Please describe WCU!!

BachManiac

Rear Admiral
Hi! I've read a long time ago something about WCU but I'm not clear about all its features!

You want to include the whole plot from WC1-3 (or 1-5 I think) depending on the big WC Starmap (with 8 sectors, 1 of them is e.c. Gemini) which was shipped with the WC-5 game (in my case)

And is WCU also containing Privateer?


I've read that the player is able to start the WC-plot from the beginning to the end and maybe beyond them!

And also I've read that the player can freelance in the whole starmap like in privateer!


So, I think, making the whole starmap is only relevant for the privateer-feature because in the WC Plots you cannot fly around on your own!

So please tell me, how this whole game would function! Do I have to choose what "campaign" I wanna play or is the whole game a free mixture of the WC-plot and privateer??

very good luck on this project! Priv Remake is awesome and I'm looking forward to WCU!!!

greets!
 
WCU is going to be a Privateer extension that lets you fly around in the whole Wing Commaner universe. We'll add more plots beyond the Priv storylines, and one of them will certainly be "enlist on a confed carrier" which will mean you will not be allowed to travel on your own for its duration, but you will be compensated at the end of it with the ability to
 
one thing i thought would be nice, for some time now, is time

i.e. when you start the game it's some year in wc1-ish era.

military craft retire and replacements enter service as you play.

you can enlist at different times, and play wc1/2/3 etc campaigns.

and be a privateer between campaigns.

though this would be best in a multiplayer setting, since the time could progress rather slowly. like, for example, 2 months for the entire timeline.

then it cycles back to the start. you keep what you have if it was around at the start time, the rest is sold and you get the cash for it.

there could be an in game announcement board, where upcoming story missions are announced and the time till they start is given :).

anyways, something like this. not saying this is what it would be or anything. just some ideas.

also, newer technology could come online as time goes by.

if people ran their own servers, they could adjust the time progression. could be a year for the wc timeline to complete, or more. or less :)

whatever

anyways, just ideas.

-scheherazade
 
scheherazade0xf said:
one thing i thought would be nice, for some time now, is time

i.e. when you start the game it's some year in wc1-ish era.

military craft retire and replacements enter service as you play.

you can enlist at different times, and play wc1/2/3 etc campaigns.

and be a privateer between campaigns.

though this would be best in a multiplayer setting, since the time could progress rather slowly. like, for example, 2 months for the entire timeline.

then it cycles back to the start. you keep what you have if it was around at the start time, the rest is sold and you get the cash for it.

there could be an in game announcement board, where upcoming story missions are announced and the time till they start is given :).

anyways, something like this. not saying this is what it would be or anything. just some ideas.

also, newer technology could come online as time goes by.

if people ran their own servers, they could adjust the time progression. could be a year for the wc timeline to complete, or more. or less :)

whatever

anyways, just ideas.

-scheherazade

which are great and I support most of them. It's tough to do, but worth trying and I'll help in any way I can as real life allows ;) I myself with my friends was leading Freelancer community for about 2 years with 2000 registered users and we had to develop time scale something about 1 real life week = 3 months ingame. Due to the issues of our server and its mod which we developed. Having server-side adjustable ingame timeline (clock) is a very innovating feature, which I believe (i'm a marketer at my profession) will have tramendeous success ;)

Cyb

Cyb
 
Good idea, but that would take too much real life time, as there are centuries between the WC's. I'd prefer that you could enlist in chronologic order, so you first do WC1, then be a privateer and must land on base X to advance to WC2, then land on base Y for WC3. (alternative: Have player select era).

Another desirable feature is wingman commands. The comm message should be replaced with "break and attack" or "form up", "help me out" etc. AND, for carriers "land immediately", so that you get the fighter back.
Just my 2 cent... urions.
 
There aren't centuries. Not even close.

The gap is something like 10 years between the end of WC1: SM2 and WC2. I forget the gap between WC2 and WC3 (I want to say 5 years?). Privateer is within this gap.

Then there's a 5 year or so gap between WC3 and WC4. After that, well, I prefer not to think about Prophecy. Prophecy just feels too different, and the Nephilim feel...Not really like they fit in Wing Commander.
 
WC1 - 2654
SM - 2654-2655
SM2 - 2655
WC2 - 2665-2667
SO1/2 - 2667
WC3 - 2669
WC4 - 2673
WCP/SO - 2681

Privateer takes place in early 2669, just before Wing Commander III starts. Righteous Fire takes place in early 2670, just after Wing Commander III ends.
 
Thanks, I didn't know that. So the War is actually over during RF? Would explain the Kilrathi surplus ships being sold out... some Kilrathi noble thought he'd cash in before the requisition official came, I guess.
 
Bandit LOAF said:
Privateer takes place in early 2669, just before Wing Commander III starts. Righteous Fire takes place in early 2670, just after Wing Commander III ends.
I find that surprising, in light of this
Kahl said:
This is Kahl, Commander of the Sixth Fleet. No doubt you've come in contact with the Kilrathi's latest weapon? Your Retros make it so easy for us.
It sounds more like a concerted Kilrathi effort at undermining the Confed during wartime than a Kilrathi noble's postwar credit earning scheme.

I'm sure it can be explained away by saying not everyone stuck to the truce, or that it was precisely because of the truce that the Kilrathi switched to subterfuge and arming human dissidents as a method of waging war. Still, it just strikes me as too deliberate for a postwar action.
 
