WC:CD "Fan Input"

Also if someone does decide to tackle any models like the Indomitable Cruiser...I'd be more than happy to texture and or help with the model.
 
Ok so I figured I'd waste my time on it a lil bit...Here's an insignia...I know for certain Kilrathi Ships I'm just using the Kilrathi Symbol but since Firekkans don't have much of an alphabet at all....This is what I came up with.

Also I want to make note that the Firekkan ships are very fast...Much faster than Confed ships...
 

Attachments

  • Fireb.jpg
    Fireb.jpg
    28.2 KB · Views: 159
  • FirebR.jpg
    FirebR.jpg
    26.5 KB · Views: 162
  • FirebY.jpg
    FirebY.jpg
    28.1 KB · Views: 160
wow!

the insignia looks awesome. I think the red one would fit in best.

to recall WC 1, the firekkans signed a treaty with confed and are therefore also equipped with confed weapons, maybe it would also be a good idea to let them have a few confed ships, beside the valtar
 
This is just the targeting insignia ...Usually there's a ship in there and depending on the damage it's green, yellow, then red. I'm just going to use this instead of making each and every Targeting ID for each ship that is Firekkan, plus I think it's best to do it this way because Confed doesn't know much about the Firekkans in general....I'm just gonna have one that will tell the player" Oh Hey, that's a Firekkan ship I'm targeting" ....And from reading Arena... I think the Firekkans have really broken away from Confeds help...And have started doing there own thing but even that is limited to there own systems....all part of the Firekkan Planetary Allience. I don't think they'll fly Confed ships...although they're able to get weapons it's conceivable that gentically the ships have to be different in general.. I mean none of us know the phyisiology of the Firekkan people I mean do they see normal? Do they have like Walleye Vision? I mean do they sit the same? Those are factors that make me have the Firekkan ships be there own. Certain technologies they may possess for example...Guns, Missiles, etc... but I think they should be flying there own ships.

The insignia is actually the former "Albany Firebirds" Insignia for there Arena Football team (In which I once was able to meet Bon Jovi)...which no longer are a team. But I figured I'd bring something from my home town to the playing field :) Of coarse I added in some of those Tribal Markings to the Insignia
 
Now I understand what you mean with targetting insignia. nevertheless you could still use that insignia on the firekkan ships ( on the tailwing for example).

from what we know from wc 1 is, that firekkans appear to be humanoid with the ability to fly and are about 1,80m ( 7 feet).

but you are right, the ships for firekkans must have been at least modified to meet their pyhsicial appeareance. I have not thought about that. giving them same missiles and guns is indeed a good idea.

what we need though is an explanation, why the firekkans trust the terrans and kilrathi.

"The Firekkans remained part of the Confederation until the signing of the Confederation-Kilrathi cease-fire in 2668. Rikik withdrew Firekka from the Confederation in protest of this action, which she correctly believed to be a trick.

By the year 2678, the Firekkan Planetary Alliance had been created and the Firekkans had claimed the nearby star system of T'kirsa."

source: https://www.wcnews.com/encyclopedia/showrecord.php?id=1482
 
Last edited by a moderator:
I don't believe the Firekkans are really loyal to anyone....I believe they're more of an independent nation...And after the Confed-Kilrathi cease fire they had been striving to be there own nation state....The timeline that is going to be projected in this starts in 2685 a good 4 years after Secret Ops.... I think that the Firekkans have had 15 years to bulk up there defenses while also making themselves self sufficient, under confeds protection during the Kilrathi war. At the moment I think it's safe to say that the Firekkans are a Neutral race.....With no affiliations with treaties with any race. They probably want to be left alone is what I'm saying....But with Nephilim Incursion...Firekka has to defend what they've been building...and anyone who wants to be an allie and help....whether it be confed, kilrathi..whomever... I'm sure they'd be greatful.
 
"The Firekkans remained part of the Confederation until the signing of the Confederation-Kilrathi cease-fire in 2668. Rikik withdrew Firekka from the Confederation in protest of this action, which she correctly believed to be a trick.

source: https://www.wcnews.com/encyclopedia/showrecord.php?id=1482

Also she believed the Kilrathi would be back....Which they did then there was the events of "BOT" (Battle of Terra)...That was the first cease fire...Then Kilrah was destroyed which was the second cease fire
 
Last edited by a moderator:
I agree, they should be somehow neutral and just tolerating the alliance consisting of terran/kilrathi and themselves in order to prevent themselves from destruction through the nephs.

they should just be short termed allies for instance: for as long as the nephs are in their system, they fight on the terran side, when the menace is finished they retreat from the alliance and carry on their own business
 
Ok heres my take on the next Firekkan campaign... take what ever you like from this and add it in. Though peaceful, the Firekkans are somewhat backwater. They are only starting to build their own craft so yes, what forces they have should be a mix of older, retired, confed/Landriech ships, perhaps civilian purchased vessels and their own craft. They are so despirate to defend their home, that they'd buy anything they could get thier hands on... except for Kilrathi ships as they believe those to have a stain of blood on them. The old confed ships should perhaps be repainted and rather decrepid looking covered with second rate replacement parts and very inferior armor. Give them superior numbers as you are in their home system. However, despite their overwhelming size, they have a massive disadvantage with the older ships only being able to take two, maybe three hits before going up in smoke. Perhaps give them an old Confed cruiser or something to use as a mobile base in addition to their own HQ.

