Hard Light Productions Forums
Hosted Projects - Standalone => The Babylon Project => Topic started by: Akidas on March 03, 2013, 10:51:39 pm
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Alright, I didn't know freespace even existed or what it was until a few hours ago- I was delighted when I saw, hell, beyond that, ecstatic!
So, I get into the Babylon project, start playing around, and I get the impression you cannot play as any of the capital ships, only fighters?
If this is the case /heartbreak.
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Yes that is pretty much the case with almost all of FS2_Open games and mods. It's all based on piloting fighters.
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It's always possible to mod the tables to allow the piloting of capital ships, but it's not going to be very fun without serious gameplay alterations like the ones you have in The Blade Itself, because otherwise you're just moving your capship at slow speeds, hoping your AI-controlled turrets will do their job.
In the end, FSO is not really designed to have player-controlled capital ship gameplay fun, although it can be done with a lot of SEXPing and scripting.
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In the end, FSO is not really designed to have player-controlled capital ship gameplay fun, although it can be done with a lot of SEXPing and scripting.
And even then, it kinda has to be your thing - as well FREDded as TBI is, it can't get around the fundamental issues of FS capships - slow speed, poor manoeuvrability, and no forward facing guns. The one in... Tenembraire? Tenebra, (Act 3 of WiH) was better because it had the forward facing guns, but as you say, the engine isn't designed for it.
To avoid dragging the thread too far off topic, I believe that TBP, at one point, had planned to make the Whitestar flyable, though that may have fallen by the wayside when it was declared complete
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And even then, it kinda has to be your thing - as well FREDded as TBI is, it can't get around the fundamental issues of FS capships - slow speed, poor manoeuvrability, and no forward facing guns.
The capship in TBI is insanely maneuverable and pretty fast even by FS fighter standards, though :confused:
The forward facing guns would be trivial to add, too, that's not a fundamental issue. They're on the model, just not under player control.
I don't think there are any real obstacles to fun capship command missions in the engine these days. That's why we've had so many good ones lately.
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And even then, it kinda has to be your thing - as well FREDded as TBI is, it can't get around the fundamental issues of FS capships - slow speed, poor manoeuvrability, and no forward facing guns.
The capship in TBI is insanely maneuverable and pretty fast even by FS fighter standards, though :confused:
Really? I'll need to replay it, my memory may be playing up.
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Mostly by the maneuverability thing I mean 'it can glide'. It definitely won't turn at fighter speeds, but between ETS and the not-afterburner you're not really much slower than you would be in a bomber.
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To avoid dragging the thread too far off topic, I believe that TBP, at one point, had planned to make the Whitestar flyable, though that may have fallen by the wayside when it was declared complete
The Whitestar has been flyable pretty much since it has been added to the mod. It's not very much fun though, since you keep bumping into things and you can hardly dodge return fire.
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Also, the AI can't make much good out of it.