Difference between revisions of "MOD:WCU:WC0"

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(Timeline)
(Missions)
Line 46: Line 46:
 
(In chronological order; dated.)
 
(In chronological order; dated.)
  
 +
Note: For timing purposes, we use the following formula:
 +
At 500 kps, the cruising speed of a Centurion or Excalibur, we pass two system jumps per day.
 +
That's 1 jump per day at 250 kps.
 +
And it's 1 system jump every two days for a typical carrier's speed of 125 kps.
 +
 +
And we consider an additional 1/2 a day per in-system mission.
 +
 +
For a justification of this metric, see:
 +
 +
[http://www.deeplayer.com/doku/doku.php/wcu:priv3:time:timingwc3 Timing analysis based on WC3 game]
 +
 +
and
 +
 +
[http://www.deeplayer.com/doku/doku.php/wcu:priv3:time:timingftw Timing analysis based on Winterrowd trip] –Fleet Tactics
  
 
====Dialogues====
 
====Dialogues====

Revision as of 18:21, 18 March 2007

Play the events that lead up to WC1


Abstract

First part spans from the Iason Incident (2629.105) up to Clusters Carnival. Problem: According to the CIC's timeline, Cluster's Carnival takes place in 2644; but according to wcrevival's more detailed timeline, it happens in 2649 ...

A possible Part Two might overlap WC2-WC3. As of this writing, work is just commencing, and therefore the stuff below pertains exclusively to Part 1.


Timeline

Other facts and hypotheses about this timefame


Relevant maps

Ships, weapons, strategies and tactics

Characters

Nations, Cultures, Politics, Factions

Corporations

(Not that we'll have anything like Privateer-style missions, of course; but there may be magazine ads, and bar rumors that mention companies.)


Plot

(This is not about missions; it's about what's going on, generally, as background to the missions. About characters and faction's motivations, and the story that is told, through the missions and dialogues and reading materials.)


Missions

(In chronological order; dated.)

Note: For timing purposes, we use the following formula: At 500 kps, the cruising speed of a Centurion or Excalibur, we pass two system jumps per day. That's 1 jump per day at 250 kps. And it's 1 system jump every two days for a typical carrier's speed of 125 kps.

And we consider an additional 1/2 a day per in-system mission.

For a justification of this metric, see:

Timing analysis based on WC3 game

and

Timing analysis based on Winterrowd trip –Fleet Tactics

Dialogues

(Not the full dialogues, but important snippets that are relative to the story behind.)


Space comms, bar rumors, etc

Software requirements

Engine:

    • Walkable bases and carriers?
    • Characters, animation, lipsynching
    • AI (???)


Python:

    • Multiple choice dialogues
    • Magazines to read (random news not necessary; just randomization of advertisements)
    • Synchronization of bar rumors and news to gameplay conditions


Offline tools

    • Texturing aid (chuck_starchaser)