Originally posted by IceFire
No time right now to get into it but to loosely quote Dave Baranec on two points:
1) Shivans are only part of a much greater problem
2) Ships so big that they affect gameplay like a planetary surface
Thats what he was thinking was in store for FS3.
On that note, if I was making FS3:
*Massive derelicts. The Ancients and the species before them that they based their technologies on had great empires, this would be seen as the massive hulks of ships seen that the GTVA and Shivans battle over. Similar to the 'megaliths' promised for in Homeworld 2. Plus the Shivans would have some constructs that would add a whole new meaning to the word terrifying.
*Hardpoint system. Similar to the hardpoint system used in Mechwarrior 4, ships would have different mount sizes and slots. Different take different numbers of slots and can be mounted in different mount sizes. It would be a visually-oriented loadout interface true to the spirit of FS1/2 that is easy to use and allows for a great deal of customization.
*Weapon specialization. FreeSpace 1 and 2 have some weapons with special characteristics such as the Disruptor/Akheton, Flail/Morningstar, Leech/Lamprey, S-Breaker/Circe, and Maxim. However, every weapon would have its own strengths and none would be rendered obsolete. For example, a Prometheus based weapon might envelop all shield facings on a ship, while the next generation of Circe might disrupt capitalship shields on a certain segment.
*More capitalship interaction. Subsystems having more of an effect on gameplay, in FS1/2 this has been limited to the engine and weapons subsystems unless scripted. Shield generators protecting ship segments from oncoming fire, ships loosing power when a reactor subsystem has been destroyed until weaker backups can be used, all are examples of how ships should be more interactive.
*Sliding. Being able to vertically and horizontally slide like in Descent, and use a "Rotational Slide" such as the slide in Tachyon: The Fringe and Wing Commander's "Shelton Slide" would add mobility to dogfights.
*Tactical AI. Wingmen using formations and manuvers to accomplish goals. The AI also makes full use of ship systems to increase survivability, adjusting power levels, shield facings, or weapons used when necessary.
The main problem I've seen with FS2's AI is its inability to adjust shield quadrants or make on-the-fly energy level changes. Of course collision detection is also an issue
