighters for this mission.

 

As a precaution however, the GTVA is deploying as many warships as it can to the EP area, to guard against a possible incursion, and preparing the preliminaries for a civilian evacuation of EP and its surrounds.

 

OK. Mission 1 is a meet and greet on the other side of the node. We’ll need a central ship – if necessary we can use the captured pirate carrier, but some sort of GTVA small carrier would be better – perhaps a reskinned, lower turret version of VA’s SOC Carrier? Anyway, the diplomatic mission is made up of an AWACS, a science vessel and the carrier, which is carrying many small transports and shuttles as well as its (somewhat reduced of course) fighter complement, and the Advocate. The carrier sends out scouting groups

 

I actually want to avoid direct contact with the Aesir here. Instead you’ll be doing standard non combat stuff – placing buoys and the like. Maybe you can scan some Aesir cargo. Either way, you meet up with a band of pirates, who have been stranded here since soon after the pirates made first contact with the Aesir. Their inter system drive went, and they’ve been wandering around, evading the Aesir and hoping to be rescued ever since. They warp out, just as an (team unknown) Aesir vessel warps in. Preferably something reasonably big, maybe a carrier or Chantico. Either way, it sits there for a few seconds, then warps out.

 

Mission Two

 

So far, the vast majority of our missions have been unsuccessful. While we have occasionally seen Aesir vessels, we have made no direct contact, and the Aesir vessels have so far not seemed willing to make their own contact. Therefore, we’re heading for a more direct approach.

 

We’ve identified what appears to be a colony or outpost on the systems third planet. This planet is primarily water, with oceans covering approximately ninety two percent of the surface. What few structures there are appear to be clustered along this small chain of islands, a few degrees south of the planets equator. We’re sending you in, along with a wing of transports, to make contact with the inhabitants.

Whee, atmospherics. You knew I couldn’t hold out for long, didn’t you? Anyway, this is the first Aesir combat mission, and it should be fun. You’re basically just doing flyovers of the islands, looking at them, trying to determine where all the Aesir are. The computer returns multiple signatures from under the water, suggesting the Aesir are an aquatic or at least amphibious species. Either way, you fly for about three or four minutes before you come across the first Aesir structures. These are presumably the ones Flip’s included with his atmospheric pack, surrounded by banana cannons and stuff. Very alien looking hopefully. Either way, it’s pretty quiet for awhile, while the transports you’re escorting send messages and greetings, trying to establish communication. However, these quite obviously fail. The banana cannons all open up at once, shredding your transport, as several wings of Opoctlis arrive from somewhere above you and start trying to do the same thing to your wing. You fight and evade as best you can, trying to get scan data on at least one of the fighters before taking off to an altitude greater than, say, ten or fifteen thousand meters up before jumping to subspace. (Note – Command should have no idea where the Opo’s came from, but I reckon I can FRED it so that they came out of the ocean a fair way behind the player. Should be pretty cool, especially if someone goes and actually watches them come out :D

 

Act 2 Mission 3

 

After our disastrous attempt at direct communication on the surface of the colony world, the Aesir began attacking all of our scout and exploration wings. Many of them did not survive. It is only a matter of time before they try to attack the #### (Carrier) herself. As such, we are abandoning operations within Aesir space and falling back to EP, where we will fortify the node against further attacks, or Aesir incursions into our space. But first, we have to make it there. The #### is currently en route to the asteroid field through which we arrived. Any survivors of the scout wings have been ordered to rendezvous with us there for a final push through the node. We can not wait for stragglers. We will reach the Asteroid field in approximately twenty minutes, and your mission to defend the #### will begin as soon as we arrive. Good Luck, pilots.

 

OK. The thing here is that the complement of the carrier is royally screwed. It’s lost most of its fighters and transports, leaving it with only a handful of able defenders, but the ship itself is actually in fairly good nick. Which is useful, because the player is going to have to defend against an active asteroid field and rampaging Aesir fighters. These should include both Opos and drones, launched from Drone carrier that sits well behind the action. NB, it should be noted that at this point, the GTVA are not aware of the fact that the Tillians are drones, nor that they are totally dependent on their carrier to operate. It should also be noted that the Drones should be deployed in overwhelming numbers – at least twelve or eighteen in the first batch. You escape through the node, if you’re lucky the carrier even escapes with you. Note also – None of the other large ships have made it back.

 

Act 2 Mission 4

 

The HEOs took heavy losses in Aesir space and as a combat unit have effectively ceased to exist. While a new unit is being trained to fill its role, the survivors have been transferred to other units. You’re being placed with the 199th Wardogs. They’re a heavy assault squadron by trade, so they fly either the Herc 2 or the Artemis bomber, depending on the mission. Your first mission is to join the blockade at the newly discovered node into Aesir space. Our last transmitted record from recon buoys left at the node indicated a significant buildup of ships on their side – this could be a prelude to an invasion of our systems. Your task will be to intercept any capital ships that pass through the node and do what you can to assist the Antioch and the rest of the Blockade to take them down before they can escape deeper into the system.

 

OK. Similarities here to other blockade missions. Centralized around the Antioch, we should probably have at least a few other ships – probably a Sobek, a Mentu and the Advocate – at this point the advanced fleet is still marshalling and getting ready. While there is a heightened presence in EP, it’s more the standard GTVA ships at this point. Anyway, the best estimate as to what happens here is probably the NTF Blockade one. A few ships will come through, and will at first be repulsed, but then the Aesir will send through a group of Itzlis and Opos, which start doing serious damage to the Antioch and its weapons. Eventually, it’s forced to withdraw or it’ll be destroyed, crippling the blockade and forcing the GTVA to abandon it

 

NB – this mission could be split into two, one where the Aesir fail, but damage the blockade, a second one launched soon after, where the damaged blockade is no match for the Aesir forces.

