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Destroyer, simply fly head-on, but watch out for it's missile launchers (which use FighterKiller missiles.)
Lucifer Class
Hull : 800000
Speed : 15
Turrets: 17
Score : 1000
The Lucifer class is not seen in the main Freespace 2 campaign, but for the purpose of multiplayer and future missions, I'll include it anyway.
Compared to the other Shivan Destroyer class ships, the Lucifer is a relatively easy target. It has no beam turrets, or flak guns, but does have 4 missile launchers (which use FighterKiller missiles and Shivan
Cluster Bombs.) These launchers are located on the front-top, rear-top, front-bottom, and middle-bottom, which leaves the rear of the ship the easiest place to strike. So, simply take out the 1 missile launcher at the rear, and then make your attack run.
----------------
Juggernaut Class
----------------
Like the Terran/Vasudan Battleship class vessel, this is the largest, most powerful Shivan warship, and ultimately, the most powerful ship in the entire game. Although it has fewer turrets than the Colossus class, it more than makes up for that with advanced Shivan weaponry.
--------------
Sathanas Class
--------------
Hull : 1000000
Speed : 25
Turrets: 53
Score : 10000
Unlike the Colossus class, you do have to fight this ship in the main
Freespace 2 campaign. I am not going to try and tell you how to destroy this class of ship, as it requires heavy fire support from several
Destroyer class vessels (and in the main campaign it is accomplished stage-by-stage.)
Just to highlight the firepower of the Sathanas class vessel, here are the numbers, and types of turrets on the ship:
Shivan Turret Lasers : 25
Standard Flak : 12
Long Range Flak : 2
Anti-Fighter Beam Turrets : 9
Shivan Anti-Capital Ship (Light) Turrets : 1
Shivan Anti-Capital Ship (Ultra Heavy) Turrets: 4
--------------------------------------------------------------------------
*A* FRED 2 Guide
You whould be surprised at the amount of FRED2 missions which are submitted, and what percentage of these are actually useable, about 10%!
The other 90% are rejected, or not given the Volition 'Official' status (which allows it to make a player score points in a multiplayer game.)
So, in this section of the guide I will highlight, and try and shead some light on how to make and successful, and stable mission.
What is FRED2?
FRED2 (or FReespace EDitor 2) is a program which is used to create or edit missions for use with Freespace 2. These can be either single player, multiplayer, and can also form a part of a larger campaign.
Things to do:
- Make the mission orginal (do NOT copy any Freespace 2 mission, or a remake of a mission from another game.)
- Make the mission challenging (there is no point in having 8 allied fighters against 1 enemy one, pointless.)
- Limit what weapons and fighter/bombers the player can select (some ships and weapons may make your mission too easy, while having the wrong weapons can make it too hard, balance is the key.)
- Have a clearly defined mission structure and/or storyline (do not let it get overwhelming, boring, or side-tracked.)
- Balance the allied/enemy numbers
- Have a reward at the end of the mission (like a medal etc.)
- Use the 'K' key to cycle through turrets (this will make it look more authentic when you use the 'Fire-beam' command, as a beam fired through the ship which is firing looks pretty stupid.)
- Use 'Shift-O' to place a ship/wing at an exact location, it looks neater and makes it easier to figure out firing distances, waypoint distances, and other such 'eye candy'.
- Look through the ships view, this way you can make sure that the battlefield looks like what you want it to look like.
- Fly the mission at every major 'event' in the mission to make sure you have used the write 'event' strings (if you leave it until you have finished the mission, it is very hard to pin-point what part/parts are wrong with the mission.)
- Keep it simple, yet interesting (probably the hardest thing to do.)
- Change capital ship weaponry to suite your mission (as their standard selection is very poor, and not challenging IMO.)
- Have fun while making it (when you are enjoying what you are doing, it shows in the final thing.)
Things not to do:
- Do NOT make the mission impossible (1 allied fighter against 100 enemy fighters and 20 enemy capital ships is just stupid.)
