Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: aldo_14 on February 16, 2002, 01:38:10 pm
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I'm just curious - what would everyone prefer most to see in a campaign or mod?
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Voices and Interfaces is better than Uber-ships. What's the point in having a new ship if you have to give it a Ulysses ship ani?
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Add a vote for everything on the thread. Cuz I would like them all, but alas :( :( can't have them all unless it was done by the game maker (ie Volition).
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The thing I'd want most, over everything else, is an immersive plot, with immersive missions, that you feel like you're in, if you see what I mean.
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New ships and weapons are nice, but if the story sucks, or the gameplay is boring, noones going to play it long enough to see most of the new ships and weapons
and uber craft are only good if they are used in the perfect way, or else they are just too big. (perfect way I mean excellent story uses, not overused, and a sense that something is actually different with it each time)
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Okay, what's good in campaign is this:
Full Voice Acting! without the voices you don't know whats they're saying (for us whom can't read and shoot shivans :p) and it is the ultimate mood factor. Voices equals mood enhancement.
and New weapons, cool weapon effects look much more of an aesthetic improvement than ships.
And interface: if it's a new ship interface (completely different HUD) then it's definitely worth putting in!
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Properly tested and tweaked missions is the main thing I would like to see in a campaign. There do not need to be a lot of them, but the ones that are there need to be good.:D
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Originally posted by venom2506
The thing I'd want most, over everything else, is an immersive plot, with immersive missions, that you feel like you're in, if you see what I mean.
Yeah, I was taking that as given.
What i mean is, what would you prefer most of all in a well scripted campaign
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yeah, well, then, new ships and weapons :). Voices I don't care much, I just open the comm window to see what has been said, and as a french, anyway, I don't get everything of what's said, I understand writen stuff better :)
Big ships, if they're used right, definitively have their place IMHO
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Voice acting I don't care too much about, except that it be optional to download. Those of us subjected to poor internet connections will not download a campaign that takes hours upon hours of waiting. (Useless bloody decrepit copper wires, no-good darn phone company who won't replace them, blasted high speed providers who won't come here... :mad: )
Plentiful missions are of paramount importance. Derelict was considered great in no small part because it was long enough for one to really get into it. A campaign with only a few missions will simply not have the same fun factor.
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The thing I would most want is;
actually fun missions! Too many campaigns I have played have the missions as a simple medium in which to tell the story, and it makes no attempt to make the missions fun, challenging or engaging.
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One thing I'd like to see is new ships/weapons, preferably with new models and with some thought put into why they're there. Also, a big pet peeve of mine is when someone makes a new weapon and names it almost the exact same as an existing weapon (examples: Subach HL-8, Prometheus Q, UD-9 Kayser II, etc). If there's a new weapon, it should have a different name.
Some other things:
1) Be realistic in your plot.
2) Don't spring too much new stuff on the player that hadn't shown up before because "it was classified". It can only go so far before it's cliche'd.
3) Don't overuse the Aeolus. Sure, it said only 24 were put into service, but more might have been made. Still, if the GTVA only got 24, and only 5 are unaccounted for from the main campaign, there shouldn't be that many Aeoluses at all.
4) In populated systems, don't forget the civilians. If nothing else, they can provide scenery. And, if a battle happens, they can just leave.
5) Don't be afraid to provide a little comic relief. :D
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Anything that makes TBP special :p :D
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you are all forgetting another important feature... cutscenes. You can't have a good campaign without those!!!
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you are all forgetting another important feature... cutscenes. You can't have a good campaign without those!!!
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Must be a newbie ;)
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no.. these GD buttons are backwards...
Its amazing, the one time they shouldnt follow directions and they do...
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Voice acting ! *cough* Derelict *cough* ;)
cutscenes are cool but not necessary, MODs are nice but I don't need them, but good missions that bring you in and get you addicted like the regular FS2 campaign missions are a must! For example in Derelict when you go on the long patrol...how unnceccesary was that (I don't know cuz I haven't finished it)? that's my input anyway...
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Ahhh! another Newbie that hasn't seached or just gone back a couple of posts. Didn't we talk about this already. Volition owns the rights to the cutscene file type. So a person can't make one by himself.
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I want to see a campaign where your wingmen aren't just cannon fodder, but real, interesting people. This almost necessitates full voice acting, but what the hell. I want a story that's interesting, not just "stop the big ship from destroying mankind." Something that takes the personality of the wingmen into account, that plays on a characters past, ect. I want unique uses of the engine, creative missions, I want. . .
Maybe I should just orginize a team to make it myself. That way, it'll have everything I want.
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Originally posted by Corsair
... but good missions that bring you in and get you addicted like the regular FS2 campaign missions are a must! For example in Derelict when you go on the long patrol...how unnceccesary was that (I don't know cuz I haven't finished it)? that's my input anyway...
See, now these are the missions you go on every day and weren't included in the FS2 main campaign.
I love real wingmen too.
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Mmm... thread merged. :)
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Originally posted by Eishtmo
I want to see a campaign where your wingmen aren't just cannon fodder, but real, interesting people. This almost necessitates full voice acting, but what the hell. I want a story that's interesting, not just "stop the big ship from destroying mankind." Something that takes the personality of the wingmen into account, that plays on a characters past, ect. I want unique uses of the engine, creative missions, I want. . .
Maybe I should just orginize a team to make it myself. That way, it'll have everything I want.
That's a similar idea to what I was going to work on after Reciprocity - a 'proper' war campaign, where you actually know when you lose your comrades. Like you supervise a training excercise when a wing of cadets gets torn to pieces by an ambush wing of Maras, or your wingman being suddenly blown apart right in front of you by a sniper sentry gun....
something where both sides fight dirty, and where the loss of your friends & comrades is often more important than even the main story.
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That is actually one thing I really liked about both the FS and FS2 main campaigns: there was not much focus on individuals but rather on societies and institutions. I have seen many games that place way too much focus on some insignificant individuals who, by themselves, do not play any consequential role in the course of the storyline and whose solitary actions don't mean much in the big picture. There should be information provided on the upper-ranking military and political leaders and their actions, but I don't like having much emphasis on the ordinary people, except in masses.
cutscenes are cool but not necessary, MODs are nice but I don't need them, but good missions that bring you in and get you addicted like the regular FS2 campaign missions are a must!
Exactly; you can have a great campaign without any of the extras, but missions make up the core of any campaign and should always come first.;)
BTW if anyone wants properly designed and balanced missions instead of lots of mods, play the PI test release!:D
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I want to see a campaign where your wingmen aren't just cannon fodder, but real, interesting people. This almost necessitates full voice acting, but what the hell. I want a story that's interesting, not just "stop the big ship from destroying mankind." Something that takes the personality of the wingmen into account, that plays on a characters past, ect.
I was thinking about this and to do this each wingman would need a different AI (ie accurcy, evasion, courage, patience). Not to mention again different voices.
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Originally posted by hotsnoj
Ahhh! another Newbie that hasn't seached or just gone back a couple of posts. Didn't we talk about this already. Volition owns the rights to the cutscene file type. So a person can't make one by himself.
Actually Interplay does... jeez
You should have gone back and checked the old threads:doubt: