Problems:
1. Lack of interesting mission ideas
- I have no interest in doing escort mission #99192 (I've been there, done that), and it's getting hard to think of gimmick after gimmick which actually works and is fun...gets tiring.
- "I don't know what to do"
- This is the biggest one for me at the moment. I've been rapidly depleting my list of things-to-try, and the things-that-worked list didn't grow much, certainly not enough to string together anything interesting...
2. Frustration at bugs/engine limitations/lack of skill
- Gets in the way a lot when I can't actually put a concept into practice because I run into either engine limitations, bugs, or just plain lack of FREDding ability to make it work.
- "I know what I want to do. I know how to do it, but it turns out can't be done!"
- i.e. Here's this cool idea, except it will never work because reasons a), b) and c). a) can be hacked around after asking Axem, and c) will be addressed in the next nightly. But b)? Maybe if someone writes the code for it. Check back in six months. ****. Back to square one.
- That, or after all that work getting it implemented, turns out it's not fun at all. Again, back to square one.
3. Lack of motivation
- Caused by the two above.
What are
NOT problems:
1. Assets
Whatever is needed gets made. Be it a fleet for an entire new species or specific assets for a single mission! Easily the most fun part of modding FSO for me now is firing up 3dsmax, taking a concept from my head, making it into a model, texturing it, then getting it in game. Be this a general ship or an asset with a very specific purpose, this is fun and rewarding - I actually feel I get somewhere!
And then I run into a mysterious CTD that makes the whole concept for my custom asset worthless.
Oh well, at least it was fun to make the damn thing!
2. Testing and Balance
Because nothing ever reaches this stage.
That and what does reach this stage is so like, miraculous that I don't mind testing it over and over, and I have wonderful testing buddies to help me out.
Yeah, I'm kind of experiencing "1st world problems" of modding, I suppose. I have more ability to develop assets/assets lying around than I know what to do with...
Not that anyone can actually help with that. I think I'll get out of this rut eventually at some point. I started putting this off last winter because I told myself "this is the last term of university, better focus, get your **** together, worry about FSO modding later". I now realize that was just a pathetic excuse for my lack of ideas and whatnot...I've been basically NEET all summer and I've got jack **** done.
I'm not sure if this really slows people down, but it is something I've noticed with Frontlines. When I played the missions I had built, I was able to beat them on medium about one time in four. That was fine, I wanted the missions to be hard. When I passed them over to other beta testers however, they found them immensely difficult, to the point hat they couldn't be completed. My sense of balance was completely out vs. a normal player, and this has meant that I have had to make multiple balancing adjustments, getting people to play through multiple iterations. Given that this is happening on missions I considered finished enough to send off for beta testing, it's slowed the porcess down considerably (I haven't been making new missions because I'm fixing the old ones). Now, this may be just my problem, but given the wildly varying balance in missions I've played in some campaigns, I don't think that it is.
I've come to realize that being able to complete the mission reliably and with ease
every single time reliably yourself as the creator - the mission can still be
way too hard. As the creator of the mission you know more about the inner workings of it than anyone else, not to mention if it's not using retail FS2 assets, you might be the only one who knows the exact capabilities of the ships present...
In terms of a solution, I'm not sure exactly what we could do here. One possibility would be for FREDders to try to team up with an independent tester from earlier on in the mission making process - that's certainly what I'm going to be doing with the rest of my FL missions.
That is what I do. (Thanks, Destiny!)
At present I'm looking for a counterpart destroyer to the HTL EACv Darkness but have yet to find one with similar colouring and models. Maybe an Orion reskin instead. Still undecided.
It shares textures with
the large ship on the left (pictured there with the old EACv Darkness, which the new was intended to replace).