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Hosted Projects - Standalone => Diaspora => Topic started by: Mobius on March 22, 2009, 05:55:24 am

Title: Diaspora Fan Wishlist
Post by: Mobius on March 22, 2009, 05:55:24 am
Quite strangely, there are no fan wishlists here. I guess this thread would be a nice way to throw in ideas the Diaspora team might even consider. ;)


Please keep this thread clean and don't post impossible/exaggerate/weird requests.

How to write wishes:

[size=10pt][b]- <insert your request here>[/b][/size]

<describe your request>



- The Cylons' experience improves

Every time a Cylon spacecraft is destroyed(and a Resurrection Ship is supposed to be close enough) a dedicated Campaign Variable will be increased by 1. Whenever a new wing of Cylons arrives, the FS Engine will pick up a random number. If the value of the variable is equal to or greater than the random number, the AI level of the Cylon(s) will be increased.

Please note that the number of kills and the probability of facing pseudo-Scars increase in conjunction. :)

Ex.

Max number of "recordable"(Resurrection Ship or anything similar in range) kills during the campaign:  40
Random number range: 130-150



- Take distance from the show (kinda)

IMO, it would be nice to focus everything on the military experience rather than "losing time" with certain aspects of the show, like the religious ones.

It'd be great to have some divine influence during the game, but it should be limited.  :nod:



- Alternate endings

Self explanatory. It'd be nice to have 2 or even more alternate endings so that players will be strongly encouraged to play through the campaigns again and again.  :D


- Different dogfights

I read somewhere that dogfights in Diaspora are going to be very similar to the ones seen in BtRL, but is it possible to make changes to the code to improve them?

In BtRL, dogfights were more a matter of circles and all-around maneuvers while in the show there are more pursuits(mixed with circles). Also, the distance between fighters is IMO a bit exaggerate in BtRL - this doesn't happen in the show, where most enemies are adeguately close. I know it's mostly a matter of ship velocity, so I'm also hoping that the differences between combat spacecraft(in terms of speed) will be limited as well.  :pimp:
Title: Re: Diaspora Fan Wishlist
Post by: FraktuRe on March 22, 2009, 06:21:52 am
Release.

Also, this thread is going places. (not good places, I'd say)
Title: Re: Diaspora Fan Wishlist
Post by: Mobius on March 22, 2009, 06:32:41 am
What do you mean...?
Title: Re: Diaspora Fan Wishlist
Post by: Narvi on March 22, 2009, 06:38:35 am
I assume he means that people are going to come in and make unreasonable demands on the development team.

I'd say what I want is a release before I start whining for extras. It's always a bad idea for devs to listen too closely to threads like these; that way lies feature creep and fanwank. I'm sure the developers have their own ideas on what they want to release.
Title: Re: Diaspora Fan Wishlist
Post by: karajorma on March 22, 2009, 06:38:48 am
We had a suggestions thread before the relase of the BtRL demo and the result of that was a lot of talk, several calls to do stuff we were already doing, an occasional good idea, a near psychotic break from me when I once again had to explain that since a Newtonian flight model wasn't used in the show it wouldn't appear in our game and one or two coded features.

So about the average for a HLP suggestions thread. :p

Carry on. :D
Title: Re: Diaspora Fan Wishlist
Post by: Mobius on March 22, 2009, 06:42:25 am
Out of the four proposals I posted above, only one might ask for coding - the others are relatively simple to do and might even be in the team's plans already. :)

I hope people will throw in well thought ideas, I dislike impossible/exaggerate requests as much as anyone does. :nod:


EDIT:



- Spash Screen Script

http://www.hard-light.net/wiki/index.php/Script_-_Splash_Screen

Very nice script to randomize Preload pictures.  :D
Title: Re: Diaspora Fan Wishlist
Post by: Dilmah G on March 22, 2009, 09:13:41 am
I think you should rework your cylons script so if the number is below the randomly generated number the Cylons get smarter. Otherwise you'd have a lot of n00bs complaining the game got way too difficult in the space of about 30 seconds. If I understood your point correctly.
Title: Re: Diaspora Fan Wishlist
Post by: Mobius on March 22, 2009, 10:06:46 am
I'm afraid you didn't understand what I posted above. According to my example, even at the end of the campaign the probability of facing experienced Cylons would be 30-40%.

