Wing Commander IV Sketches (April 3, 2012)

I think its interesting that the Banshee was originally designated a heavy fighter rather than the light fighter it ended up being. Too bad there isn't a Vindicator sketch out there, I'd be interested to see the concept art behind it.
 
Speaking of ships, is there any official backstory to the Intrepid type carrier?
In my mind it seems so bulky and ugly (a matter of perspective I know) that I get the impression it was either a very VERY old carrier design that was taken into modern service due to lack of modern combat carriers, or it was an ad hoc solution: A heavy freighter that was converted into a makeshift carrier, again due to a lack of modern ships.
 
Speaking of ships, is there any official backstory to the Intrepid type carrier?
In my mind it seems so bulky and ugly (a matter of perspective I know) that I get the impression it was either a very VERY old carrier design that was taken into modern service due to lack of modern combat carriers, or it was an ad hoc solution: A heavy freighter that was converted into a makeshift carrier, again due to a lack of modern ships.

The WC4 novel explains that the class was in service for Confed as Durango class heavy destroyers. The BWS Intrepid was formerly the TCS Delphi. We see many instances where a destroyer or cruiser is also referred to as a light carrier (perhaps with some modular conversion), so that seems like a reasonable situation here. It's not a unique one-off ship mod, as we also see the BWS Tango in the same configuration. To further muddy the waters, we see the Tango referred to as a fast transport at one point. :) But then we can compare that potentially to the Confed escort carriers which were purpose built as light carriers though based on transport hulls.
 
I think its interesting that the Banshee was originally designated a heavy fighter rather than the light fighter it ended up being. Too bad there isn't a Vindicator sketch out there, I'd be interested to see the concept art behind it.
Yeah, it is interesting - and actually was carried through into the game manual, which also designated the Banshee a heavy fighter. It would have "kind of" made sense, given that on the Confed side, the player is only given medium and heavy fighters as well. But from a game balancing perspective, it would have been really weird. You want relatively light enemies at the start of the game, and the Banshee fills that role very well, being a bit tougher and more dangerous than the Razor, but still reasonably easy to kill.
 
Nice sketches!

So the Bearcat was originally supposed to be a medium fighter... This isn't overly surprising, given its sheer speed and maneuverability (if I remember correctly, it's the fastest ship in the game). Maybe the development team decided to give it tougher shields and armor at some point, and that's why it became a heavy fighter?

You want relatively light enemies at the start of the game, and the Banshee fills that role very well, being a bit tougher and more dangerous than the Razor, but still reasonably easy to kill.

Well, to be fair, WC4 missiles tend to kill fighters with just one hit. So, as long as you've got some, virtually everything is "reasonably easy to kill" (assuming you're playing the game on the default difficulty setting - things are quite different on Nightmare). It's just that this fact also applies to your own ship : fail to dodge even one missile, and you're likely to die no matter which fighter you're using. :p
I personally find Razors to be annoying due to their maneuverability and small size, sometimes you have to get dangerously close to them in order to be able to hit them.

 
Nice sketches!

So the Bearcat was originally supposed to be a medium fighter... This isn't overly surprising, given its sheer speed and maneuverability (if I remember correctly, it's the fastest ship in the game).

Its been a while but wasn't the Bearcat suppose to be the (in-universe) replacement for the Hellcat V?
 
Its been a while but wasn't the Bearcat suppose to be the (in-universe) replacement for the Hellcat V?
I'm sure that's what the Bearcat name was supposed to imply, but it's never actually stated anywhere. WC4 really has very little to say about the Bearcat at all, to the point where if you were to swap the Bearcat for an Excalibur or a WCP Tigershark, you wouldn't need to change a single word of either text or dialogue, other than the ship's name and stats listed in that text file that came with the game.
 
I'm sure that's what the Bearcat name was supposed to imply, but it's never actually stated anywhere. WC4 really has very little to say about the Bearcat at all, to the point where if you were to swap the Bearcat for an Excalibur or a WCP Tigershark, you wouldn't need to change a single word of either text or dialogue, other than the ship's name and stats listed in that text file that came with the game.

I actually played through the game for the first time (back in the day) without figuring out that you could get and fly the bearcat
 
i would love to see how the Bearcat and the Black Lance Fighter cockpit would had looked like

I'd love to see those too.

It is the absolute bane of my existence. I've tried, literally for years, to make a cockpit mod for WC4. Without hijacking this thread, I truly believe it would be a different game for the addition of WC3 style cockpits. I started small, trying to get WC3's Hellcat cockpit into IV. I can't remember what stumbling block I hit last time, something to do with confusing asset naming within the XTREs. The plan was to get the Longbow and Hellcat working, then call upon the artists at the CIC to start dreaming up artwork for the Border Worlds cockpits. I consulted HCl back along, maybe sometime soon I'll give it another go - I just hate to pester the man, he's already done so much for us and he has a life outside of my entertaining my childish whims.

"I have failed my race."

