1S3S3F7E: Your questions answered (in no particular order).
What is it?1S3S3F7E is a team flagging game loosely resembling
Squadron!. Although there are some similarities between 1S3S3F7E and Squadron!, 1S3S3F7E is an entirely new map, built "from the ground up", and vastly more advanced than its predecessor.
What features are planned for this map?-"Lock"-based missile attacks. This will use an un-allying detection system rather than constant alliance for smoother running with hyper triggers.
-Platforms that you can crash into. If you expect to fly over them, die, and waste precious ejecting time saying "WTF?!?!?!" I may have to laugh at you no matter how hard I try not to (which probably won't be very much).
-Team based scoring. This is going to work a lot like how scoring works in Squadron!,
-Anti-camp and anti-turtle, based on completely different triggers than the equivalent systems in Squadron!, but just as nasty (though that pales in comparison to what happens if you don't eject. I have neither sympathy nor patience for people who don't read briefings, so I consider it perfectly reasonable to expect players to know about the anti-turtle and anti-camp, and how to eject, and to be prepared for consequences of suitably dramatic nature if they do not. More on ejecting later.).
-Anti-hack. And not the friendly kind that only gives a "defeat", either.
-Building-based controls for all fighter abilities, including:
>Charge up: all fighter abilities require energy. Manual charging increases player involvement and game intensity level.
>Warp: A Squadron! carryover, warps instantly teleport your fighter to them, but they can be sent back to your spawn by the enemy.
>Jump: If you're heading for a wall and don't terribly feel like crashing into it, activate this to jump over it. Also makes you jump over exhaust trails when in Arena mode (see below). Inspired by the zone "Ambush" from Infantry: Online.
-Arena mode: When you shoot someone with missiles, there's a 50% chance of a missile kill ("MK"), whereby the enemy fighter is immediately destroyed. The other half of the time, the game will go into semi-cinematic "Arena mode", where the entire game temporarily focuses on you engaging your target in close combat within a confined arena. Arena mode has its own features:
>Exhaust trails: As each fighter moves, it leaves a trail of exhaust plasma that can really ruin someone's day. It doesn't really matter who put it there, as superheated, highly radioactive, ionized plasma is notorious for not paying any attention whatsoever to IFF codes. The trails can be jumped over.
>30mm Antimatter Shells: These fire from a turret on the underside of your fighter. They are handled using a "lock-in" aim system: Move the aiming unit to where you want it, then lock it in place with a building-based control. Fire with another key; each shot travels from your fighter to the target point. For the sake of your fighter's dynamic stability, your fire computer's sanity, and for safety with regards to friendly fire and collateral damage, the turret will only fire once the aim is locked in, and unlocking the aim will cause all shells that you have fired to self-destruct.
>Fusion Field: The shortest-ranged weapon on your starfighter, but also the most powerful, the fusion field envelops your fighter in a sphere of destructive energy, allowing it to carve through exhaust trails and enemy fighter alike. The field takes a full battery's worth of energy to activate, and takes up all of your energy while you are maintaining it, but with your fighter protected by it, nothing in the universe can stop you. Except, of course, the walls of the arena.
-Cinematic flag return: When the flag is in your possession, view automatically centers on your fighter.
-Ejecting: When your starfighter is destroyed, you have a short time in which to eject. You'll know it's time to eject when your starfighter turns into a ball of fire and your onboard computer gives you a message saying "Eject! Eject! Eject!". Out of the kindness of my heart, I'll allow that any type of death, whether it's a missile or a shell critically damaging your fighter, or a brush with the edge of a space platform, gives you an opportunity to eject before your fighter explodes. After all, if you eject, you can get another fighter and go on fighting, but if you're still in it when the reactor goes Hiroshima three meters from the back of your head, well...let's just say it's only pretty from the other team's point of view. And I'm assuming you're the type of person who doesn't take it all that badly when they only get a defeat message.
On the technical side of things:
- 1S3S3F7E will use a combination of deathcount and physical (building) timing systems. Don't worry, I'm going to connect the anti-camp and anti-turtle deathcounts to your mineral amounts (gas is energy), so you'll know when to move or be fried.