- Do NOT go overboard with ship numbers as this will slow down gameplay in the multiplayer arena (hundreds of cruisers, corvettes and destroyers battleing it out may look cool, but what is the point if you can't even play the game properley due to the massive lag?)
- Do NOT have 'lulls' in the action for more than a minute, or they will soon get bored of the mission.
- Do NOT send a hundread-odd messages during an intense moment in the game, as the player will have more pressing matters to deal with (namely not getting killed.) Leave the 'story' messages for the 'lulls' in the action.
- Do NOT issue a hundred medals, and fifty promotions for completing a mission (as this is stupid, impractical, and will never be accepted.)
- Do NOT make a capital ship's weapons ridiculous (giving the Fenris class cruiser a 'BFRed' beam cannon is not only unrealistic, but it stupid. A tiny Terran cruiser with a weapon only carried by a Shivan Juggernaut??
I think there would be many people saying something about that.)
- Make more than one mission at a time, concentrate on finishing one, and then move onto another if you want. (Otherwise you will forget where the mission is going, and will lose track as to what events work, don't work and which ones need changing/tweaking.)
- DO NOT Leave the ending of your mission/campaign open-ended, wrap it up.
If you have a new group collapse under the pressure from the GTVA, make sure you give valid reasons, (or make a mission to sort out all the loose ends.) (Cliffhangers are OK for the developers, because they can make an entire sequel to round all this up, you can't. - In the same way, anyway.)
Top 10 Tips:
(Not in any particular order)
- Keep the mission balanced
- Make the mission challenging, but not impossible
- Give the player a choice of ships and weapons, but none that will make the mission too easy
- Fly th mission yourself, and see how it works out, then try it again, and then get someone else to try it, then someone else, and then submit it (if you want to.)
- Keep ship numbers reasonable (5 capital ships at one time is more than enough.)
- Have a storyline or clear objective running throughout the mission, do not stray (unless this forms part of the story.)
- Be original, there is nothing worse than flying a mission which is exactly the same as another one, but has a different name.
- Changed the weapons on the capital ships to suite your mission requirements (you may need to have a cruiser take out a destroyer, so giver them more powerful beam turrets etc.) (But do not go overboard here, you still need a feel of realism.)
- Make the storyline/objective believable (saying you have to capture a medical ship to help revive Aeris, to revive Sephiroth, to bring back the Colossus to bring back the victims from the Supernova is just plain stupid.)
- Finally, give the mission a briefing, objectives and a proper debrief!
It is so annoying when you fly a mission, destroy a ship, and come to the debrief which says 'You did not destroy the....', that is so frustrating, so make sure you are accurate.
**************************************************************************
Have you got any advice/suggestions concerning FRED2?
If you have, E-Mail me your suggestions to : The_RSM@hotmail.com
When I recieve your suggestions, I will review them, and will then add them to this, or a future Freespace 2 FAQ/Guide.
Remember, you will get FULL credit for any advice/suggestions you make.
(Please mark your E-Mails with the Subject : FRED2FAQs)
Thank You.
**************************************************************************
--------------------------------------------------------------------------
*B* Squadwar
The basis for Squad War is that organised squadrons should be able to conquer and defend regions of space. Squad War allows multiplayer squadrons to challenge other squadrons for control of territory in the universe. Squad War is an organised form of team vs. team multiplayer gameplay. PXO servers will maintain a list of registered squadrons (each has a name, a password, and a list of members) which will be managed by users through a web page. Squadrons will fight it out (via team vs. team missions) for control of sectors. The PXO database will keep track of which squadron controls each sector.
- From www.Squadwar.com FAQ section
So basically, Squadwar is ladder system for TvT matchs, simple. And before
I forget....
**************************************************************************
*Shameless Plug*
**************************************************************************
So, you've played a few TvT games, and liked it? Fancy proving your skills were it really matters, on the Squadwar ladder? Well you can!
Join the BEWD (Blue Eyes White Dragons) and you will be able to fly alongside ace pilots, and eventually become an ace yourself!