No, there is a point there...It seems a bit too big for a postwar thing, when the KE is supposedly in the midst of civil war and such.

Um...Hmm.
 
Right now my take on it is that Priv (and thusly WCU) is "somewhen between WC2 and WC3". I'm not a continuity guru (LOAF would be the expert there I guess?) and don't want to be, I like the Wing universe and want to keep flying in it, that's all.
 
If the time line is so short. Then could WCU be scripted to progress through the timeline as certian missions are finished? I understand the desire to not mess up canon but why? Really isn't the entire point to be given freedom to play throughout all of the WCU? If a certian class of ship is needed for a canon mission and the player has previously destroyed it then just spawn another with a new name. Possably the new spawned ship could be weaker version to reward the players previous efforts. Doing things this way would give the feeling of the player writing there own story, belonging to a living universe and not just stuck in a static timeframe that was chosen specificly to prevent them from doing anything important.

Canon friendly designs should be saved for puritian remakes.

Forlarren--
 
I don't disagree with you there, but that is more an issue for the plot writer -- I'm just the kitty in charge of getting the universe to operate seamlessly until someone good comes along.
 
Here's an idea:
Perhaps the transitions between Privateering and Navy service could be gradual. Say, at some point the hostilities with Kilrah are intensifying, and at first you get missions for the Confeds, but then they offer you some sweet deal to enlist.
Later on, and once you've been a civilian privateer for a while, you get called back as reservist.

Anyhow, I also see an opportunity for introducing various military vessels to the player, here: In some cases, the military may be short of pilots, and then you are asked to pilot some ship other than the one you own, like a Paradigm, for instance. That way, a player will know what driving a Paradigm is like, before it even becomes available for purchase in the game.

Just ideas, don't get jumpy.

EDIT:
GOSH! This could be the ticket in the transition to RF:
  • Terrel gives you the little speech.
  • You tell him "I'm not cut for the military." and "will get my head checked out".
  • You go back to the ship and find the gun is not there.
  • After checking around all over the place, you go back to Terrel's office.
  • He apologizes profusely, but says that the gun has too much military importance.
  • But after some argument he tells you, let me think about it, and I'll send for you when I've decided.
  • After a few more missions or landings, you meet Goodin at a bar, who sends you back to Terrel.
  • Terrel tells you that their military scientists don't belive they could duplicate the technology, but that whatever they could learn from it is already in their databases. Meaning that for the moment at least, there will only be one gun of the kind. And he says that they've decided they need to make use of it, even before a way of duplicating it can be found. So he offers you a deal: Join the military, and you'll get to use your gun, and keep it afterwards.
  • You agree, and now the game becomes more Wing Commander-ish.
  • It could last say 20 to 40 missions against the Kilrathy, with the last few making major inroads into Kilrathi territory, and achieving very strategic victories.
  • The Kilrathi end up signing a temporary truce, and you get released from military duty, and are given an all expenses paid vacation in Jolson, along with the extra mission of escorting other military brass going there for a celebration...
 
Get your Facts Straight

Just for Clarification Wing Commander Universe IS NOT a Privateer Remake add-on. It is much more, I myself and other become offended when it is classified as an “add-on” when in fact Privateer Remake was an extension to WCU Project!

Quick FYI for those who do not know or hear incorrectly,
The Privateer Remake, was/is a demonstration of the VegaStrike Engine, using the WCU sources and by itself it was never meant to go any further then the original game. Any addition will be strictly part of the Privateer Remake Branch.
 
Right now I've been calling it an add-on myself because (at least my) WCU files piggyback on the Priv Remake install. Sorry ^^; I'll stop doing that.
 
Its not your fault, its partial mine, I let too much time laps while the Priv branch was being made, and during that time the original description and mandate was change with out my knowledge. It more of a semantics issue. Now i need to dig to find the orignal concept and restore it. however for now, you can use

"Think of WCU as more of a blanket project, in it, it covers the branch of the Privateer remake. So most if not all the stuff from Privateer remake can and is being rolled into the WCU. WCWI is also like this."

If someone wants to remake WC1 and 2, it will alos be pulled off of WCU.
 
Thank you for putting that susinctly. Thats something that I was wondering about myself. I am glad I was on the correct path consept wise. I am still in favor of a progressing time line though. Each faction could have a mission based "story" to move it from one time marker to another. Real time would pass in day to day operations but be essentialy meaningless (a save game marker). Instead the missions would progress the player through eras in the time line. The differing ereas would mark major changes in battle fronts, the introduction of new ships (both new military and retiring old military tech into civilian markets), and the progression of story arcs that span multible eras (meeting your long lost love, ok you dumped her for that shiny new Tarsus. No way she is still mad after all this time... hey why is she in a pirate ship? Umm why is she targeting my engines??? ohh crap...).

Reaching the end of the timeline post WCP then the checks and balances would be lifted (conserning semi static battle fronts, and nessisary factions) and be able to really make their own fate (be able to whipe out every last Kat / Confed / Pirate from the galaxy), build fleets, own factions, etc...

This would alow a managed scripted deep story based play as well as give massive replay value at the end game.

What dose everyone think? Or am I just way off base?
 
Will you be able to play Kilrathi, stuff like that? Because if you can, your time as kilrathi privateer can overlap the years as human privateer; but it's customary for the player to be part of a race or faction during victory times, for WC style military campaigns. If so, there need to be gaps in the timeline for each of the factions. Like in Starcraft, where you play Terran while the terrans are winning, then Zerg when they are winning, and so on.
 
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