Also, "experienced" may be only one step ahead in terms of AI - it isn't enough to make a mission too difficult.
Title: Re: Diaspora Fan Wishlist
Post by: Narvi on March 22, 2009, 10:43:10 am
That "pseudo-Scar" thing sounds like something that might potentially unbalance a campaign.
Title: Re: Diaspora Fan Wishlist
Post by: Mobius on March 22, 2009, 10:49:45 am
1) Since Cylon brains resurrect, there's no need. Maybe you prefer a killing spree, even if it's not a wishful tactical choice?

2) Improving by one or two levels the AI of a very limited number of Cylons doesn't really compromise balance.
Title: Re: Diaspora Fan Wishlist
Post by: The E on March 22, 2009, 10:52:59 am
I agree with Mobius here. Something like that wouldn't unbalance missions too much, and it would give you some of those nasty surprises that BSG's famous for.
Title: Re: Diaspora Fan Wishlist
Post by: General Battuta on March 22, 2009, 11:02:37 am
I want the base ships to fire huge numbers of missiles with plump, lovable contrails.

And if we could get the Pegasus-style ECM seen in 'Resurrection Ship Pt 2' that'd be awesome. Missiles curving off into nothingness! (It's really subtle, but you can see it during the battle scenes.)
Title: Re: Diaspora Fan Wishlist
Post by: Axem on March 22, 2009, 11:12:30 am
Given the current state of the AI, do you really want them to die so much they'll rez into Scars by mission 4? :p

It seems raiders in general are less skilled than viper pilots, in nearly every case they have always gone with a large numerical superiority and yet the Colonials still seem to have relatively low losses. Scar would appear to be the exception in this, not the rule.

Also if you say it doesn't compromise balance, then who's to say you would even notice? Back in BtRL we had a lua script where you could theoretically shoot down bullets. It never got added because no one would notice the effects.
Title: Re: Diaspora Fan Wishlist
Post by: General Battuta on March 22, 2009, 11:23:13 am
Given the current state of the AI, do you really want them to die so much they'll rez into Scars by mission 4? :p

It seems raiders in general are less skilled than viper pilots, in nearly every case they have always gone with a large numerical superiority and yet the Colonials still seem to have relatively low losses. Scar would appear to be the exception in this, not the rule.

Also if you say it doesn't compromise balance, then who's to say you would even notice? Back in BtRL we had a lua script where you could theoretically shoot down bullets. It never got added because no one would notice the effects.

The Raiders probably have trouble because they're packing FTL drives on those tiny little frames.
Title: Re: Diaspora Fan Wishlist
Post by: Narvi on March 22, 2009, 11:30:01 am
Given the current state of the AI, do you really want them to die so much they'll rez into Scars by mission 4? :p

It seems raiders in general are less skilled than viper pilots, in nearly every case they have always gone with a large numerical superiority and yet the Colonials still seem to have relatively low losses. Scar would appear to be the exception in this, not the rule.

Also if you say it doesn't compromise balance, then who's to say you would even notice? Back in BtRL we had a lua script where you could theoretically shoot down bullets. It never got added because no one would notice the effects.

The Raiders probably have trouble because they're packing FTL drives on those tiny little frames.

More likely to do with the dog-level sentience.
Title: Re: Diaspora Fan Wishlist
Post by: karajorma on March 22, 2009, 11:38:24 am
Lobotomised dog-level sentience thanks to Cavil.
Title: Re: Diaspora Fan Wishlist
Post by: Mobius on March 22, 2009, 11:48:05 am
Given the current state of the AI, do you really want them to die so much they'll rez into Scars by mission 4? :p

It seems raiders in general are less skilled than viper pilots, in nearly every case they have always gone with a large numerical superiority and yet the Colonials still seem to have relatively low losses. Scar would appear to be the exception in this, not the rule.

That's more a ridiculous mistake by BSG's creators a mod based on the show should take care of. Also, increasing a Cylon Raider's AI from Captain to Major(or whatever alternate versions of AI levels) would not really turn those Raiders into Scars, since representing the Scar asks for a separate table entry, with separate stats...and separate textures this time.  :p

Back in the miniseries Cylon Raiders were potent foes. During the first engagement between Viper IIs launched from the Galactica and incoming Cylon Raiders(2 of them, if I remember well) Colonial pilots weren't able to take them down until Kara joined the fight.

In the last battle of the miniseries, Galactica pilots suffered severe casualties even if their skills were quite higher than those of the pilots who served the Galactica later(starting from Season 1, "Act of Contrition"), with minimal training.