As for an attitude... give the Firekkans their own code of honor. Not so much as a warrior race, but as defending their homeworld means more to them then their own lives. Perhaps some variation of Bushido. They are, as before mentioned, Xenophobic and they do not want anyone else in their system, ally or enemy. If their homeworld is to be saved, they have to be the ones to do it, or die. They don't like the idea of asking for help, even if they know they'll need it.

Thier ability to fight off the Nephilum on their own shouldn't exist. Like perhaps your first foray in to the Firekka system shows massive amounts of Firekkan craft getting blasted away by the Neps and I mean totally slaughtered with maybe one or two losses to the Neps. Your forces would first need to save what is left of their squadron. As you clear out the Neps, the Firekkans turn their weapons and give you moment s to explain your presence in their space before they blast you. At this point after the slaughter of the war, the Firekkans have become somewhat Xenophobic. They aren't trusting of anyone outside of their space, especially those who have Kilrathi on their wings.

After a short band of accusations going back and forth (including a shouting match of threats between the Firekkan and Kilrathi leaders), your CO agrees to leave their space, despite knowing that they can't properly defend themselves. As you are escorting your task force out of Firekkan space, you get a priority distress call from the single Firekkan capship (perhaps a Waterloo class cruiser). You race to their location and save their cruiser, only to recieve multiple distress calls from throughout the system, other squadrons, bases, and even their planet is under attack. Your squadrons spread out and attempt to save as much as you can. Your forces manage to save the main HQ the Firekkans built.

Their main HQ should look like something the wookies would built. Somewhat archaic looking. The squad saves the base, but thousands of Firekkans died in the attack on the planet. At that point, the Firekkans agree to let you help push the Neps out. Win or lose, you manage to push them out... if you lose, the Firekkan system is laid to waste. But if you win, the Firekkans will enter in to a new treaty with the Confederation. Even consider having a wing of Kilrathi ships rescue a squadron of Firekkans. Perhaps have a small discussion between your Kilrathi allies and the Firekkans After the Neps have been pushed out.

Firek leader: We are... in your debt, Kilrathi...

Kilrathi Leader: You fought honorably, worthy of notation in the Tomes of Sivar.

Firek Leader: You as well... I believe we have more to discuss then putting aside ancient hatreds...

Kilrathi Leader: We will be honored when that day comes.

As you escort your fleet out of the system, a wing of Firekkan ships (3 of the fighters you designed) confront your ships and the leader asks if his wing can join you. Now the Firekkan fighters are available for use and three pilots join your now dwindling squadron.

With that, your fleet leaves the sector.

Another thought, perhaps the end of the game should be one decisive fleet battle with combined Kilrathi and Confed ships, with the Firekkan Waterloo cruiser and fighters showing up at the last minute requesting to join your fleet in order to remove the Neph threat from Confed space once and for all.

I should really write a book on this campaign... yes? Maybe?:D
 
WoW Frosty....I am....Impressed....That is some excellent material....To be honest my own material was going in that direction.....I don't know if you remember that Scimitar I did awhile back...Well I was actually going to use it as a ship that the Firekkans were going to be flying at first...It's hard not to give things away, that's for sure. But I have modified that ship to look a little more Firekkan. And that ship alone was a POS ......
I know the first set of missions were going to be geared toward taking the reigns in that area of space. And actually to relieve the Midway that has been stationed in that area so that she may retreat to do some needed repairs and updates. But during the retreat the Nephilim were going to make a push and hopefully your wing will reach them before they reach Firekkan space. This is where the second set of missions come into play.
I like the idea of a large scale being thwarted in Firekka. And I agree with how you think the Firekkans act...you and I are on the same page. :D
 
WoW Frosty....I am....Impressed....That is some excellent material....To be honest my own material was going in that direction.....I don't know if you remember that Scimitar I did awhile back...Well I was actually going to use it as a ship that the Firekkans were going to be flying at first...It's hard not to give things away, that's for sure. But I have modified that ship to look a little more Firekkan. And that ship alone was a POS ......
I know the first set of missions were going to be geared toward taking the reigns in that area of space. And actually to relieve the Midway that has been stationed in that area so that she may retreat to do some needed repairs and updates. But during the retreat the Nephilim were going to make a push and hopefully your wing will reach them before they reach Firekkan space. This is where the second set of missions come into play.
I like the idea of a large scale being thwarted in Firekka. And I agree with how you think the Firekkans act...you and I are on the same page. :D

It appears so. I'll be happy to continue to post some ideas and recommendations if you feel that they are useful. Personally I don't like the idea of the Midway making an appearance. In Standoff it was more necessary to show leading cast members simply because they were key players in the BoT. You have a chance to make a clean start here. If I were you, I'd give the Midway honorable mention at the begining of the game, something like, "She's as fine a ship as the Midway with our help, she'll soon be as legendary as the Concordia."