 

Act 2 Mission 5

 

Aesir penetration into EP has led to GTVA command to give the final civilian evacuation orders for the surrounding systems. With the preliminaries already underway, the actual process is relatively simple and well organized, but there are still tens of thousands of people fleeing bout out of and into EP (from the surrounding systems) The GTVA is taxed, and the Aesir seem to have few qualms about attacking civilian transports. While our larger forces prepare a counter attack, our cruisers are guarding regular convoys out of Mirfak and Adhara. While we cannot relieve the cruisers at regular intervals, we are keeping our fighter wings as well rested as possible – a different fighter group guards the entry into and exit from EP into Polaris. Your wing has been assigned to an evacuation convoy from Mirfak. We’re running heavy assault wings with more traditional interceptor and Space superiority units in the convoy guards to counter the Aesir’s reliance on large, powerful vessels, such as the AeBB Itzli.

 

Right. Very non-standard convoy guard. You start out fighting off the standard array of Opos, and possibly some of Flips new gunships, when a pair of Itzlis arrives. Command send Alpha wing in to eliminate them, but they are soon followed by a Chantico, which stays very close to them, leading to major headaches for Alpha wing, and leads to relatively free reign for the Izlis to attack the convoys

 

Basically, you lose, possibly lose the cruiser and are called back through the Polaris node to where the Advanced GTVA fleet is massing.

 

Act 2 Mission 6

 

The GTVA has taken heavy losses in EP, and while large numbers of refugees did manage to escape, the Aesir recently took control of the EP node, and that flow has been abruptly stemmed. Fortunately, the GTVAs counter Aesir fleet, which has been assembling over the last several days, is finally ready to engage, and the retaking of the Aesir held EP-Polaris node will be its first skirmish.

 

OK. Fortunately, we wont need to worry about the entire fleet this mission, Aesir or GTVA. The Aesir blockade is basically centralized around the Xolotl, with a few Itzlis assisting it, as well as a pair of Drone carriers. Basically, a good cover of the lower range Aesir ships. (Note – at this point, the player has seen no Frigates, no Cruisers, and no large carriers). The GTVAs fleet should be focussed around some large vessel – possibly a Hecate or Hatshepsut. For the assault on the node, the entire fleet isn’t being marshalled however, the central ship is supported by at least one Charon, and probably some other vessels. Basically, these ships should eliminate the Aesir with a fair degree if simplicity, and regain control of the node.

 

The next couple of missions will be determined by the mods we get. The players job will be simply to escort the GTVAs counter Aesir fleet about, winning stuff. This is the GTVA’s fightback, and, for awhile, they seem to be winning the war. Then the frigates arrive.

 

Anyway, during this period, the GTVA will have to discover that the Drones can be eliminated if you take out the communications subsystem(s?) on the carrier, and we will also have the mission where you’re hunting down the cloaked vessels. (Note – we may want to consider TAG missiles here a well as standard weapons)

 

Note – VA’s pushing Interdictor mission should go in here somewhere.

 

Act 2 Mission 10

 

The Aesir capture of the Polaris node several days ago prompted the sudden cessation of the GTVAs evacuation plan, and as such thousands of civilians are still trapped in the systems around EP, with Aesir blockades holding the near sides of both those systems nodes. GTVA forces are also blockading the node, though obviously from the opposite side to the Aesir. Unfortunately, while the Adhara node has held, the Aesir did manage to get a few ships into Mirfak while the blockade was still being consolidated. As such, GTVA high command has placed the Liberation of Mirfak at the top of our priority list.

 

Yay. More blockades. Anyway, the Aesir blockade here should be similar to the last one we destroyed, but different. Perhaps this blockade is somewhat weaker, or focussed more towards anti fighter roles (ie. more chanticos). Whatever works. Anyway, the Assault force arrives intending to bust it up and they proceed to do so – it’s standard far for the last two missions – until a frigate warps in. Should be suitably dramatic… “We’ve got a massive vortex forming…something’s coming through… what the hell is that!” We can make the jump seem longer by using the Subspace effect thing at the exact point of the frigates entry, and make it last a lot longer. This’ll just be for drama, it wont mean much in the scheme of things. Anyway, the Frigate proceeds to wipe the floor with the GTVAs assault force, including whatever ship you launched from. The player is ordered to escape into Mirfak. Your debriefing should come from the CO of the SOC Ship (Are we calling that a carrier, a Destroyer or a Corvette?)

 

Act 2 Mission 11.

 

For the moment, all pilots who escaped the battle in EP have been given temporary assignments in the SOC. Your experience in as a HEO (That’s H.E.O. – three letters as opposed to one word) has earmarked you as a pilot of some skill, and so we’re offering you a position with the 354th Cobras – they’re an electronic warfare squadron, and a damned fine one too. There’s only six dedicated EW squadrons in the entire GTVA, all working for either Vasudan intelligence or the SOC, and the Cobras are the best of the bunch. Which is good, because we’re going to need the best tyo pull this off.

 

OK. I’d like to see a new fighter here, though we can use an Erinyes if need be. An EW fighter needs three things – A massive secondary Capacity with three banks, Two types of primaries with no less than 4 gunpoints, and overall high marks in both major categories (i.e. Speed/Manoeuvrability and Hull/Shield strength). If need be, we can  put some limitations on it – eg. Low general speed, but with good overclock and Afterburner speed, or weak hull, but with powerful subsystems and very good shields.but the main balancing factor will just be cost – the GTVA simply can’t afford to put these fighters in the hands of any but the best.

