PopsiclePete said:
Maybe, but easy design interface doesn't make fun missions. We didn't worked our arses this hard on UE and Standoff for nothing; everybody can make a 4 nav points patrol mission in 5 minutes (wich is all misb2 could do)... but those quickly become boring. So to make mission interesting you gotta script a few events, tweek the AI a bit so it behaves in the way you want the mission to work, etc. You need to get your hands dirty and code to do that. If the kind of "and easy to mod" with "easy editor" engine would exist, we'd have lots more WC fan games around after 10 years of Prophecy-era (and internet-era) WC fan community.
To me, I feel like people are all bitching at the Vision engine because they'd want to me able to make a mod with Paintshop and a point-and-click editor without having to work and learn the hard way how to do that mod. It's like "Man, Piano sucks; I wish it had a better user interface. I'll use another instrument like, let's say, the triangle. Now that's easy." I mean, these people need to grow some balls and become mens ***. Nothing is easy in this world and everything can be mastered if you take the time to learn and practice.
I agree with Quarto. People who have touble with the Vision engine would either have trouble with any engine or never make anything fun out of them.
*** -> Comment not directed at eddieb here, just disagreeing with him
Granted, missions which require lots of customization probably need scripting or a way of designating actions to be taken on events in a gui. Still, not all users want to create an epic, but want to start simple. You guys certainly took advantage of scripting which is great. But if you look at Prophecy for example, not all missions were so complex. Let's assume scripting is needed for timed events, docking, forcing the ai to run away, and alignment changes. Now, if you look at Prophecy or Secret ops, those sorts of missions are very cool and exciting, but make up only about 20% of the game. There are people out there who want to create those other 80% of the simple missions.
Still, most programming languages I know of are both fully documented in terms of syntax and libraries, and spit out meaningful error messages on failure rather than segfaulting. In this way I wish the scripting user experience was friendlier. Trial and error should not be required to figure out what parameters do. "Time and practice" as you say, would be better spent if it were a more documented and user friendly scripting approach.
Also, if you're designing an engine as I am, simple things should be simple to do, while a more complex interface should be available for the advanced users. The user should be able to specify what they want, not how it is accomplished. So I'm going to continue pushing more complex actions into my gui.
There's only a finite amount of things you'd want to do:
Dock to a ship
Change its alignment
Choose between nav points
Refuel
Special comms.
Tell the ai to run away.
Tell the ai to focus on a target.
Time based events: launch next wave, kill enemies by time n, return to base by time n.
You can add more to this list, but really there's nothing preventing any of the above list from being done in a gui, such as misb2. If misb2 could do all of the above, then you could read the pascal coming out of it, and modify that code, it would be a time savings for those less experienced.
Cutscenes are a whole other matter, however.