Forged Alliance Forever Forged Alliance Forever Forums 2017-09-29T20:57:49+02:00 /feed.php?f=2&t=13939 2017-09-29T20:57:49+02:00 2017-09-29T20:57:49+02:00 /viewtopic.php?t=13939&p=154724#p154724 <![CDATA[Re: Nomads Campaign - looking for storytellers!]]>
This looks like a fun thing to help out with, so I'm gonna chuck my hat in too. Here is what I think it should be like for a Nomad's campaign.

-A Nomad Fleet leaves it's homeworld to conquer a UEF Planet near the frontlines of the war against the Seraphim
-A bit before landfall, homeworld is found by UEF
-UEF forces launch an assault on homeworld
-Your forces have to take the frontline planet to stop the assault
-Once done, you must repel an assault from the withdrawing UEF

to be continued

Statistics: Posted by Warmonger — 29 Sep 2017, 20:57


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2017-02-07T06:12:13+02:00 2017-02-07T06:12:13+02:00 /viewtopic.php?t=13939&p=143095#p143095 <![CDATA[Re: Nomads Campaign - looking for storytellers!]]>
WhatOtherPlanet wrote:
The Nomads blunder into this fight and get utterly thrashed, but manage to shove one last middle finger to the Seraphim. Good dramatic voice acting/writing will make or break this of course.

Hehehehe, that can be arranged... /me issues a sinister grin

Statistics: Posted by Lieutenant Lich — 07 Feb 2017, 06:12


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2017-02-06T19:39:18+02:00 2017-02-06T19:39:18+02:00 /viewtopic.php?t=13939&p=143072#p143072 <![CDATA[Re: Nomads Campaign - looking for storytellers!]]>
Sample ideas, based loosely off of what Dogfather posted earlier:

--As the Nomad Expeditionary Fleet penetrates further into unknown territory (the galaxy?) they begin hearing word from their Home Fleets that hostile forces matching the Seraphim have begun appearing in the outer fringes. By the time the fifth mission or so rolls around, the last of the Nomads are on the run. There's no going home. This would help explain why the Nomad Expeditonary Fleet is willing to give their lives for all these humans they didn't even know existed yesterday—because f*ck the Seraphim.

--Give the Nomads a distinct cultural and tonal identity from the other factions—give them a clothing style that isn't just Military Spacesuit. Something middle-east inspired? Ottomans? The Fleet Clans thing puts me in mind of Homeworld in a very good way.

--Why do the Nomads have an army? If they've been alone out in the depths of space for three hundred years why would they need to build the kinds of war machines that the other factions field? Do they fight amongst themselves? Have they been dealing with another threat outside of the main story? Do they know of the other factions and are preparing for them? I know it's been discussed that the Nomads are warriors, but who are they warrior-ing against? Army-building is expensive—they need to have a reason for it.

--If the Nomads' entire society is ship-based, the Seraphim need to have some way of threatening their ships. Adds dramatic stakes to losses. Maybe Yolonnas can be fired into space? Or there are Sera spaceships. ALTERNATIVELY:

--The Seraphim figure out how to gate onto Nomad ships (mission 5?). Combat is fought through the industrial landscape of a city-ship. Might be difficult to pull off with Supcom's map system, but it would be cool as hell. Used right, could give a sense that Nomad ships are truly massive even by Supcom standards. The ship is overrun, but not before commanders can launch off to the final mission. See Sera units killing fleeing civilians. As the mission goes on, radio transmissions come in from other ships, all being overrun the same way. Eventually, yours is the last one left, the only one that can send its commander(s) to the final mission.

--Overall, this should all be a losing battle. The Seraphim need to be a credible threat, and the Nomads are underpowered by the setting's standards. The Nomads blunder into this fight and get utterly thrashed, but manage to shove one last middle finger to the Seraphim. Good dramatic voice acting/writing will make or break this of course.

--Give the player commander a voice. Develop her as a character. The other campaigns are fine without named/voiced protagonists, but it would be cool to see the relationships between our commander and her comrades/friends. It would also let her deliver the final "f*ck you" to the Seraphim much more literally.