 

Anyway, the first mission is to defend your home ship and the meagre Mirfak blockade against the Aesir assault – it should be made clear to the player that if they send the frigate, it’s basically going to be up to the fighters to drop _everything_ to go to try to either destroy or disarm the ship. Fortunately, they don’t have to worry about that just yet. The players role while the Frigate is not around is to do whatever he can to shock incoming capital ships with disruption missiles so the SOC vessel and the other ships in the blockade can deal with it. All goes well, since the Aesir do not send their frigates against you. NB there is no “Command” in this mission – the SOC ship is running everything.

 

Act 2 Mission 12

 

The (SOC Ship – needs a name) has run desperately short on supplies – previous to the Aesirs capture of the other side of the node to EP, the **** was running standard anti Aesir missions, and after that we had to chace down the Aesir that made it into Mirfak. The fact is, we’re down to a bare minimum of weapons, repair materials, even fighters. While most of our pilots have managed to eject safely, we have lost many machines in the last several weeks fighting. Some of our more important systems are also heading towards dangerous situations – we have run out of certain replacement components for our main beam cannons for example, which cannot be replaced by standard GTVA forces, and are used only by the SOC. In short, we need to get out of Mirfak, to the SOCs supply base in EP. It feels bad to just leave he inhabitants of Mirfak here with half a blockade, but hopefully with the dent we put in them last time, the Aesir will have neither the ships nor the morale to rush us again. We’ve also jury rigged a few RBCs – they can’t manoeuvre very well, nor are they likely to be too reliable, but they’ll do the job – as long as nothing too big comes through.

 

Punch through the blockade basically. Alpha wing will have to concentrate as much fire as possible on the Aesir frigate to try to neutralize it’s main gun long enough to let the SOC carrier get through – since the Carrier will be wounded from its last engagement, too many shots will be fatal, and Alpha will be being harassed by drones and Opos. This will be a short, furious mission, but relatively easy to FRED.

 

Act 2 Mission 13

 

The local SOC supply dump is situated on a  moon of EP 10. We’ve taken steps to have it removed from the official survey, and we’re so far out here I doubt anyone else has ever bothered to come check. Most people don’t even know the moon exists, let alone our base. Despite that, the SOC still has some of the best security in the business – when the rest of the GTVA pulled out of EP, this base would have gone into lockdown, with powerful defences to keep the both the inquisitive and the malicious away. The reoperation code changes hourly, and I doubt anyone outside of SOC headquarters knows it, but they did prepare for the situation we’re in now – there’s another way in.

 

VA’s Moonbase mission, and a nice break from fighting the Aesir – at least for the first half. This will be hell, but at the same time fun to FRED. First step – the player is dropped off on the craggy, dangerous looking surface of the moon with a big, inviting metal cylinder in it. Going down this cylinder should result in near instant death from Anti fighter beam turrets. So it’s a bad idea. What you’re supposed to do is follow a canyon until you come to a natural looking fissure in the rock, and follow that down. This should basically look like one of Flips asteroid tunnels, except with the odd bit of plating – and the odd turret – to differentiate it. Anyway, his tunnel eventually opens up into a large canyon, with a massive metal door that connects to the main tunnel, and a smaller door that gets you deeper into the base. However, the SOC aren’t going to le you in that easily, and they dispatch combat drones to eliminate you. By giving these guys decent slide speeds, we can make them fly in a way that should be totally different to the standard FS flight model (more like descents), which is good.

 

Anyway, you scan the door (i.e. transmit the secret code, and that gets you in to stage 2.). This area has a lovely little feature – shield strippers. Basically, as long as you’re a certain distance from a central generator, and within the walls of the base, your shields wont work. You need to destroy the (Shielded? :D) emitter, while being harried by more drones, before you can scan open another door and keep going. This last section should just be a maze, with turrets and drones going crazy waiting to kill the player. Success here gets you into the Inner control room, where the scanning of a final control module will put in a master code that will override security and let your elysiums in. You Head out through the now disarmed main tunnel, to find that your ship has come under attack from the Aesir. The Elysia are being pursued by a wing of Drones that you have to deal with before you get to the surface to find your (by now very damaged, from the Mirfak attack and the push through the node) under attack from drones and a Xolotl. You deal with the turrets on the Xolotl, and do what you can about the drone carrier, basically just keeping the carrier alive until the Elysiums and fighters get out of the hole. NB – if the carrier falls, you red alert out of there, with the Elysiums and the additional fighters for a different series of mission – campaign branching… I like it :D.

 

Act 2 - Mission 14a – The carrier survives.

 

Alright pilots – we’re now fully stocked up, and our weapons systems are running at full capacity once again. Unfortunately, we’ve had three battles with the Aesir and very limited repair time between each one. It’s been hard enough keeping our turrets and subsystems operational, let alone maintain our hull, and that’s started to show. If we try to break through the Aesir blockade and return to Mirfak we’ll fail and be destroyed. We can not risk another run against that Frigate. However, there is another option – Starr’s Meteor repair Facility.

 

As you all know, most major repairs in EP take place at Blackwood station, but, again as you well know, this station is currently held by the Aesir, and has quite possibly been eliminated. However, the Meteor class repair facility maintained by the Starr Corporation in the Outer asteroid belt is much smaller and harder to find, and has quite possibly not been discovered by the Aesir at all. That’s our destination. Obviously, the facilities aren’t as advanced as those available at Blackwood, but it has a ready supply of armour plates that we can have the worker bees fit to crucial parts of our outer hull. It’ll be a patch up job, and it won’t fix everything, but it should be enough to get us past the blockade and into the more specialized repair facilities available in Mirfak.