One of the most shocking errors occured in "The Captain's Hand"(Season 2). The Pegasus fell under heavy attack and none of its Mk VII was downed during the engagement - the number of survivors we can all read in the following episode didn't show any casualties related to the previous battle. Either that or the Cylons managed to take down several Mk VIIs whose pilots survived the destruction of their Vipers and were amazingly recovered(in a pure hostile environment) before the Pegasus jumped out.

I still have to watch Season 4 but I'm pretty sure I'll be finding a lot of similar situations, possibly starting from the opening battle.


In other words, the Cylons might be better-than-average opponents... ;)


Also if you say it doesn't compromise balance, then who's to say you would even notice?

There are many things the player isn't supposed to notice. Back in FS1, if the Vasudan Ace in "The Field of Battle" is destroyed, certain timings in "Small Deadly Space" change. Does the player notice it? No.

Also, no one said that you couldn't add messages like "Their maneuvers... are quite good for Cylons standards..." and such to emphasize the AI's improvements.
Title: Re: Diaspora Fan Wishlist
Post by: Morwen on March 22, 2009, 02:34:02 pm
I don't think the levelled AI system is worth the effort to implement, nor would it necessarily improve gameplay at the slightest. As someone else mentioned, if the AI experience gain is significant, it can easily unbalance the campaign. On the other hand, if the change is subtle, chances are that it will not make any difference to the gameplay. In addition, it should be safe to say that even in the series, the probability of meeting an experienced raider is close to none, given the sheer number of raiders and the limited engagement after the fall of the colonies.

The viper/raider speeds are quite fine in BTRL, anything less and the game will become slow and less exciting. One thing that would be awesome to have is the viper backflip maneuvers shown in the series. I know I can just activate glide and turn around but it doesn't feel as agile. Not sure if this is possible at all but still, it could add some variety to the circle chases.
Title: Re: Diaspora Fan Wishlist
Post by: Axem on March 22, 2009, 02:44:29 pm
The experience I have with playtesting can be quite different everytime I play. Sometimes I nail a raider within 5 seconds, sometimes its a 30 second duel. I can escape with 25% hull or 99%. That in itself would make it extremely difficult to tell if any AI changes are happening.

Staying behind in the asteroid belt is easy to do and see for yourself. Changing the AI is a ton more subtle and can be overwhelmed by anything else.
Title: Re: Diaspora Fan Wishlist
Post by: Rainman on March 22, 2009, 03:56:59 pm
- HARDCORE Mode

I'm pretty sure most people are familiar with Call of Duty 4's Hardcore mode, but for those who aren't, its a more realistic mode where bullets do realistic damage (a headshot will kill no matter the bullet size, 2 bullets take down a person, etc. Also, the HUD becomes completely emtpy, you can't tell ammo, location, or anything at that. Its just you and your gun with iron sights only. There is friendly fire as well.

I want something like that in Diaspora (Not necessarily first release), where in this mode usually 1 or 2 machine gun bullets will tear apart an enemy/friendly fighter like in the show. Also, there will be no crosshairs, and friendly fire. Missiles should take out a ship in one hit, but should also be limited to the number seen in the show. I noticed that not all fighters have missiles either, so that might be taken into consideration. Finally, if the "critical hit zones" are already implemented in Diaspora (cockpit hit does a lot of damage, engine hit reduces speed, etc) it should be exaggerated slightly.

This idea might need a little programming but I think its only Table Value editing, so I hope they can implement it. What do you guys think? Any improvements?
Title: Re: Diaspora Fan Wishlist
Post by: The E on March 22, 2009, 04:04:50 pm
- HARDCORE Mode

I'm pretty sure most people are familiar with Call of Duty 4's Hardcore mode, but for those who aren't, its a more realistic mode where bullets do realistic damage (a headshot will kill no matter the bullet size, 2 bullets take down a person, etc. Also, the HUD becomes completely emtpy, you can't tell ammo, location, or anything at that. Its just you and your gun with iron sights only. There is friendly fire as well.

I want something like that in Diaspora (Not necessarily first release), where in this mode usually 1 or 2 machine gun bullets will tear apart an enemy/friendly fighter like in the show. Also, there will be no crosshairs, and friendly fire. Missiles should take out a ship in one hit, but should also be limited to the number seen in the show. I noticed that not all fighters have missiles either, so that might be taken into consideration. Finally, if the "critical hit zones" are already implemented in Diaspora (cockpit hit does a lot of damage, engine hit reduces speed, etc) it should be exaggerated slightly.