If you insist on having a key ship make an appearance, make it the Cerberus. Have her retreat from a backwater system or something. As for the Firekkan, having a Confed ship already there kind of defeats the idea of Xenophobic view. Just curious, how long do you intend to keep your ships in Firekkan space? Major or minor plot point?

Like I said, these are all just my own recommendations. I've been writing stories a long time... nothing published... yet, although I am working on one I hope will be. So feel free to take what you like and discard what you don't.
 
I think I may have worded it wrong but... I didn't actually want the Midway to make an "Appearance" Per say but The players ships (The Destroyer "Revenge") Is to rendezvous with the Corel Sea which is also on the way to relieve The Midway at her current post in the Firekka System. With the information that the Midway has gathered about enemy activity in the systems, Your group will then make a push forward into the Corsair system.

I'm also making the players wing as a hired hand (Mercenaries)...To fight for Confed. I really have to make some background on the characters and even "The Revenge" at the moment but some of which were former Confed officers, 2 of which being Kilrathi. and 3 others being former Special Ops. I really am attached to the idea of the players forces being almost of a mercenary nature. I was thinking that there would be some type of distress beacon from one of the Midway ships as "The Revenge" was passing by....you stike out on a mission to assist...Confed then gives the offer to Ally with them for a price, and join the fight.
The "Revenge" is a mercenary ship that had been salvaged from an old Southampton destroyer.....And was won in a ship racing bet by the player. But still had to be refitted to be space worthy. So it stayed in a small space dock outside of Wolf 959 until funds were built up to retrofit the ship. Which is now used as a home for the group.
 
One of the reasons for taking this Privateer-esq route is a another game that never was and that was the "Shadowforce" concept which I thought was really cool....I also was thinking.....Being part of a military force is great right? But lets put on some type of twist.....Let's make the player independent to an extent. I really think that opens different possibilities for the storyline which I really loved the idea.
 
Here's a transport that I got the inspiration from a ship that was another "Wing Commander never was" Check it out... I called it the "The Titan Class Transport" Even though on the original art is was called the "Tite-Antic" ...Here's my take which I tried to make it look WC1/2-ish. Also Here's a little bit of info on it also.

Class Transport
Length 380 meters
Mass 9,300 metric tonnes
Max Velocity 100 kps
Acceleration 10 k/s^2
Max Y/P/R 5/5/5 deg/s
Guns Dual Laser Turrets (3) Dual Meson Turrets (3)
Shields Phase Shields
Front Armor 600 cm
Rear Armor 600 cm
Right/Left Armor 600 cm
Jump Capable Yes

Please note there are no weapons shown because that is done within the vision engine for the game. But There will be 3 on the bottom and 3 on top
 

Attachments

  • Titan01.jpg
    Titan01.jpg
    176.4 KB · Views: 191
  • Titan02.jpg
    Titan02.jpg
    186.1 KB · Views: 165
  • Titan03.jpg
    Titan03.jpg
    159.2 KB · Views: 180
  • Titan04.jpg
    Titan04.jpg
    287.5 KB · Views: 166
  • Titan05.jpg
    Titan05.jpg
    185.9 KB · Views: 173
  • C_Freighter_01.jpg
    C_Freighter_01.jpg
    505.5 KB · Views: 190
Here's a transport that I got the inspiration from a ship that was another "Wing Commander never was" Check it out... I called it the "The Titan Class Transport" Even though on the original art is was called the "Tite-Antic" ...Here's my take which I tried to make it look WC1/2-ish. Also Here's a little bit of info on it also.

Class Transport
Length 380 meters
Mass 9,300 metric tonnes
Max Velocity 100 kps
Acceleration 10 k/s^2
Max Y/P/R 5/5/5 deg/s
Guns Dual Laser Turrets (3) Dual Meson Turrets (3)
Shields Phase Shields
Front Armor 600 cm
Rear Armor 600 cm
Right/Left Armor 600 cm
Jump Capable Yes

Please note there are no weapons shown because that is done within the vision engine for the game. But There will be 3 on the bottom and 3 on top

Beautiful!!! Are you going to make it so individual containers can be destroyed as well?
 
I am also working on some type of Containers that will be destroyable, but you won't really see them unless your near a base or something
 
Oh you meant individual containers on the ship to be destroyable...Yes...Similar to how the Nephilim Transport cargo containers were able to be destroyed
 
Since you are talking of the story:

I believe it is vital to keep the "star soldier" magazine from wc arena as background information in mind for the story of WCCD.

e.g. the arena fighters are much slower, due to lack of tungsten armor. they are equipped with heavier durasteel.

not all kilrathi are on the same side as confed, some are still loyalists. but we already knew that. etc.
 
Yea certain fighters...I've made slower while others are faster...some are tungsten equipped while others ... are not
 
Back
Top