 

The only enemies I can justifiably put into this mission are asteroids, if we make the field active. Basically, it’s a filler mission, short and simple – get the carrier into place, and get out. The Aesir come later. NB – if the Carrier dies here, you’re just stupid. No branching – the mission ends in the hanger bay of the Starr facility, and you’re told basically how screwed you are by… I dunno, I’ll make sure someone else survives as well.

 

Act 2 Mission 15 a – The carrier survives

 

The local worker bees are an old model, and have only applied about half of the available armour plates available, despite our protracted stay here. However, it’s far too risky to stay any longer. By now, the Aesir will have replenished their forces and will almost certainly be capable of pushing into Mirfak. It’ll be chancy, but we’re going to have to rush the blockade and try to make it back into Mirfak again.

 

*RED ALERT*

 

Pilots… change of plans – we’ve just received a distress call from a GTVA Aeolus class cruiser here in EP. God only knows what the hell it’s doing this deep behind enemy lines, but we have to assist it. Your fighters are already prepared for the Mirfak assault – if we’re lucky this wont delay us by too much, and we might even pick up some extra firepower.

 

Have you guessed what the Aeolus is yet :D That’s right, the unkillable Advocate is back from the dead. It was jumped on one of its scouting missions and had to make an emergency jump to get away. It was pursued through several Aesir systems for several weeks until it finally managed to make it back to EP, just to came under attack again… but not from the Aesir. The Advocate is being menaced by a Rakshasa cruiser and a wing of Maras. It’s in no position to fight, so it’s doing what it can to evade the Raks beams, but not doing a great job of it. Alphas fighters have to take out the main beams on the Rak, kill the Maras etc.

 

Anyway, this is the historic Aesir meeting mission, where the Aesir arrive to destroy the Shivan cruiser, realize that the enemy of my enemy is my friend and approach us with an offer of peace. Act 2 ends.

 

Act 2 Mission 14b – The carrier dies in M13

 

Right pilots. The **** is dead. We can’t dwell on that. Right now, survival is our key objective. We’re a small number of fighters with nowhere to refuel or repair. The GTVA bases in the area have been overrun, and trying to break out of the system would be suicide, even if we had the fuel to sustain an intersystem jump. So we’ve come here, EP VIII.

 

It’s a large, blue green Class 3 gas giant, and if prewar intel is still correct, then it’s also the backup base of the Survivors pirate group. While it’s possible that they abandoned with the rest of the Civillians in EP, it’s also equally possible that they’re still here, trying to stay hidden from both the Aesir and the GTVA. If they’re still here, we make contact, and see what we can do about getting some sort of sanctuary. If they’re not, then we make use of whatever facilities they’ve left behind. Either way, we’re going in.

 

This mission is going to be a lot like As lightning falls, except with Snipes’ transport replaced with a pirate base (We can use the LK one from OR, nobody’ll care/notice, as it’ll only be onscreen for at most a minute or two). Anyway, you’re following a series of nav buoys that’re transmitting very weakly on an unusual frequency (the first one is found by accident, the player has to follow the rest. Anyway, you’re routinely attacked by Pirate fighters (which answers the question about whether they’d abandoned or not), who don’t want any kind of attention at their base, but you deal with them and eventually reach the base itself, where you manage to negotiate the ability to land, in return for your helping them with a little something.

 

Act 2 Mission 15b – The carrier dies in M13

 

In return for their questionable hospitality, the Survivors have requested our assistance with a raid on a GTVA supply dump. They’ve been supporting themselves through such raids since the Aesir invaded, justifying it with the odd attack on some Aesir transport. They’re calling themselves freedom fighters now, but essentially there’s little difference.

 

OK. The mission should start off with the whole secrecy bit – you arrive in concert with a  wing of Golems, Another of Tyrs and two SOC wings, as well as a pair of gunships and, of course, a pair of freighters. It seems like a hue task force for a simple materiel raid, but apparently the Aesir have been occupying GTVA supply depots on occasion, and it’s better to be prepared. This depot is half GTVA, half Aesir – they’ve been dumping their own cargo here as well. The SOC wing leader tries to get the pirates to try to take some of that, but they refuse, citing how useless it’d be compared to a GTVA crate that would have immediate advantage. Anyway, the freighters start in, and that’s when the first Aesir ships arrive, a wing of Opos supporting a drone carrier. The gunships prove fairly effective at taking down the Aesir fighters, and Alpha wing are primarily concerned with taking out the comms on the carrier. If you can destroy it, all the better. You then basically just have to defend the freighters against a few Opos, then escape to subspace.

 

Act 2 Mission 16b – The carrier dies in M13

 

Pilots – we’ve just received a distress call from what appears to be a friendly source. This deep it’s garbled, but we could pick out a few words, among them GTVA. We must respond – if we can rescue this vessel, we’ll pick up some extra firepower and might be able to convince our new allies to step up their attacks on the Aesir. Our fighters are prepped and ready – let’s get out there.

 

And we’re back with the Advocate again. The two missions will be essentially identical, except with some messages changed. Whee, act 2 ends again.

 

Act 3

 

Mission 1 – Pharoh goes into Aesir space to assess Shivan forces. Limited joint TV-Aesir mission – has this been begun somewhere? EDIT: Yes – HatsforClowns. Destroy the SC Indra and the SCv Berith.