This idea might need a little programming but I think its only Table Value editing, so I hope they can implement it. What do you guys think? Any improvements?

A play mode with added realism? Sure, why not. however, consider that in Diaspora, you are flying in a Viper or Raptor, and shutting down the Targeting system certainly doesn't feel "realistic" to me. Oh, and you could already try that out by enabling cockpits and shutting down the Hud (Shift-O, IIRC).
Title: Re: Diaspora Fan Wishlist
Post by: karajorma on March 22, 2009, 04:29:04 pm
Have you actually tried playing on Insane yet?
Title: Re: Diaspora Fan Wishlist
Post by: IceFire on March 22, 2009, 09:51:51 pm
FreeSpace's Insane mode is essentially the same as Hardcore.  Most people...myself included...do allot of dying there :)
Title: Re: Diaspora Fan Wishlist
Post by: Polpolion on March 22, 2009, 10:13:35 pm
Yeah, the core does not get much more hard than on Insane. I have yet to beat a single mission on Insane in less than four tries...  :(
Title: Re: Diaspora Fan Wishlist
Post by: Rainman on March 22, 2009, 11:06:47 pm
- HARDCORE Mode

I'm pretty sure most people are familiar with Call of Duty 4's Hardcore mode, but for those who aren't, its a more realistic mode where bullets do realistic damage (a headshot will kill no matter the bullet size, 2 bullets take down a person, etc. Also, the HUD becomes completely emtpy, you can't tell ammo, location, or anything at that. Its just you and your gun with iron sights only. There is friendly fire as well.

I want something like that in Diaspora (Not necessarily first release), where in this mode usually 1 or 2 machine gun bullets will tear apart an enemy/friendly fighter like in the show. Also, there will be no crosshairs, and friendly fire. Missiles should take out a ship in one hit, but should also be limited to the number seen in the show. I noticed that not all fighters have missiles either, so that might be taken into consideration. Finally, if the "critical hit zones" are already implemented in Diaspora (cockpit hit does a lot of damage, engine hit reduces speed, etc) it should be exaggerated slightly.

This idea might need a little programming but I think its only Table Value editing, so I hope they can implement it. What do you guys think? Any improvements?

A play mode with added realism? Sure, why not. however, consider that in Diaspora, you are flying in a Viper or Raptor, and shutting down the Targeting system certainly doesn't feel "realistic" to me. Oh, and you could already try that out by enabling cockpits and shutting down the Hud (Shift-O, IIRC).

You kind of get my idea, but if there are targeting computers aboard, then you can use them and everything else that;s in the show. All I'm really saying is that if the game will try to diverge from the show to make for better dogfights, can there be a mode which is completely faithful to the show? I'm talking dradis and everything is OK to use, but no crosshairs (like in the show), and realistic bullet damage.

And yes I've played insane before but not for single player, just multiplayer brawls with AI. I got bored of it after a while. It was at the same time BTRL let out a new fix that messed up the single player campaign a little and it seemed impossible even on easy levels. But the idea is not that I'm trying to make the game harder, it's just the option to make it more realistic. I'm pretty sure insane on single player will be damn near madness, but and I'm yet to try it.

Ofcoarse if Diaspora decides to stick with the show then this idea is implemented anyways.
Title: Re: Diaspora Fan Wishlist
Post by: Narvi on March 23, 2009, 12:53:13 am
No crosshairs?

In a fighter?
Title: Re: Diaspora Fan Wishlist
Post by: StarSlayer on March 23, 2009, 07:42:19 am
No HUD is an extremely bad idea.   Fightercraft have always had some type of sights, even when pilots were shooting at each other's recon biplanes with revolvers in WWI.  Aircraft technology has continually pushed towards making the controls and instrumentation for fighters require less and less staring around the cockpit and more looking out the canopy.  Thats the entire point of HOTAS and MFDs; simplification and keeping the pilot's eyes searching for foes.  Most importantly taking away required assistance does not make you more in line with the show's canon.  In the context of the show Viper jocks are not handicapped by their lack of HUD, on the other hand playing the game without one makes you easy pickings.  This is an very important distinction you need to make when considering gameplay options like this.  Introducing a handicap that doesn't exist in the context of the show and negatively impacts gameplay does not make you more like Starbuck, it just makes you dead.  Playing simple dogfights with a stripped down HUD is one thing but when you need to play an in depth mission, with multiple objectives ships to escort, required targets, etc. the lack of a HUD will make it impossible to keep track of what it is you are supposed to be doing.  Crippling the pilot's ability to fly because of a production oversight in the show is not a viable gameplay option.  That said FS2 certainly allows you to modify your HUD, so if you wish to do it yourself power to ya.
Title: Re: Diaspora Fan Wishlist
Post by: On_Your_Six on March 23, 2009, 08:12:07 am
^

