General FreeSpace > Blue Planet Multi

RTS

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KyadCK:
To awnser the question, i am very intrested and am already in the process of developing a mission for it

My only problem is this: exactly how big does the hostile fleet need to be knowing a player will be controling everything? Especially one who knows the strengths, weaknesses, and jump-in distances of the ships under their command?

And scotty: this works just as well with the normal mvps as BP, and the original demo mission i made for it used the mvps

-Sara-:
AardWolf gets the credit for making that. I dug it up a long time ago from someone's signature and decided recently to adjust it a little, removing a hulking interface which covered half the screen and adding proper camera distances. The real fun is, it works in MULTIPLAYER! That's where the fun comes in, as the host running the mod (and the other players not running it) gets godly powers:

* The host can move ships around, friendly ones, or with some editing enemy ones. They jump out and back in at a spot chosen by the host (which he or she picks from overhead view). Essentially like the nano-jumps we saw in Inferno.
* With that, the host can choose to reposition ships to make it more difficult for other players to proceed. For example, what if the SJ Sathanas in High Noon suddenly jumps BEHIND the Colossus half-way? (See picture at bottom of post).
* Totally 'Black&White' style, the host can pick up a player and hurl them across the screen into a fiery death!  :yes:
* Only the host can use the RTS module, as for all other players, FS2net/multi constantly reads where the ships are on the player their PC.
* Other players play the game normally and see ships move about (warp effects do not yet show on other players their screens but this can likely be fredded).

Kyad wanted to fiddle with it to make some multi missions on it, so I passed him as well as Battuta and Zacam the code (which is all written in LUA). There should be some multiplayer missions released for it by Kyad eventually. The code either way has a lot of posibilities and I believe it can easily be extended with options such as spawning ships of choice, etc. For a video of how the gameplay actually plays, I recorded this a few days ago. The HUD is a bit silly, but I fixed that in a later version as can be seen in the bottom image. Here, it's played in a BP multi misson (the Pillaging): http://www.youtube.com/watch?v=uN8GDM4pyBU

As last, a cool image of High Noon where I just warped the SJ Sathanas behind the Colossus, the latter firing all it's beam cannons in utter desperation:



lvlshot FTW -- The E

PsychoLandlord:
That was amazing. I continue to be floored by what the SCP is capable of.

(And I want to win High Noon by throwing Player controlled ships into the Sathanas. Bahka space catapult FTW.)

Dragon:
I think that this has a lot of potential. Imagine the campaign in which player would start as a fighter pilot, move on to capship command and finally, command a whole fleet.  :)
Multiplayer aside, I think that it would be great to have SP missions using these scripts.

-Norbert-:
Sounds like FS2 with a dungeon master.
Will we get the roleplaying version of BP soon? Start out as a Ulysses and eventually grow into a Colossus? :lol:

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