 

Mission 2 – GTVA assist Aesir by attacking Shivan outpost in outer system. Pharoh is forced to move in and combat a Ravanna/bombers. Takes significant damage. I’m working on this one presently.

 

Mission 3 – Pharoh attempts to withdraw, Sesha arrives, Pharoh escapes without player/fighters. Complete

 

Mission 4 – Sesha chases pilots to an Aesir installation. Pilots and Aesir drive off (Destroy?) Corvette, are told of major Shivan push and are returned to GTVA Forward base.

 

Mission 5 – Node blockade. Demon attempts to break through, Aesir assist. Complete

 

Mission 6 – Push back into Aesir space, break one of the Shivans holds on a system to reconnect with Aesir forces behind enemy lines. Encounter Uberfighter

 

Mission 7 - Lucifer Revealed, forces retreat from engagement with Shivan forces. Possible uberfighter activity.

 

Mission 8 - Lucifer attacks Aesir planet, Terran fighters called in to assist with evacuation. This’ll be a damned cool mission, but a real challenge to FRED.

 

Mission 9 - Lucifer attack in subspace foiled by Beelzebub. Aesir frigates at the end of the tunnel force the Lucifer to turn back. No uberfighters here.

 

Act 3.5

           

Mission 1 – The Aesir are rather pissed at us. Shivans have taken full control of Kaus Australis nebula. Lucifer has been severely damaged and retreated back to Shivan controlled Sargas. GTVA increase deployment and move into Alioth to take advantage of the Lucifers absence and go back on the offensive. Uberfighters here.

 

Mission 2 – Determined to get new intel on the Shivans, the GTVA and the Aesir launch a feint designed to tempt out a Shivan force. Aesir interdictors seem to be a lure to the Shivans, so they use one of these to attempt to draw out uberfighters. Alpha 1’s mission is to capture one or more of these fighters, while at the same time ensuring that the interdictor remains intact.

 

Mission 3 – The Antioch has been taking incremental damage over the past few missions, and has put into a massive Aesir station for repairs. While there, a rag tag fleet of Aesir vessels arrives, babbling incoherently, followed rapidly by…you guessed it – the Ramanath. The ramanath moves to engage the main base, but is halted by an Aesir tractor station, which eventually gets dragged along by the Ram anyway. It destroys the Antioch, but is eventually driven off/destroyed before the Aesir installation is eliminated

 

Mission 4 – The Aesir have not been being entirely honest with us. They mentioned that theyd fended off the Lucifer several times in the past, but had never quite been able to destroy it. The first time they did fend it off, they sent a task force to pursue it – that task force was all but destroyed in the Sargas system. The few survivors told of a massive Shivan installation, defended by dozens of powerful ships… but no Ramanaths. The Aesir had lost dozens of ships, and lacked the capacity to re-assault. They’ve been holding their own against the Shivans since, but nothing better, until GTVA reinforcements came along. But when the GTVA failed to kill the Lucy, they decided to let them handle rearguard actions tying down the local Shivans and try again to assault the giant installation, the Shivan nest, themselves, reasoning we’d just stuff it up anyway. But the Shivans had since obtained or constructed three Ramanaths, which the Aesir hadn’t counted on, and which also managed to severely rape their taskforce. The one that killed the Antioch was chasing them from the nest.

 

This puts the Aesir in rather a bad situation – they lost a significant fraction of their fleet in this assault, they’ve shown blatant disregard for their allies, and they’re now severely overmatched if they had to go one on one with the Shivans. And so, the onus of the alliance has now shifted slightly, and the GTVA have to become a more major player. This prompts the Aesir to finally give up their somewhat paranoid approach to technology exchange and offer an deal – they need beam technology, and they’re willing to trade to get it. While the specifics are yet to be worked out, GTVA command has accepted, and sent a bunch of combat systems engineers out to an Aesir shipyard in Arcturus. Your wing will defend this convoy. (NB You’re presently operating out of the Aesir installation where the Antioch was killed, but after the next mission you transfer onto the SOC carrier you were on as a part of the EW effort.

 

Mission 5 – With the Aesir beamship well under way, and new weapons systems being fitted to several classes of GTVA ships as our part of the deal. In the interim, GTVA ships on the front lines need to be resupplied. Your wing will cover a massive convoy to this end (Zephyrii/Anukhets, Sigurds, and Atlantii for the most part). The EW carrier arrives at the end of this mission to pick you up, and you prepare for the GTVA/Aesir assault on Gilese. There should be uberfighter activity in this mission.

 

Mission 6 – Having rejoined the SOC carrier, you’re going to be given more interesting missions. The first of these is the destruction of a cluster of comm. nodes in the Gilese system. They’re too well protected to get to through a frontal assault, but command predicts that their elimination will lead to a significant decrease in efficiency of the Shivan forces in Gilese. You’ll be using the Uberfighter, captured earlier on, to get close and do your damage.

 

You're flying the uberfighter captured earlier. it might be an idea for a use of persistent variables here: if the player captured more than one uberfighter, he can have a wingman?

 

Mission 7 – Having rendezvoused with the few remaining Aesir forces in Gilese for repair and rearmament of your uberfighter, you and your comrades are to be the secondary attack wave in a pincer movement on the main Gilese node. You arrive just after a GTVA/Aesir task force and attack from the rear, probably with one Aesir cap of some kind (Either a Chantico, Drone carrier, or an Itzli, depending on balance) and a dozen or so fighters/small ships of various classes. You, of course, get to hang on to your Shivan uberfighter.

 

Being in the uberfighter gives us a good excuse to flood him A1 with shivans. ie, the shivans don't like one of their ships being used, so you become the focus of much unwanted attention.