Especially true when one also considers that a good portion of the flight mechanics does not allow for strictly deflection shooting as you would be likely to rely on in an atmosphere based sim.  In fact, considering how quickly any given bogey's vector is likely to change the lack of HUD will make you a supremely easy kill against the enemy A.I.

Title: Re: Diaspora Fan Wishlist
Post by: Dilmah G on March 23, 2009, 08:17:13 am
Well if a cockpit was implemented you could see if moving the gauges to somewhere on there however, so there's no need for a HUD, minus the crosshair which should be there at all times.

However thats IF a cockpit is implemented, and I don't think it will be as part of Diaspora so that's just speculation/alternate idea. Scooby and Nuke made someheadway regarding cockpits I think.
Title: Re: Diaspora Fan Wishlist
Post by: On_Your_Six on March 23, 2009, 08:30:07 am
hehe, I think you should check out their homepage on that whole"not thinking there's going to be a cockpit" thing.  There will be cockpits.

Now, I don't believe we're going to see functioning instrumentation within the cockpit, there might be animations and whatnot, but I don't think we're going to see accurate feedback from them.  The HUD will be necessary.

I'm curious about the strictly crosshair idea (naturally I'd like to see the rest of the ship info) without the lead indicator, but I can't guess as to how frustrating that could make a game with flight mechanics like Diaspora, especially with the speed at which (and how small they are) the fighters move.
Title: Re: Diaspora Fan Wishlist
Post by: karajorma on March 23, 2009, 08:32:26 am
Diaspora will have cockpits for all the fighter craft available in R1. The only exceptions are likely to be the Raiders and Heavy raider which already have a pretty obvious external eyepoint anyway.

We may also add cockpits for them at some later stage to simulate them being flown by Colonials or skinjobs but that isn't a priority for R1.  
Title: Re: Diaspora Fan Wishlist
Post by: Dilmah G on March 23, 2009, 08:40:35 am
Ahh I see, I remember reading it on the Diaspora site a while ago but couldn't remember if it was on some other site so I assumed (being too lazy to research at this time of day) that there weren't cockpits.

Well if the Hud gauges could be moved to the cockpit and possibly keep the targeting boxes and the lead indicator if feasible (I'm sensing issue with the lead indicator and target box being visible over the instrument panel.....) then that would be good I guess
Title: Re: Diaspora Fan Wishlist
Post by: On_Your_Six on March 23, 2009, 08:48:23 am
N'ah, the cockpit will work fine with crosshairs, I'm sure the Dev's have centered it properly.

Either way, instead of research in the early hours, how about eyecandy (only Raptor [placeholder or WIP] cockpit shown).  Also, you'll notice there's animated instrumentation, but I am almost positive it's not functional, and it would be difficult to attempt to "place' the current hud information over the 3D instrumentation and have it stick there when you look around (you'll get an effect much like X-Wing Alliance).

I always just assumed the HUD interface was displayed on the glass of the helmets, so it works for me.

http://www.youtube.com/user/Karajorma

Back on topic:

I mentioned this idea quite some time ago on the BtRL forums and forgot to check back up.  This idea is a result of me thinking that the multiplayer components engagements needed to be juggled up some (circle fight engagements being the main reason), also, engagements within the asteroid would have been even more hectic. 

The idea was to include proximity mines/nukes that the player could drop at any given time with a severe limit of between 2 and three (with a possible handicap to the missile payload).  I think it would mix things up quite a bit and keep people from remaining within a circle fight too long before disengaging and re engaging, it just adds more of the tight tactical in flight decision making that would really put the multiplayer component over the edge.  It would also allow for some great trap laying within places like Scar's Asteroid and any other such massive structures that may appear in the games.

Haven't decided (not that it's up to me) how powerful they should be (or perhaps if there should be different classes of varying power, with payload handicaps), but I don't necessarily think they should kill any ship with 100 Hull rating.

