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Hosted Projects - Non-FreeSpace => StarShatter Open Source Project => Topic started by: Joeyeti on March 25, 2014, 04:27:14 am

Title: The appeal of Starshatter - lasting still?
Post by: Joeyeti on March 25, 2014, 04:27:14 am
Hi folks,

as a recent fan of Starshatter and its gameplay + the dynamic campaign system I do wonder - does Starshatter appeal to folks still, when there are projects like Freespace 2 Open, that boast with activity and modders creating new content?

From what I can see Starshatter is very close to FS2Open in terms of capabilities, so is it mainly the existing base for both games that favors FS2Open?
Title: Re: The appeal of Starshatter - lasting still?
Post by: General Battuta on March 25, 2014, 10:07:43 am
They are very different games with very different capabilities - I wouldn't describe them as close at all. In fact they're good at quite different things. FreeSpace is excellent at linear, tightly scripted content, Starshatter is about systems and dynamic campaigns.
Title: Re: The appeal of Starshatter - lasting still?
Post by: Joeyeti on March 25, 2014, 10:33:12 am
Thx GB,

what I meant is that both games are space sims with reasonably close-to-each-other flight models and HUDs, they are both moddable and in both you can create you own linear missions (adding them to a campaign in Freespace, not sure about Starshatter though).

Yes, SS has a dynamic campaign system, but I believe you cannot create your own? That leaves you with linear content beyond the included campaigns.

Title: Re: The appeal of Starshatter - lasting still?
Post by: giogionis on October 03, 2014, 12:45:31 pm
i hope that now that is open someone would be able to make some campaign creator of some sort because its a very complex stuff to do and the game is a great game its not like fs this at least for me offers a lot more sorry but its just my opinion
Title: Re: The appeal of Starshatter - lasting still?
Post by: Parias on October 06, 2014, 08:58:46 pm
Starshatter has a lot of unique depth for me that can't be found in Freespace (without a lot of work, anyways). As I recall, the framework was all there for having a complete multiplayer fleet system where players could assume various roles (overall C&C, cruiser command, fighter wingleader, etc) in combination with other AI ships, all in real-time.

If this could be set up in a proper co-operative setting, this sort of thing would be VERY appealing to me. Being able to play this at a LAN party with one player managing carrier control, strike package planning and the overall scenario theatre, with another handling actual capital ship command and yet a third leading actual fighter / bomber ops in support of said capital ships, all in this gigantic multiplayer dynamic campaign setting against the AI sounds like an insanely awesome co-operative experience. To this end, I'm absolutely interested in any progress made with the source code and hope the game is able to reach a state where all of this is possible eventually.

Yes, I definitely see the appeal of Starshatter in contrast to Freespace.