 

Mission 8 – Back on the carrier and back into GTVA fighters, as well as armed with Aesir based weaponry, things are looking up rather a bit. But now you need to get into Sargas and eliminate the nest. And before you can do that, the Lucifer needs to be dealt with. Unfortunately, with no spare nodes leasing out of Sargas, you need to take it out in realspace, which means using Aesir frigates, and drawing it there with the interdictor. Defend them from the Shivans, including the Beelzebub. If things work out, you could also have a ramanath showing up here and possibly being engaged by GTVA forces (this wouldn’t be a part of the player’s objectives, just a cool battle going on in the BG to stretch the engine a little bit. (NB – it might be an idea to introduce the beamship here – depends on the difficulty of the frigates taking out the Lucifer) A big black and green ship is on station when you arrive, but vanishes a few seconds afterwards. The Aesir refuse to answer any questions about it, calling it “An observer”.

 

Mission 9 – With the Lucifer destroyed, there’s nothing to stop the assault on the nest. Attack the nest, defending the beamship from Shivan uberfighters, bombers etc. Watch it blast a hole in the nest and run down the newly formed tunnel.

 

Mission 9a – Eliminate the reactor and escape before the nest blows up around you.

 

 

Cutscenes

 

First note – these are all optional. We don’t need cutscenes to tell the story, but they kick arse, so if we happen to get some, that’d be nice.

 

Intro

 

VA’s intro Plan:

 

  • STAGE 1
    The first (slow paced) minute of your piece is shortened to about one loop of the general theme. During this, you're looking at a couple of animated major events from the FS2 timeline in black and white with that blinded effect of a recording cam seen in the command briefings about the first Shivan attack on that cruiser.
    You would see things like the NTF, the first Shivan attack, the Knossos, the ravana in the nebula, the colossus's first deployment, the Iceni, the sathanas attack, the colossus's destruction, the bastion's self destruct and the sathanas's blowing capella. The exact sequence of this doesn't really matter. It's main aim is to give a feeling of 'past'.
  • STAGE 2
    At the current 1 minute mark, the music hits a medium fast pace. On the 'hit' at the beginning of this, the camera jerks backward to reveal all of stage 1 was just been played on a terminal screen. The camera backs up further to reveal the rest of the room. It is speeding up a little here but not much.
    The camera backs out of the room and begins down a corridor (still moving backwards). It then turns out a window and zooms out a bit to see that the window was on the hull of something and is one of a fair few. This all happens up to 1:20, with the high pitched note being where the outer hull is seen with the window in the centre. Camera speed at this point is still fairly slow.
  • STAGE 3
    Exactly at the 1:20 point, the music hits the fast pace. On this hit, the camera speeds up nearly instantaneously, and is now moving pretty fast, as though it's got afterburners (though without the shaking or slowdown. ;) ) .
    As it gets further away, we see that the wall we were previously looking at is just a small part of Blackwood station, and the camera is looking up at it from a cool angle (should look imposing). Perhaps have some freighters moving towards it to make it look busy. This happens till the next loop section which is at 1:36.
  • STAGE 4
    Exactly on the 1:36 point, there's another hit marking the start of the next loop. At this point, the camera turns left, and the bow of an Orion (pointing roughly at the station) comes into view.
    The camera pans down it's hanger bay side, slowing down as it keeps it's focus on the 'Antioch' nameplate. It keeps focus on it till 1:43, where the scene fades (still moving) to the bridge of the Antioch (could possibly fly through the window as well, though we need to decide where the bridge is on an Orion. :( )

    Even as it's fading in, the camera in the bridge is coming in from the forward windows focussed on the captain (standing with his command chair a few meters behind).
    The camera spins around him from his front, round his left side, with the rest of the bridge in the background. At the high note at the end of the loop, the camera is looking at his back, and he turns his head right, looking through the forward windows at empty space. The camera immediately 'accelerates to lightspeed' towards where he is pointing (forwards this time). This happens till 1:52.
  • STAGE 5 (gets a bit vague from here on. haven’t thought much about it)
    At 1:52, again on the hit, the camera comes into a scene of a medium-large convoy, with plenty of civilian ships of all sorts in very rough formations moving fairly slowly towards a jump node a kilometre or so away. This time the camera comes in foreward (node can't yet be seen) and keeping the general centre of the convoy in focus, rotates around it - starting from where it came out of 'lightspeed' in front and below the convoy to about 300 degrees around it (anti-clockwise direction) till 2:07.
  • STAGE 6 (getting vaguer)
    Here at 2:07 the music goes into a kind of 'war drum' beat stage. For this section i'm sorta thinking we could have pirate vessels arrive in a coordinated pattern. After a few seconds of cool shots of pirate fighters and gunships moving in, with the convoy still lumbering foreward. At 1:16, the convoy begins to radically break formation with freighters trying to avoid the pirate craft. At 1:24, the hecate destroyer selkie arrives above the convoy, with a bunch of fighter wings at the same time, facing the same direction as the convoy. From here till 2:40, we have fighters on both sides move to engage one another, while the larger ships begin to do the same (one or two pirates should turn tail and run about here).
  • STAGE 7 (very vague here)
    At 2:40 the fight begins with the music’s return to the fast pace, probably starting with a beam from the Selkie’s main cannons forward burning down a gunship. The gunships begin to split up and keep moving down the sides of the Selkie hitting quite hard. At 2:56, the focus turns to the fighters mid dogfight. I don't really have ANY idea what should happen after this. Any thoughts? Should we show anything of the aesir, the pirate base, the strike carriers etc after this?

