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Hosted Projects - Standalone => Fate of the Galaxy => Archived Star Wars Conversion Threads => Topic started by: Pnakotus on April 25, 2005, 11:26:17 pm

Title: A question about style
Post by: Pnakotus on April 25, 2005, 11:26:17 pm
I find myself wondering what sort of 'style' you're going for with this mod.  Gameplay wise, are you aiming for a standard 'lots of hp' style, or a 'movie, get hit and die' style?  Further, are you going with the XWA 'Xwings have piles and piles of hp and TIEs have none' thing?  How are you judging the armament for your ISDs?

I'm asking because we've all played XWA, Rogue Squadron, etc, and I'm curious if you're trying to essentially port those games to SCP, or put your own mark on the genre.
Title: A question about style
Post by: TopAce on April 26, 2005, 08:42:41 am
We'll use SCP as much as possible. As for gameplay, we will ignore some things we won't be able to do even with SCP (S-foils, laser convergence). But since our models are High-poly without exception, I, as a mission designer, won't afford to make Battle of Endor-scheme missions with lots of fighters and a couple of starships. You don't like when your FS runs with 3.5 FPS, right?
Naturally, we won't implement everything from XWA to FS. For example, the energy tranfering system will be the same as it's in FS.
Title: A question about style
Post by: MetalDestroyer on April 26, 2005, 12:47:21 pm
There will be hangar like XWA or as Battlefront 2 ?
I saw a preview dev video about Battlefront 2, and, the game was so amazing.
Title: A question about style
Post by: TopAce on April 26, 2005, 01:31:52 pm
A hangar where you can choose your ship/weapons? Unlikely.
A hangar where you are launched from? Perhaps.
Title: A question about style
Post by: Pnakotus on April 26, 2005, 10:10:09 pm
I was really interesting in how much you were relying on the EU for information, hence my TIE durability question.  Otherwise good mods are often hurt by using ancient inaccurate stats (I'm thinking Warlords).
Title: A question about style
Post by: TopAce on April 27, 2005, 10:14:08 am
There will some some EU ships. It only depends on which ship we will be able to model and texture.
Title: A question about style
Post by: RedAssAg05 on April 27, 2005, 07:50:07 pm
You mentioned that you couldn't do S-Foils?  I assume you mean animations?  This is from a Freespace 2 conversion called 'Imperial Alliance' I ran across...looks like they have S-Foil animation...Just thought I'd chip in.

http://mb.emperorshammer.net/viewtopic.php?t=506
Title: A question about style
Post by: Trivial Psychic on April 27, 2005, 07:58:30 pm
Um.. Bob's animation code should make s-foil animation possible.
Title: A question about style
Post by: TopAce on April 28, 2005, 09:02:20 am
I don't know anything about it. Possible or not, it won't be ME, who can give you an exact answer for that.
Title: A question about style
Post by: Starman01 on April 28, 2005, 12:41:03 pm
I haven't worked with it yet, but from the explanations, bobboau's animation-code could either do it already, or it should be possible to alter it a little to receive this effect
Title: About style?
Post by: aipz on May 06, 2005, 09:02:02 am
Dear FS 2 SW Team I have a few more questions about the gameplay/development  of your future mod:

1. Will there be a TIE Interceptor with shields?
   In all Lucasarts's games only in X-W vs. Tie Figter add on called
   "The Balance of Power" were a few missions in which we could        fly this ship...
2. Will it be possible to mount on T/I up to 6 laser cannons?
3.Will the Y-wing have a rotating ion cannon turret?
4.What ships have the highest priority to appear in your mod
   (except those mentioned at mod's website)?
5.Is a humble Celeron 600 Mhz, 384 MB SDRAM
   and GeForce 4 MX 440 64 MB DDR enough to be able to play
   such a "high-poly" project like yours?