So, if you:
- Are friendly
- Have an account of PXO (or are thinking of getting one)
- Are willing to be part of a team and
- Are willing to give up some time to fly
Then YOU are perfect for the BEWD Squadron.
(Note: You DO NOT have to have any previous TvT experience, or any other form of experience. We will personally train you in how to become an ace pilot, and how to win in the TvT world.)
Interested?
Have further questions?
Then E-Mail the Squad Leader : The_RSM@hotmail.com
(Or chat to me online, just look for: BEWD-DracoLord)
* BEWD Squadron Notice *
We are currently looking for a co-leader, who will lead the BEWD squadron when the creator, and current squad leader (BEWD-DracoLord) is unable to make a team game. This person, unlike a normal pilot, and member of the
BEWD Squadron MUST have TvT experience, and must have the skill, dedication, and understanding to make BEWD the top of the league.
If you fit this criteria, then please, e-mail me your pilot filename (and just the name) to : The_RSM@hotmail.com (please make the subject:
BEWDSLA), at which point I will review your pilot record on the FS2 ladder, and then e-mail you back with a date, (this will be made so it is convient for both you and me), and you will then prove your skills to me, personally (so there is no point in trying to fake who you are, because if you can't fly well enough, I'm afraid you will NOT make it as the Co-Squad Leader.)
So, what do you get as being the Co-Squad Leader?
- The FULL support of the current Squad Leader (BEWD-DracoLord)
- The respect, and trust of the Squad (which must be earnt)
- Full access to the Squad Admin, so you can challenge other squads, and communicate with the members of the squad)
- Full access to the website (TBA), and full rights and privalages on the message board, and the other areas of the site
- The pride and enjoyment which comes as being the leader of something greater than you alone
- You can train, recruit and any other thing which YOU deem necessary, so you get almost complete freedom, and can feel in charge of something (if you aren't already)
- You will be filled with pride and joy when OUR team defeats any challengers, and/or any challenges which WE make
Lucifer Class
Hull : 800000
Speed : 15
Turrets: 17
Score : 1000
The Lucifer class is not seen in the main Freespace 2 campaign, but for the purpose of multiplayer and future missions, I'll include it anyway.
Compared to the other Shivan Destroyer class ships, the Lucifer is a relatively easy target. It has no beam turrets, or flak guns, but does have 4 missile launchers (which use FighterKiller missiles and Shivan
Cluster Bombs.) These launchers are located on the front-top, rear-top, front-bottom, and middle-bottom, which leaves the rear of the ship the easiest place to strike. So, simply take out the 1 missile launcher at the rear, and then make your attack run.
----------------
Juggernaut Class
----------------
Like the Terran/Vasudan Battleship class vessel, this is the largest, most powerful Shivan warship, and ultimately, the most powerful ship in the entire game. Although it has fewer turrets than the Colossus class, it more than makes up for that with advanced Shivan weaponry.
--------------
Sathanas Class
--------------
Hull : 1000000
Speed : 25
Turrets: 53
Score : 10000
Unlike the Colossus class, you do have to fight this ship in the main
Freespace 2 campaign. I am not going to try and tell you how to destroy this class of ship, as it requires heavy fire support from several
Destroyer class vessels (and in the main campaign it is accomplished stage-by-stage.)
Just to highlight the firepower of the Sathanas class vessel, here are the numbers, and types of turrets on the ship:
Shivan Turret Lasers : 25
Standard Flak : 12
Long Range Flak : 2
Anti-Fighter Beam Turrets : 9
Shivan Anti-Capital Ship (Light) Turrets : 1
Shivan Anti-Capital Ship (Ultra Heavy) Turrets: 4
--------------------------------------------------------------------------
*A* FRED 2 Guide
You whould be surprised at the amount of FRED2 missions which are submitted, and what percentage of these are actually useable, about 10%!
The other 90% are rejected, or not given the Volition 'Official' status (which allows it to make a player score points in a multiplayer game.)
So, in this section of the guide I will highlight, and try and shead some light on how to make and successful, and stable mission.
