Author Topic: RELEASE: Dawn of Sol  (Read 55752 times)

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Offline High Max

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« Last Edit: May 25, 2010, 02:08:47 pm by High Max »
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Offline General Battuta

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I actually thought it was a bit too long. At mission 10 I was feeling good, but it became repetitive, and it had pacing issues. After 'Bellow of the Beast' I was ready to be done, and after 'Judgment Day' I was hoping the remaining missions would be cutscenes or dialogues.

 

Offline High Max

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« Last Edit: May 25, 2010, 02:08:56 pm by High Max »
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Offline General Battuta

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I'm using Nighteyes' effects too. They're pretty great.

 

Offline -Norbert-

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Quote
It's also strange that the escorting ICC destroyer self destructs in the distance in that mission.
I guess it's supposed to be shot down by bombers, but those are too small to see at this distance or somesuch.
Maybe put something into the debriefing like "While you were busy the Bombers of the <insert shipname here> were able to shoot down the third destroyer".

 

Offline High Max

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« Last Edit: May 25, 2010, 02:09:12 pm by High Max »
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Offline Droid803

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There should be a Nautilus-class destroyer engaging it.
If there isn't, you may have found a bug!
(´・ω・`)
=============================================================

 

Offline Cyker

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Most of the issues are just nitpicks TBH; I think overall this was a very solid campaign, especially since it wasn't made by a large team :)
Even when things didn't work out, I understood what was supposed to happen, and while the delivery of the story was a bit iffy, I was hooked enough that I wanted to see it through to the end :)

Did get a bit too hard (Either that or I'm getting rusty!), but the distances I needed to travel plus the lack of any reloads really made ship choice tricky... (I loved the Wraith, but sometimes you just needed the Jackles...)

The Thor was a nice bit of icing... I was giggling maniacally while using the beam to strip off sub-weapons and fighter wings  :lol:

My only real annoyance (Aside from the crashes and odd glitch) was on the ships with the pretty subanimations - Some times they wouldn't unlock the guns; The Jackle was especially prone to this, so I'd be shooting something, then switch weapons, press fire and... nothing.
Only way I found around it was to just hold down the fire button and cycle through the weapons until the one you wanted caught.

This isn't that serious tho', since by then you have a good ship selection, but I did end up flying the Lancer and the ICC's Super Valkyrie thing (Forgot the name off the top of my head!) a fair bit because of that.

Bonus marks for adding all the fluff to the Tech Room tho' BTW! :D  :yes:

 

Offline General Battuta

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I think we somehow fixed that submodel stickiness for War in Heaven. I'll check it out and see if I'm just making stuff up or if there's an actual solution we can share.

 

Offline Commander Zane

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I hope so cuz' that drives me nuts trying over and over and over to try to get the Archer, or Thor's Hammer, or Sledgehammer bays (Coldsnap on DoS) to open.
Or the Tachyon cannons on the Jackal (Just using the Federal Pack and weapons alone) or even the Massdrivers on the Saracen.

 

Offline High Max

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« Last Edit: May 25, 2010, 02:09:50 pm by High Max »
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Offline General Battuta

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Honestly I think you should try making the actual campaign a bit shorter. This one felt a weeee bit stretched out.

 

Offline High Max

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« Last Edit: May 25, 2010, 02:11:12 pm by High Max »
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Offline General Battuta

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It's not a question of length, it's a question of pacing. Derelict built tension marvelously.

 

Offline -Norbert-

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Quote
Only way I found around it was to just hold down the fire button and cycle through the weapons until the one you wanted caught.
Interrestingly enough, my weapons only seized up when I was switching through them in order. When I switched through in reverse (shift + . ), it worked without a problem.

Quote
also some player ships are so maneuverable that it is very difficult to shoot and hit enemy fighters with your primaries.
You could just lower your joysticks sensitivity while flying such a high manouver craft, even if you are already in the mission (F2).

 

Offline High Max

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« Last Edit: May 25, 2010, 02:11:49 pm by High Max »
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Offline Cyker

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Yeah, you really need a good analogue stick to fly those craft!

My friend plays with a Logitech dual analogue pad and has a little trouble doing fine movements, which are essential in very responsive craft and craft which are very 'heavy'/have lots of turning momentum (e.g. bombers and heavy assault fighters).

My Sidewinder stands up surprisingly well still! :D

Norbert's trick for the stuck weapons is a good tip tho'; I could still get them stuck sometimes when cycling in reverse, but it seemed a lot less prone to it.


 

Offline Commander Zane

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Gamepads don't deserve to be used on FreeSpace.

  

Offline Cyker

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Totally agree! :D

Problem is there aren't that many good affordable sticks around these days, and analogue pads have a huge number of buttons on them compared to most sticks... (Obviously I'm not lumping Cougar-level sticks in here :P  Although the Cougar is a pretty horrible stick for FS2; Waaay too much throw and the gimbal springs are badly tensioned; Makes doing a smooth circular movement almost impossible unless you're Mr T or Herman Munster!)

I really hope I catch the next round of the descentbb's Sidewinder->USB run tho' as this stick won't even work on newer machines!

 

Offline General Battuta

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Keyboard FTW!