 

Interdiction

 

This will be the hardest cutscene to do by far, since it requires complex human interaction provided by poser characters, possibly a moving Aesir, lots of complicated effects, multiple internal environments etc. etc. Flip’s already posted a basic script for this’n, I’ll add it in when I find it.

 

Battle

 

The Pirate base goes down at the hands of the Xolotl. This should be a relatively simple cutscene to make, since there’s no human interaction required. We start this up when the Pirate base reaches 0% in the final mission of Act 1 (using an end mission sexp and with “no debriefing” defined in the mission parameters.

 

Basically, all we need to show is the Xolotl firing the final few shots onto the Pirate base, the base itself blowing up, then the Xolotl turning around and jumping back through the node into subspace. Fighters flying about’d be nice, but try to avoid showing too many GTVA ships as it’ll be difficult to tell with the smaller ones which might have been destroyed. The Xolotl, or possibly the Opos escorting it, should blow some pirate fighters away as well, just to prove that they can. The whole cutscene probably won’t have to last more than a minute total, if that. I may even be able to render it myself, though it’d take me awhile to work up to the necessary level of competence in Max.

 

Nest (Outro)

 

Similar to the above, this will only need to show the destruction of the nest. Relatively simple to do I’d imagine, though the level of difficulty will depend on the level of complexity, which will in turn depend on how busy the renderer wants to get. At minimum, the nest needs to blow up and the camera needs to pan around a spacescape for awhile (to be narrated to… “The Third Shivan war ended in the XXX system that day etc. etc.” The narration can be written later; though obviously we’ll want to finalize it before the cutscene itself is done). At maximum, a shot of the escaping Alpha 1, maybe a few shots of the Aesir/GTVA and Shivan fleets exchanging fire, fancy debris/shockwave effects etc.

 

Those are the cutscenes I’d like to consider as ‘essential’ though with something as complicated and time consuming as cutscenes, I’ll be the first to state that nothing is truly indispensable, including having cutscenes to begin with. With the exception of the Interdiction thing, everything there can be done via in game cutscenes and/or command briefs, and I’m more than willing to accept that. Other optional cutscenes are:

 

-         Uberfighter eliminates a terran cruiser.

-         Lucifer exiting subspace to be pounded by (but not without itself pounding) a group of Aesir Frigates.

Mods

 

Weapons

 

Krayton MD-11

 

“Developed at the Krayton labs in Deneb, the MD-11 is one of the first practically deployable weapons developed as a part of the Alliances meson research program. Designed to fire a controlled burst of high energy Meson particles, the MD-11 disrupts the delicate networks within the subsystems of enemy vessels at a rate far greater than that of the old Akheton model. It is, however, difficult to stabilize the meson Particles in the reaction chamber, limiting the weapons rate of fire considerably. It is also insanely expensive, meaning it is deployed only when absolutely necessary, and to pilots with specially granted clearance.”

 

Status – Complete, though I think I need to up its energy usage a bit.

 

This will not be introduced until very near to the end because it’s simply too damned powerful. This takes around 2 or 3 shots to eliminate even the heaviest turrets. Useful in missions which require the player to defend against ridiculous amounts of Shivan Capships, or for blunting the Chantico’s advantage over fighters.

 

GTW Tantalus 42

“The Tantalus project was conceived after the obvious power of the UD-8 Kayser was demonstrated during the Second Shivan Incursion. Initial plans to put Kaysers as standard deployment on all allied fighters fell through when the sheer expense of both constructing and maintaining these weapons was realized. The Tantalus was designed to work on similar technology, but using cheaper materials, but over time drifted away from these goals, into a totally new form of weapon, which utilizes excited lepton particles in high pressure Freon gas. Freon, freely available in many systems, is far cheaper to produce than the more expensive materials demanded by the Kayser, making upkeep cheaper, but the difficulty of actually creating the technology to perform this makes initial production costs for the Tantalus far greater than those of the UD-8. Command has instituted a gradual replacement policy of the Tantalus over the current mainstay, the Subach HL-7, but this will not be completed for several years, in order to partially defray the excessive costs.”

 

You all should have the Tantalus – it’s basically going to be our staple gun in the first half of Act 2, supplemented by the kayser in the latter half and in Act 3. (Act One’s will be the Subach)

 

GTW PL-22 Lockdown

 

“The Lockdown is an electronic warfare weapon capable of temporarily scrambling the systems on enemy fighters and capital ships. Its exact specifications are classified, but its effectiveness is undeniable. Each shot has only a limited amount of power however, and so is more effective when used against smaller ships than larger.”

 

Lockdown will be your basic Electronic warfare primary – it will probably be an EMP based weapon rather than a true disruptor, which I want to keep limited to missiles. I haven’t designed the other EW weapons yet, since they’ll be crucial to mission balance, and should probably be designed as a part of the mission making process, rather than as separate entities.

 

GTW-36 Punisher Spreadfire cannon

 

“This is an Aesir derived rapid fire weapon developed as a part of the technology trade that saw the Aesir gain plasma beam technology. The Punisher spews out a vast gout of plasma bolts in rapid succession. It’s accuracy is somewhat suspect over long distances, and its range limited, but in short range engagements the Punshier is capable of doing significant damage to any enemy fighters or turrets. Though susceptible to overheating if continually fired, the Punisher is nonetheless a highly dangerous and effective weapon.”

 

Semi completed – it works, still needs sounds/visual effects etc. Props to VA for this one.