What is FRED2?
FRED2 (or FReespace EDitor 2) is a program which is used to create or edit missions for use with Freespace 2. These can be either single player, multiplayer, and can also form a part of a larger campaign.
Things to do:
- Make the mission orginal (do NOT copy any Freespace 2 mission, or a remake of a mission from another game.)
- Make the mission challenging (there is no point in having 8 allied fighters against 1 enemy one, pointless.)
- Limit what weapons and fighter/bombers the player can select (some ships and weapons may make your mission too easy, while having the wrong weapons can make it too hard, balance is the key.)
- Have a clearly defined mission structure and/or storyline (do not let it get overwhelming, boring, or side-tracked.)
- Balance the allied/enemy numbers
- Have a reward at the end of the mission (like a medal etc.)
- Use the 'K' key to cycle through turrets (this will make it look more authentic when you use the 'Fire-beam' command, as a beam fired through the ship which is firing looks pretty stupid.)
- Use 'Shift-O' to place a ship/wing at an exact location, it looks neater and makes it easier to figure out firing distances, waypoint distances, and other such 'eye candy'.
- Look through the ships view, this way you can make sure that the battlefield looks like what you want it to look like.
- Fly the mission at every major 'event' in the mission to make sure you have used the write 'event' strings (if you leave it until you have finished the mission, it is very hard to pin-point what part/parts are wrong with the mission.)
- Keep it simple, yet interesting (probably the hardest thing to do.)
- Change capital ship weaponry to suite your mission (as their standard selection is very poor, and not challenging IMO.)
- Have fun while making it (when you are enjoying what you are doing, it shows in the final thing.)
Things not to do:
- Do NOT make the mission impossible (1 allied fighter against 100 enemy fighters and 20 enemy capital ships is just stupid.)
- Do NOT go overboard with ship numbers as this will slow down gameplay in the multiplayer arena (hundreds of cruisers, corvettes and destroyers battleing it out may look cool, but what is the point if you can't even play the game properley due to the massive lag?)
- Do NOT have 'lulls' in the action for more than a minute, or they will soon get bored of the mission.
- Do NOT send a hundread-odd messages during an intense moment in the game, as the player will have more pressing matters to deal with (namely not getting killed.) Leave the 'story' messages for the 'lulls' in the action.
- Do NOT issue a hundred medals, and fifty promotions for completing a mission (as this is stupid, impractical, and will never be accepted.)
- Do NOT make a capital ship's weapons ridiculous (giving the Fenris class cruiser a 'BFRed' beam cannon is not only unrealistic, but it stupid. A tiny Terran cruiser with a weapon only carried by a Shivan Juggernaut??
I think there would be many people saying something about that.)
- Make more than one mission at a time, concentrate on finishing one, and then move onto another if you want. (Otherwise you will forget where the mission is going, and will lose track as to what events work, don't work and which ones need changing/tweaking.)
- DO NOT Leave the ending of your mission/campaign open-ended, wrap it up.
If you have a new group collapse under the pressure from the GTVA, make sure you give valid reasons, (or make a mission to sort out all the loose ends.) (Cliffhangers are OK for the developers, because they can make an entire sequel to round all this up, you can't. - In the same way, anyway.)
Top 10 Tips:
(Not in any particular order)
- Keep the mission balanced
- Make the mission challenging, but not impossible
- Give the player a choice of ships and weapons, but none that will make the mission too easy
- Fly th mission yourself, and see how it works out, then try it again, and then get someone else to try it, then someone else, and then submit it (if you want to.)
- Keep ship numbers reasonable (5 capital ships at one time is more than enough.)
- Have a storyline or clear objective running throughout the mission, do not stray (unless this forms part of the story.)
- Be original, there is nothing worse than flying a mission which is exactly the same as another one, but has a different name.
- Changed the weapons on the capital ships to suite your mission requirements (you may need to have a cruiser take out a destroyer, so giver them more powerful beam turrets etc.) (But do not go overboard here, you still need a feel of realism.)