Keep up the good work :)':yes: !!!!!!
Title: Re: About style?
Post by: TopAce on May 07, 2005, 02:42:54 am
Quote
Originally posted by aipz
Dear FS 2 SW Team I have a few more questions about the gameplay/development  of your future mod:

1. Will there be a TIE Interceptor with shields?
   In all Lucasarts's games only in X-W vs. Tie Figter add on called
   "The Balance of Power" were a few missions in which we could        fly this ship...
We don't plan to add shields to the TIE Interceptor. Although we could do it.
2. Will it be possible to mount on T/I up to 6 laser cannons?
SIX laser cannons for the TIE Interceptor? Our current T/I has four lasers, like in canon. Didn't you mean the TIE Defender by any chance?
3.Will the Y-wing have a rotating ion cannon turret?
I don't know about that. If you mean a turret that automatically rotates and shoots on sight, certainly. But if you mean a turret that the player can rotate like the turret of the YT-series in X-wing Alliance, I don't think that could be done.
4.What ships have the highest priority to appear in your mod
   (except those mentioned at mod's website)?
The most commonly known fighters, an Imperial Escort Carrier, an Assault frigate and probably the Star Destroyer.
5.Is a humble Celeron 600 Mhz, 384 MB SDRAM
   and GeForce 4 MX 440 64 MB DDR enough to be able to play
   such a "high-poly" project like yours?
You might need to improve on your CPU. The other hardwares are stong enough.
...
Title: A question about style
Post by: aipz on May 07, 2005, 04:15:21 am
About TIE Interceptor
A book "The essential guide to vehicles and vessels" by Bill Smith
states that T/I has the emplacement to mount additional laser cannons ( like in a Tie Fighter ), if the mechanics are able to make some internal changes for additional power generators.../ a non standard optional modification ;7  /
Addtionally the book says that later production runs of T/I were equipped with shield generators (by standard at the times of Grand Admiral Thrawn Campaign to take daown the New Republic)

About Y-Wing ion cannon turret:
not player controlled auto-defence turret mode ( at last the y-wing would be harder to kill = like a heavy fighter-bomber :nod: )

The most common fighters include: T/F, T/I, T/B, T/A, T/D, A-W,
B-W, X-W, Y-W, Z-95 and R-41? ;)

Excuse me ( I know this is really annoying if everone asks the same questions, so please forgive me, have mercy :sigh: )

Will your canon ships wip (someday in the future, of course)
include: VSD, Carrack class cruiser, Lancer frigate, Nebulon-B frigate, imperial heavy cruiser (=interdictor without gravity wells),
Marauder class corvette and Rebel escort carrier?

/ these all ships appear as canon in this book I've mentioned above, so I assume they are canon more than games
:confused:? or the LA games are more canon :confused:?/

I'd be very gradeful if you could dissolve my confusion in that matter...:D
Title: A question about style
Post by: TopAce on May 07, 2005, 06:28:11 am
The TIE Interceptor has additional laser guns compared to the TIE Fighter, that's true. But the TF has TWO laser cannons and FOUR is considered to be an addition to this TWO under any circumstance.

The Y-wing will likely to have an automated defence turret, not controllable by the player.

Of the fighters you mentioned, we have an A-wing, X-wing, Y-wing and R-41. I am not sure about the Z-95. Of the imperial ones, I think we have all but the Tie Advanced.

About warships: We don't have any of the warships you mentioned.

In my opinion, books are more canon than any LucasArts games. Considering something in the SW universe canon is not always obvious. I only consider ships/events etc. canon if I see them on the official site.

On the whole, we can only release stuff we can do. The Nebulon Frigate, for example is ultra-hard to model. Additionally, we never finish anything completely.
Title: A question about style
Post by: Starman01 on May 07, 2005, 09:05:12 am
I have the nebulon-B in WIP, don't worry it will be done sooner or later, I'm just a little busy at the moment. Modeling isn't the problem at all, texturing is :)
Title: About this 6 laser cannon T/I...
Post by: aipz on May 07, 2005, 10:50:43 am
This wersion would be unique, it would look like instead of warhead lauchers the T/I would have lasers mounted in the same hardpoints like in T/F  ( I know it would be a LOT of heavy firepower but the T/I cocpit section looks identically like in a T/F...
so I guess it would make sense... :) Of course such fighters would appear only on some warships/ part of some squadrons; =as well as a T/I version with shields)

Personally I think it would make  the game more interesting,
the T/I would still be fragile howewer, even with these shields, like all imperial craft - except the monstrous T/D :)  

