An Easter Egg for Origin

Nemesis

Spaceman
Since this is a time of renewal, spiritual and otherwise, I thought I’d ask a soul-searching question. Since WC will one day be “rejuvenated” with new games (oh yes, we know that will happen), what must those new games preserve or continue from the existing games in order to deserve the title “Wing Commander”?

A fair number in this Zone have in various “testy” threads claimed to know what is or is not wingcommanderish. Well, here’s your and everyone else’s chance to define the “essence” of WC. And it’s far more than an academic question. Speak to the people in that future staff meeting at Origin or its enterprising successor. Speak to the one or more current members of this Zone or in a related site or fan project who will be the ones, in whole or in part, to develop those new games.

Be as abstract or as concrete as you wish. Touch on any aspect of the games–storyline, game play, or infrastructure. (For example, must the new games carry on with the time line we’ve been “living” so far, or can they begin in a different century with all new faces, races, places, governments, techs, and crises? Must the setting be primarily military? Must the focus of the action be on one-or-two-person fighters as opposed to, say, multimanned corvettes or destroyers? Must the principal challenge be “jump-into-the-cockpit-and-blow-up-the-enemy”; is there further room for the sort of moral “battles” WCIV toyed with and Privateer assumed; is there any room for an entirely different, say strategic or puzzle-solving, format? Must the player play “the hero”? Must the games be largely “first-person”? At what point would a multi-player game cease to be WC-ish? May the games expand the current options to tweak parameters, perhaps allowing the player to create/modify the mission tree, experiment with characters’ personalities, or design ships/fighters from the ground up?)

In sum, what in the old games must the new games respect and protect? (Mind, this ain’t an invitation to tell everyone about your “dream game”. It’s about trying to frame and pass along what we truly value about WC in the here and now.)
 
OK well for WC I have several requirements inorder to be "wcish"
1. Must include a serious, well thought out, and well developed story.
2. doesn't have to exist at the time we know of
3. should primarily be space sim with fighting and or privateer style cargo carring to be primary goal.
4. Should probably have humans in it.
5. Must include newest and best technology, should push the envelope.
 
My requirements for a new WC game:

1. you must be Casey or Blair (considering that he still lives), the game should take place in the timeline after WCP. You should be able to convert your kills from WCP /SM (if you are Casey)

2. No new illogical story implementations (NO WCM staff, eradicate everything like Pilgrim etc just if it had never existed), the story of the new game MUST fit in the universe (a new Bug invasion, maybe a new enemy), in terms of the universe, we should stick to the things mentioned in the games and (maybe) the novels, NOT the movie.

3. A story is important. I actually thought Prophecy was ok, but a few more movie cutscenes should have been implemented, the new game must have the same actors (plus a few new characters)

4. There may and shall be a few new ships, but I think that the Carrier should still be the Midway, and some fighters should remain in the game (Vampire, Wasp, Devastator, while Tigershark, Piranha and Panther shall be replaced by new models) As technology has advanced, the Vampire, Wasp etc are not as great as in WCP, but average Fighters which have gone through several updates. There should be a new top fighter.

5. The enemy may be a bit stronger than in WCP.

6. Damage control was nicer in WC 1/2, I'd welcome to go back to these days, you should see your damaged ship after landing

7. There shall be constant improvements in weapon technology, somehow like it was done in WCP. The standart missile should be the Artemis ALRIR, the FF should have a bigger warhead (maybe 400 instead of 280). Javelin HS should be phased out. However, I would welcome supply limitations (Take US Navy Fighters: You only got 200 Amraams during your campaign, if they are used up, you have to stick to the inferior Sparrows). For Wing Commander, this would mean, that you only have 30 ALIR, 50 FF, 10 Tracker, 60 HS, 30 Swarmer, 80 HS in the beginning. There should be supply missions, where you escort a transport towards the Midway (which should still be your carrier). If it gets blown up, no more missiles, if it survives, you get 25 missiles more of each kind.

There shall be more experimental/funny missiles, and as you were promoted in WCP, it is time that you may choose your missile load

8. I liked that there were more communications in WCP than in the games before. However, I hated if some comments were repeated 10 times during a mission, as well as Maestro irritated me. SO I'd like more Com-signals that are funny to listen to, but that are not repeated so often

9. Finally, the game should have a new engine with great graphics (explosions must be implemented in the game, not like in WCP), if a fighter explodes, the debris should not disappear, but spread into all directions and drift endlessly through the void (somehow like in WC 2)

10. It must feel like Wing Commander. That means that the gameplay feeling must be like ever, the keys should be the same like in the games before (F for full guns, Backslash for setting speed to 0, M for the missiles, STRG E for ejecting and so on)


Hopefully we will se a new WC game
 
I think a well-developed universe where you get detailed information about your surroundings and your enemies is vital for WC.
 
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