--Make it possible to beat back the last waves of Seraphim in the final mission, and include a monologue that continues for as long as you stay alive. The commander gets more and more exhausted while still screaming her fury at the aliens. This gives a reward for players who can survive the scenario.

There are a couple ways to play this.

A) The commander wins and is left standing in the charred and broken field. The Seraphim have left her there—without ships and quantum tech, she can never leave—but the Seraphim quietly acknowledge that they can't kill her (yet.)
B)The commander beats back the waves, and the attacks stop. She gloats, breathless, for just a moment, and then sees dozens of Ahwassas and strat bombers roaring in towards her from all sides. She laughs as the screen fades to black.
C)Coalition commanders—maybe ones we've seen before—arrive to help. This would require some setting up before hand, but could be a cool way to go out, showing that the Nomads have finally joined forces with the other factions, forging alliances and such. This could take place at the beginning or in the middle of the mission.
D) The waves just keep coming and eventually the commander finishes talking and just goes quiet. Maybe we can hear her breathing over the comm.
E) Something entirely different.

--However it ends, an epilogue would be a cool touch, saying that there's a legend among coalition veterans of a race of warriors who fought the Seraphim in the last days of the war, and a master commander who led them. The Myth of the Nomad. Insert details as necessary. Maybe hint that some Nomads survived and continue to exist in the outer edges of space.

Just some starter ideas. I can come up with dialogue samples and more in-depth backgrounds if you like. Worldbuilding and editing are my specialties.

Statistics: Posted by WhatOtherPlanet — 06 Feb 2017, 19:39


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2017-02-05T02:13:48+02:00 2017-02-05T02:13:48+02:00 /viewtopic.php?t=13939&p=143020#p143020 <![CDATA[Re: Nomads Campaign - looking for storytellers!]]> If its a great idea then you don't need to be afraid to share it.

If we deem it impossible then nothing is lost :)

Statistics: Posted by KeyBlue — 05 Feb 2017, 02:13


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2017-02-05T00:28:53+02:00 2017-02-05T00:28:53+02:00 /viewtopic.php?t=13939&p=143016#p143016 <![CDATA[Re: Nomads Campaign - looking for storytellers!]]>
And for another one but thats not done yet. Both are happening at about last parts of vanilla campaign.

Statistics: Posted by Mach — 05 Feb 2017, 00:28


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2017-02-04T03:35:22+02:00 2017-02-04T03:35:22+02:00 /viewtopic.php?t=13939&p=142969#p142969 <![CDATA[Re: Nomads Campaign - looking for storytellers!]]> Statistics: Posted by Lieutenant Lich — 04 Feb 2017, 03:35


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2017-02-03T12:51:09+02:00 2017-02-03T12:51:09+02:00 /viewtopic.php?t=13939&p=142931#p142931 <![CDATA[Re: Nomads Campaign - looking for storytellers!]]> I offered my hand to JJ if he needed any nice assists

Statistics: Posted by biass — 03 Feb 2017, 12:51


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2017-02-03T12:06:53+02:00 2017-02-03T12:06:53+02:00 /viewtopic.php?t=13939&p=142930#p142930 <![CDATA[Re: Nomads Campaign - looking for storytellers!]]>
biass wrote:
http://supcom.wikia.com/wiki/Making_good-looking_terrain_via_strata_layering


obviously the grass part of the map isn't textured yet...

there are several people working on the mission in parallel, scripting the AI and mission objectives doesn't require a finished map though. Especially the textures, decals and props are completely irrelevant for making the mission.

Statistics: Posted by CookieNoob — 03 Feb 2017, 12:06


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2017-02-03T11:25:40+02:00 2017-02-03T11:25:40+02:00 /viewtopic.php?t=13939&p=142929#p142929 <![CDATA[Re: Nomads Campaign - looking for storytellers!]]>
All I wrote are elements to justify how the faction works in game because I was part of the dev team and we followed a theme for the faction : they focus on weaponry (= more DPS) at the cost of other aspects like armor, intel, stealth, etc = they are an agressive faction. And if it's the case, during their isolation from the other factions, they have to have waged war against themselves or enemies, otherwise there is no point designing new weaponry.