This is only a suggestion taken from a licensed book, so we might say it has an "official" background...
Though the 6 cannon configuration could be a hard one to make...
:doubt:
Title: A question about style
Post by: aipz on May 07, 2005, 10:52:21 am
So, Dear FS 2 SW Mod Staff what do you think about it?
Title: Re: About this 6 laser cannon T/I...
Post by: TopAce on May 07, 2005, 12:02:20 pm
Quote
Originally posted by aipz
This wersion would be unique, it would look like instead of warhead lauchers the T/I would have lasers mounted in the same hardpoints like in T/F  ( I know it would be a LOT of heavy firepower but the T/I cocpit section looks identically like in a T/F...
so I guess it would make sense... :) Of course such fighters would appear only on some warships/ part of some squadrons; =as well as a T/I version with shields)

Personally I think it would make  the game more interesting,
the T/I would still be fragile howewer, even with these shields, like all imperial craft - except the monstrous T/D :)  

This is only a suggestion taken from a licensed book, so we might say it has an "official" background...
Though the 6 cannon configuration could be a hard one to make...
:doubt:


I don't like this idea, sorry. If wonder happens and we actually release something, we will consider adding this version for the TIE Interceptor.

But now, there are more important things to do.
Title: A question about style
Post by: aipz on May 07, 2005, 01:13:04 pm
You're really close to a release - only a few more capships and your're almost there... That number of craft is more than enough to make some decent missions or simply to fight a bit ( at the level of first X-wing)... :lol:

So I hope this wonder will happen sooner or later...
Keep up the faith! :)

By the way thanks for answering my questions...
Hope I didn't torture you too much... :nod: and at least gave you some useful, constructive ideas...
Title: A question about style
Post by: TopAce on May 07, 2005, 01:43:43 pm
You didn't torture us at all. I am glad there is some traffic. :p
Title: Starsip capabilities...
Post by: aipz on May 12, 2005, 04:18:00 pm
Will your team implement similar starship characteristics like in
X-Wing and TIE-Fighter Series?

Or will you make your own unique vision of star wars space combat?

When I mean
Characteristics I mean: shields, speed, manouverability, durability and  weapons (except starfighter weapons which are widely known)?
:D
Title: A question about style
Post by: TopAce on May 13, 2005, 02:20:04 am
We'll try to stick to canon ship data, but also keep the charasteristics of FS2 gameplay. For example, shields are possible to do(so I hear), but there will not be tractor beams and the energy management system will remain the same as in FS2.
Title: A question about style
Post by: aipz on May 20, 2005, 12:12:31 pm
You're right - the tractor beams on fighters were somewheat strange... No SW starfighter has them in standard version...
Title: A question about style
Post by: TopAce on May 20, 2005, 12:28:01 pm
Actually, I was thinking of starship tractor beams. :)
Title: Turbolasers...
Post by: aipz on May 21, 2005, 04:19:28 am
Fighters or capital ships for me it's ok. In LA games also were no tractor beams on any capital ships...

On the other hand are you going to implement turbolasers? = a very strong laser cannon which has power>x times bigger than weaker lasers (like starfighter ones)... At last a pilot would have to be VERY careful when flying close to enemy capship ( 4-5 hits in a X-W and game over...  :D ) Of course the turbolasers would have to fire at a slower rate (like 60 mm pulse cannons in TBP )...
Title: A question about style
Post by: TopAce on May 21, 2005, 04:50:20 am
There were tractor beams on capital ships in XVT and in XWA which only took effect on the human player. Jamming beams.
If we ever release something, there will be turbolasers, which are slow and easy to evade in a fighter.
Title: A question about style
Post by: aipz on May 22, 2005, 06:50:56 am
With all the ships you have ( +/- Nebulon B) you could easily make a first base release within this year. I'm sure this would be breakthrough and you're not so far away...
You're always saying "if we release something" - don't let yourself down and keep up the faith... It can't be so bad when you've managed to do so much within the 2 years, isn't it?
;) :ha: :yes:
Title: Re: A question about style
Post by: Pnakotus on November 11, 2005, 12:13:10 am
There were tractor beams on capital ships in XVT and in XWA which only took effect on the human player. Jamming beams.
If we ever release something, there will be turbolasers, which are slow and easy to evade in a fighter.

Slow-firing, you mean?  Slow-travelling TLs would be... strange.  SW capships have effective point defence: watch the Falcon get pasted in ESB.  The 'zomg caps can't hit fighters!!11' thing is extremely frustrating.