- 1S3S3F7E is being made with a combination of normal StarEdit, StarFire Edit, and SE_MOD.
Why is it called " 1S3S3F7E"?Because I felt like it. Actually, it's because "Squadron 2" is reserved for another project. "SSFE" stands for Squadron!: Star Fighter Extreme. Since any version 1.x would refer to a tweaking of the original release version of the map, and since it's coming out before Squadron 2 (which may come out someday in the distant future. Or not. Squadron 2 will require me to work out my display grid concept, my sequenced mobile grid concept, and a few other things, and will require a whole lot of triggers, it couldn't be ready anytime soon even if I focused on it. And, by and large, focus isn't my thing.).
Can I see a screenshot?No. Once it is in the alpha stage (v. 0.9 or higher), I might take a couple screen captures from testing. Do note the "might" in that sentence, though. I don't really like screenshots.
Can I help test this map?Sure. Just drop me a line however you wish, and if/when testing time comes around, I'll get back to you. If you want something in the map to be different, this is probably the best way to have that happen, since I'm much more likely to follow your suggestions about a particular feature if we've both actually seen it in action (but no guarantees), though I will listen to any advice that is given.
Will I like this map?I'm designing this map to my own specifications, not SEN's and certainly not Battle.net's. This means a few things:
1) You have to read the briefing. Although there will not be a test on the briefing as there was in
Radial, I do expect people to read it. If you sit there asking "What do we do?" over and over again, not only will I not tell you (if you're lucky. If you're not, expect malevolent action of some sort), but the anti-turtle will get you, and then you won't know how to eject and will get wasted. Fortunately, unlike Radial, there will be no storyline to sit though. Oh, by the way, you can expect me to put crucial information at the end of the briefing, as part of a different "display text" action than the beginning of the briefing, so that people who have pressed "start", even if the game itself has not started, will miss it.
2) The briefing will go a little faster than many people will like. Just keep up. If you still don't understand, go look at the triggers.
3) There will be some controls to master. The building-based controls in 1S3S3F7E are hotkeyable and faster than the beacon controls in Squadron!, but slightly less intuitive.
4) You might have a little difficulty finding people to play against, even if by some miracle SEN does allow it into the DLDB.
5) No map revealers. I like the dark look of space, space platform, and fog-o'-war.
6) This one's related to points 1, 2, 3, and to a degree, 5: Don't expect a high degree of new player friendliness. I believe that part of the fun of any game is in the learning curve, and my maps are designed to be more like stand-alone games than variations on Starcraft. And chances are, I'll enjoy your initial ineptitude too much to want to help you. If you're testing the map with me, rather than actually playing it, you can get free instructions on how to play and on any tactics I may have developed by that point. But please, don't make it difficult. One reason why I don't host Radial more is that I have yet to find someone who will figure it out for themselves without a flying lesson. Since I like Radial and am somewhat pained about never being able to play it (especially with the 6 players that it is designed for), I don't particularly want things to be the same for this map. So I repeat, don't make it difficult.
7) I'm not going to lose much sleep over whether or not it looks especially "pretty" or "neat". If partially overlapping buildings freak you out, go away. The fact is, they take up less space (as a group) than buildings that align to the grid, and they're easier to get at than ones that are all stacked on top of each other.
If you're okay with these things, and you like this type of map, then you might like 1S3S3F7E. You might like 1S3S3F7E even if you don't like Squadron!, since it is designed to be superior to Squadron! in every regard.
Why does this map not have a storyline, when Radial does?The storyline in Radial was designed to explain why, exactly, that game worked the way it did. This game, although in many regards more complicated, is more straightforward. If you absolutely need a storyline to explain why two groups of starfighters might possibly want to destroy each other, send me a message or something. It's been too long since I had a good starfighter RP.
What progress have you made on 1S3S3F7E so far?The "terrain", such as it is, is done. Some of the triggers have been implemented. Jumping has been tested, as has anything that will copy over from Squadron!. Ideas (features, system construction, solutions to some expected issues) are done. And, of course, the production thread is up.