- Make the storyline/objective believable (saying you have to capture a medical ship to help revive Aeris, to revive Sephiroth, to bring back the Colossus to bring back the victims from the Supernova is just plain stupid.)
- Finally, give the mission a briefing, objectives and a proper debrief!
It is so annoying when you fly a mission, destroy a ship, and come to the debrief which says 'You did not destroy the....', that is so frustrating, so make sure you are accurate.
**************************************************************************
Have you got any advice/suggestions concerning FRED2?
If you have, E-Mail me your suggestions to : The_RSM@hotmail.com
When I recieve your suggestions, I will review them, and will then add them to this, or a future Freespace 2 FAQ/Guide.
Remember, you will get FULL credit for any advice/suggestions you make.
(Please mark your E-Mails with the Subject : FRED2FAQs)
Thank You.
**************************************************************************
--------------------------------------------------------------------------
*B* Squadwar
The basis for Squad War is that organised squadrons should be able to conquer and defend regions of space. Squad War allows multiplayer squadrons to challenge other squadrons for control of territory in the universe. Squad War is an organised form of team vs. team multiplayer gameplay. PXO servers will maintain a list of registered squadrons (each has a name, a password, and a list of members) which will be managed by users through a web page. Squadrons will fight it out (via team vs. team missions) for control of sectors. The PXO database will keep track of which squadron controls each sector.
- From www.Squadwar.com FAQ section
So basically, Squadwar is ladder system for TvT matchs, simple. And before
I forget....
**************************************************************************
*Shameless Plug*
**************************************************************************
So, you've played a few TvT games, and liked it? Fancy proving your skills were it really matters, on the Squadwar ladder? Well you can!
Join the BEWD (Blue Eyes White Dragons) and you will be able to fly alongside ace pilots, and eventually become an ace yourself!
So, if you:
- Are friendly
- Have an account of PXO (or are thinking of getting one)
- Are willing to be part of a team and
- Are willing to give up some time to fly
Then YOU are perfect for the BEWD Squadron.
(Note: You DO NOT have to have any previous TvT experience, or any other form of experience. We will personally train you in how to become an ace pilot, and how to win in the TvT world.)
Interested?
Have further questions?
Then E-Mail the Squad Leader : The_RSM@hotmail.com
(Or chat to me online, just look for: BEWD-DracoLord)
* BEWD Squadron Notice *
We are currently looking for a co-leader, who will lead the BEWD squadron when the creator, and current squad leader (BEWD-DracoLord) is unable to make a team game. This person, unlike a normal pilot, and member of the
BEWD Squadron MUST have TvT experience, and must have the skill, dedication, and understanding to make BEWD the top of the league.
If you fit this criteria, then please, e-mail me your pilot filename (and just the name) to : The_RSM@hotmail.com (please make the subject:
BEWDSLA), at which point I will review your pilot record on the FS2 ladder, and then e-mail you back with a date, (this will be made so it is convient for both you and me), and you will then prove your skills to me, personally (so there is no point in trying to fake who you are, because if you can't fly well enough, I'm afraid you will NOT make it as the Co-Squad Leader.)
So, what do you get as being the Co-Squad Leader?
- The FULL support of the current Squad Leader (BEWD-DracoLord)
- The respect, and trust of the Squad (which must be earnt)
- Full access to the Squad Admin, so you can challenge other squads, and communicate with the members of the squad)
- Full access to the website (TBA), and full rights and privalages on the message board, and the other areas of the site
- The pride and enjoyment which comes as being the leader of something greater than you alone
- You can train, recruit and any other thing which YOU deem necessary, so you get almost complete freedom, and can feel in charge of something (if you aren't already)
- You will be filled with pride and joy when OUR team defeats any challengers, and/or any challenges which WE make
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Other files from this game:
- Freespace 2 savegame by System on 14/03/2006, 06:30
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- Freespace 2 cheats by System on 09/03/2006, 09:50
- Freespace 2 FAQ by System on 09/03/2006, 09:50