There are several options:
a. they are agressive because they survived in harsh environments and fought against themselves (former prisonners background helps with this) until a kind of major force emerged. Revenge theme against UEF is easy to set up.

b. their existence was threatened by the Seraphim during the events of Supcom 1 ina totally different part of the galaxy, they lost a lot, had to survive, etc were almost annihilated, and when the events in FA start, they have to recover somewhere, while Seraphim are busy with the 3 vanilla factions. In that scenario, they had to develop their weaponry for a reason, the 'survival' theme is very possible, but also the revenge theme, but not against UEF, against Seraphim.

c. their existence was threatened by yet another faction, from which they could have stolen some technology. Maybe they won against them, maybe they lost, depending on what's more useful. If they won, they can be cocky and sure of themselves, and would likely want revenge from UEF, or just dominate every faction they encounter. If they lost, the situation would be similar with the b. option. However, the problem would be that the 6th faction would have to exist somehow more than if it was destroyed by the Nomads, in which case, only a name and some traits would be the only needed things.

Statistics: Posted by pip — 03 Feb 2017, 11:25


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2017-02-03T06:20:14+02:00 2017-02-03T06:20:14+02:00 /viewtopic.php?t=13939&p=142918#p142918 <![CDATA[Re: Nomads Campaign - looking for storytellers!]]> http://supcom.wikia.com/wiki/Making_goo ... a_layering

Statistics: Posted by biass — 03 Feb 2017, 06:20


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2017-02-03T02:16:02+02:00 2017-02-03T02:16:02+02:00 /viewtopic.php?t=13939&p=142908#p142908 <![CDATA[Re: Nomads Campaign - looking for storytellers!]]>
Image

Statistics: Posted by JJ173 — 03 Feb 2017, 02:16


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2017-02-02T01:55:59+02:00 2017-02-02T01:55:59+02:00 /viewtopic.php?t=13939&p=142876#p142876 <![CDATA[Re: Nomads Campaign - looking for storytellers!]]> Statistics: Posted by Silvir — 02 Feb 2017, 01:55


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2017-02-02T01:34:21+02:00 2017-02-02T01:34:21+02:00 /viewtopic.php?t=13939&p=142875#p142875 <![CDATA[Re: Nomads Campaign - looking for storytellers!]]> Statistics: Posted by Ze Dogfather — 02 Feb 2017, 01:34


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2017-02-02T01:10:48+02:00 2017-02-02T01:10:48+02:00 /viewtopic.php?t=13939&p=142873#p142873 <![CDATA[Re: Nomads Campaign - looking for storytellers!]]> SURVIVE

While it brings more love ower noamds, and make them nicer even when are alsholes :)

Statistics: Posted by Ithilis_Quo — 02 Feb 2017, 01:10


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2017-02-02T00:19:02+02:00 2017-02-02T00:19:02+02:00 /viewtopic.php?t=13939&p=142869#p142869 <![CDATA[Re: Nomads Campaign - looking for storytellers!]]>
pip that sounds a bit better than where I was going, and it would help to provide some immediate motive to the beginning of the campaign, which could fuel their style fittingly.

everywhere116 yeah I do recall mentioning that the Nomads were to appear aggressive, which is something I still think we could give them as far as characteristics. Of course, writing the transcripts was meant to provide a sort of "objective" overlay of the storyline, rather than a in-depth embodiment of their personalities. Which is why going into character development could give us more of an impression that they are furious, or vengeful, if we go along in thinking that perhaps the Nomads have suffered injustices at the hands of their faction counterparts. Although the actions may seem noble for the goals presented for the Nomads, it is more or less an asset to fight a common enemy, and as this game entails in its primary theme: a "Forged Alliance."

Statistics: Posted by Ze Dogfather — 02 Feb 2017, 00:19


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