...but yeah, awesome sketches OP :)
 
It is the absolute bane of my existence. I've tried, literally for years, to make a cockpit mod for WC4. Without hijacking this thread, I truly believe it would be a different game for the addition of WC3 style cockpits. I started small, trying to get WC3's Hellcat cockpit into IV. I can't remember what stumbling block I hit last time, something to do with confusing asset naming within the XTREs. The plan was to get the Longbow and Hellcat working, then call upon the artists at the CIC to start dreaming up artwork for the Border Worlds cockpits. I consulted HCl back along, maybe sometime soon I'll give it another go - I just hate to pester the man, he's already done so much for us and he has a life outside of my entertaining my childish whims.
Oh... please, keep trying! It would just make such an enormous difference to WC4, to have real cockpits in there.
 
Any idea why they weren't in wc4 to begin with? it always seemed like a miss since cockpits are a staple of the series.

Not enough time, if my memory serves well

It seems like a quaint idea now, but back in the day there were enough people that hated the cockpit view that EA/Origin descided to try not including cockpits at all. People complained that it blocked your view and made it harder to shoot things (we're talking about resolutions less than 640x480 after all). Don't forget that The Kilrathi Saga shipped with a *PROMOTED* feature of being able to toggle the cockpits off.
 
It seems like a quaint idea now, but back in the day there were enough people that hated the cockpit view that EA/Origin descided to try not including cockpits at all. People complained that it blocked your view and made it harder to shoot things (we're talking about resolutions less than 640x480 after all). Don't forget that The Kilrathi Saga shipped with a *PROMOTED* feature of being able to toggle the cockpits off.

Yeah, this was a big part of it. Kilrathi Saga and WC4 were both a product of the same timeframe. One major benefit of the original cockpits was that they obscured much of the viewing real estate, so your PC only had to do a fraction of the work to display a windshield's worth of ships (and in in the early '90s, it was fully taxed to just do that!). As computers became more powerful in the mid '90s, it became possible to render up a whole screen's worth of space combat, and people were enamored with the increased visibility and sense of freedom. I think market research of the day showed that most people immediately hit F1 as they launched into space to drop the cockpit away. (Did anybody here not do that? :) ) So cutting cockpits from WC4 on was an easy decision.
 
I think market research of the day showed that most people immediately hit F1 as they launched into space to drop the cockpit away. (Did anybody here not do that?

Absolutely not! Cockpits have always been one of the most important and immersive parts of my gaming experience.

Q, I'll see what I can do.
 
One major benefit of the original cockpits was that they obscured much of the viewing real estate, so your PC only had to do a fraction of the work to display a windshield's worth of ships (and in in the early '90s, it was fully taxed to just do that!). As computers became more powerful in the mid '90s, it became possible to render up a whole screen's worth of space combat, and people were enamored with the increased visibility and sense of freedom. I think market research of the day showed that most people immediately hit F1 as they launched into space to drop the cockpit away. (Did anybody here not do that? :) ) So cutting cockpits from WC4 on was an easy decision.
I certainly didn't :). I always played with full cockpit view - but I acknowledge I was very much in a minority.

About what you said regarding cockpits in the original WC... I've certainly heard this argument a few times before, but oddly enough, it seems to be entirely false. Everything that was going on in space was drawn first - then the cockpit was drawn on top of that. All the ships were still present under the cockpit, however, and if there were any transparent "holes" in the cockpit, you would see the action underneath (indeed, a couple of weeks ago you ran a news article that pointed out a bug of this kind in one of the WC1 cockpit side views). In that regard, the cockpit actually added more computing work to the game, rather than reducing it. So, the presence of cockpits in WC1/2 wasn't related to a desire to speed the game up in the slightest - rather, it was all about the immersion of it. Remember, the original Squadron proposal even talked about having the player character's head and body visible on-screen, for a sort of 3rd person view.

Oh, another random thought regarding WC4 cockpits. It seems to me that by the time WC4 was being released, even if you set aside the complaints about cockpits obscuring visibility, the presentation of cockpits in WC3-like fashion would have seemed extremely dated - thanks to, among other things, Chris Roberts' own efforts with Strike Commander. We can understand why Origin didn't choose to try to integrate Strike Commander's virtual cockpits into WC3, given how many new things WC3 was already doing - enough risk is enough. But by the time WC4 came around, Origin had used virtual cockpits in Strike Commander, Pacific Strike, and possibly Wings of Glory (that one may have come a bit later, actually). The technology was proven, and the simple 2d cockpits we see in WC3 would have felt like an unjustifiable anachronism in WC4. However, WC4's development schedule, as you know, was pretty crazy already. Adding virtual cockpits would have required a lot of time and effort, and this probably wouldn't have seemed justified at all given that WC4 was being marketed almost entirely as a story rather than a game. So, by cutting the cockpits out entirely, they could pretend to be making a feature out of their anachronism :).

This discussion makes me wonder... wouldn't it be great to put together a series of articles on the development of the WC series, talking to the developers and trying to get them to recall and explain the justification for the various decisions made over the course of the series? All these things that we've heard bits and pieces about over the years, such as the WC4 cockpits, or the story of how SM1 & 2 emerged basically out of a desire to use assets cut from the original game... it would be fantastic to collect such stories in writing in a nice compact form. I wonder how many of the original developers it would be possible to get to talk about things like that. Chris Roberts, almost certainly, but who else might it be possible to reach?
 
Back
Top