 

GTM-19 Hurricane

 

“The GTM-19 Hurricane bomb is the next stage in the evolution of medium payload ordinance delivery systems. While destructive strength of weapons such as the Cyclops has never been called into question, review of any major engagement will show that more than half the bombs launched will not reach their intended target due to enemy fire. Previous efforts to counter this have focussed on speed – faster bombs, and faster bombers. The Hurricane, however, has taken another approach. By adapting the accuracy increasing corkscrewing that was first implemented on the Tornado missile, the Hurricane’s designers have created a bomb that evades enemy fire through agility rather than sheer speed. While the additional fuel requirements have forced a slight decrease in payload, and a similar decrease in range, the negatives of this technique are far outweighed by the increased likelihood of scoring a hit.”

 

Corkscrew bomb. Cool huh?

 

GTM-12 Splinter

 

“The Splinter is an extremely light, extremely fast locking aspect seeking missile with poor manoeuvrability, almost no shield penetration and an extremely small payload. The Splinter, however, may be the most significant development in GTVA defensive technologies in many years. The Splinter is, of course, not a true combat missile, but the first secondary weapon specifically designed to aid in ordinance interception. While long range, hugely powerful weapons like the Trebuchet are far more effective anti-bomber weapons, they are far too slow and unresponsive to use against the bombs themselves. The Splinter, with is rapid aspect seeking, impressive top speed, and significant effective range fills this niche superbly.”

 

Assuming bombs can be targeted with aspect lock, we’ll use this one. If not, err… super rapid dumbfire then, though that’ll only be useful for the player I expect.

 

You’ll note there’re no new uberkaysers or whatever. If anyone has an idea for an interesting, unique new sort of weapon, post it up on internal and we’ll probably end up making it available to the player, but doing up hundreds of guns slightly more powerful than the Kayser, Prometheus R etc. is kind of pointless IMO, especially if we’re planning on animating all their loadouts (and we are).

 

Ships

 

Ye Gads. This won’t be a complete list, but it’ll have the key stuff in it.

 

OK, grouped together:

 

GTVA Advanced Fleet

 

  • Broadside Cruiser – Probably going to be Grimloq’s Avatar, assuming we   can get it    textured/turreted to satisfaction.
  • Flips Light Cruiser
  • GTCv Charon
  • At least 1 vasudan ship if we can get it. If not, then that’s not a massive problem.

GTVA Non advanced Fleet

 

  • Fighters
    • GVF Kauket
    • Flips (SOC?) one (Electronic Warfare?)
    • Proteus (Are we still using this? The Kauket’s largely take its place as an experimental interceptor)        
  • SOC Carrier
  • Orestes
  • Heimdall Light installation         

Pirates

 

  • Harpy
  • Tyr
  • Golem
  • Andromeda
  • Loua Kai Base
  • Main Base

Other ships

  • Sigurd
  • Liner
  • Virtuoso
  • Excalibur
  • Sesmu
  • Tethys? (OR Only?)

 

 

Aesir Ships

 

  • Fighters
    • Opoctli
    • Tillian
    • Flip’s new Space superiority one (Name?)
    • Uberfighter (Cloaker)
  • Micro Itzli Gunboat thing from before (Name?)
  • Anti Fighter Gunship (Mini Chantico… Name?)
  • Itzli
  • Xolotl
  • Drone Carrier
  • Chantico
  • Standard Carrier (This might be a good role for the current carrier actually - if you're going to make a new carrier anyway, split the roles up)
  • Frigate
  • Beamship
  • Aesir Light outpost (This can also be the tractor base if need be)
  • Aesir main installation
  • Aesir Transport – AeT Atlatonin
  • Chasca
  • Chasca Cargo container

Shivans

 

  • Ramanath
  • Sesha
  • Vas interceptor thingo
  • Uberfighter
  • Nest
  • Inside the nest

    Frankly, I’m willing to leave it at that, though if anyone has any suggestions, say so.

 

 

The Aesir

 

We can fill this section in later methinks, when we finally get everything nailed down.

Some Explainations

 

Q - What the hell’s up with that weird Black and Green ship in Act 3?

 

A – The Aesir have been in space a lot longer than we have. They’ve encountered a lot more races than we have too. The simplest way to describe this thing is as an allusion to that fact. There’s a lot more to it than that, but for the moment we can leave it at that. Keep in mind that it is 100% optional, and if we run out of time to insert it, we run out of time.

 

Q – Uberfighter? What?

 

A – The Shivan uberfighter is a subplot sorta thing – essentially it’s got the manoeuvrability of a Drago, the offensive punch of a Nephilim and the hull and shields of a Seraphim. Completely implausible, but almost certain to be fun, right? They’ll be balanced by showing up in no more than a few individuals per mission, and basically being as rare as rocking horse crap, but getting somewhat more common towards the end so that the addition of things like the Kayser into the arena don’t make the Shivans into a big mob of targets. It’ll also have the occasional additional debrief or Command brief stage to discuss the study of these things, or the amount of damage they’re doing to the fleet. It’s something that I can do almost entirely after the missions have been done, though a few crucial missions will have to be designed with it in mind.

 

Q – Err… are you on crack? The last few missions are crazy BoEs – what the hell are you thinking?

 

A – BoE syndrome occurs in big battles when the actions of the player have no outcome on the overall outcome of the battle. Our two big battle missions will combat this tendency, rather than avoid big combats altogether. For example, in both cases your objective is to defend the Aesir caps, frigates in mission 8 and the beamship in mission 9. If you fail in your little mission, the entire big operation will fail. The actions of the other sub battles (ie. around the ramanaths, confronting the weapons of the nest itself etc.) will be determined by the FREDder rather than by the players actions, but the key part of the mission will be entirely player oriented.