Again, this is something I would think should be exclusive to the MP component and keep in mind that I'm thinking strictly in terms of the game mechanics as they are in the BtRL demo, I have no idea what has changed that might make this idea completely impractical.
Title: Re: Diaspora Fan Wishlist
Post by: karajorma on March 23, 2009, 09:01:02 am
Yeah. It's non-functional now. In later releases though..... :)
Title: Re: Diaspora Fan Wishlist
Post by: On_Your_Six on March 23, 2009, 09:05:42 am
Such maddeningly small tidbits, kara.  Evil.
Title: Re: Diaspora Fan Wishlist
Post by: karajorma on March 23, 2009, 10:38:10 am
Nah, Just simply saying what we have and haven't achieved so far. :) I don't see the point in keeping every tiny facet of development a secret.

We do have secrets, but when it's something that doesn't need to be one, why not talk about it? :)
Title: Re: Diaspora Fan Wishlist
Post by: On_Your_Six on March 23, 2009, 10:45:34 am
You almost placated me until the second part of that post ;).

I do have to say, I'll be immensely impressed if functional cockpit instruments (in lieu of the HUD) do appear in a future release as I thought this was beyond even the limits of 3.6.10v of SCP.  Even if it isn't, I imagine it would be an impressive amount of work unless there's some interesting way to create hardpoints in the models for them.  Hmm...

Title: Re: Diaspora Fan Wishlist
Post by: Rainman on March 23, 2009, 12:39:27 pm
Its good to be getting feedback about this idea, its true that a HUD will be needed sonce Dradis and damage control screens in the cockpit will be animated.

But one point though: There are no crosshairs in the show, that's why i was pushing for a more realistic version with no crosshairs, I'm not trying to make the game redicolous like flying with one engine and no guns or something.

In any case if the Hud can be kept to the bottom of the screen so you can see out the cockpit fully then it still simulates the realism that I'm thinking about. I'm not sure if everyone understands what I'm going for here but some people have the right idea.
Title: Re: Diaspora Fan Wishlist
Post by: On_Your_Six on March 23, 2009, 12:44:31 pm
That can easily be explained away by the flight helmets the pilots wear.  It's entirely plausible that the HUD would show up within the helmet glass pane (being that the helmet lights up, and also shuts off when a ship is in "quiet" mode, this is most evident when Kara goes to take shots of the Resurrection Ship). 
Title: Re: Diaspora Fan Wishlist
Post by: Mobius on March 23, 2009, 12:51:18 pm
The experience I have with playtesting can be quite different everytime I play. Sometimes I nail a raider within 5 seconds, sometimes its a 30 second duel. I can escape with 25% hull or 99%. That in itself would make it extremely difficult to tell if any AI changes are happening.

Staying behind in the asteroid belt is easy to do and see for yourself. Changing the AI is a ton more subtle and can be overwhelmed by anything else.

There will be no radical changes if the max number of kills during the campaign is, let's say, 50 and the random number range is 0-2000. With that setting, experiences raiders will be extremely rare.

Unless Diaspora makes use of exclusive AI levels, increasing a spacecraft's AI level by one doesn't really turn the tide of the battle.

:)
Title: Re: Diaspora Fan Wishlist
Post by: Narvi on March 23, 2009, 12:53:10 pm
Okay, after the finale I know what I want.

The Colonial Anthem, AKA the old BSG main theme, playing during a relevant moment of triumph.  :drevil:

EDIT: Oh wait, the lawyers would probably garrote the team if they did that.

Well, barf.
Title: Re: Diaspora Fan Wishlist
Post by: On_Your_Six on March 23, 2009, 12:54:50 pm
Narvi, you never played the BtRL demo??
Title: Re: Diaspora Fan Wishlist
Post by: Mobius on March 23, 2009, 12:58:39 pm
He might have played it, but he surely hasn't beated a mission to listen the Victory track. :P
Title: Re: Diaspora Fan Wishlist
Post by: On_Your_Six on March 23, 2009, 01:07:01 pm
Zing!

Harsh scene, though the training drones must have been vicious. ;)

/end derail



Title: Re: Diaspora Fan Wishlist
Post by: Narvi on March 23, 2009, 01:10:17 pm
Harshing on me, are you?  :nervous:

It's been months since I finished it. Maybe I should replay it.
Title: Re: Diaspora Fan Wishlist
Post by: On_Your_Six on March 23, 2009, 01:12:32 pm
Just kidding around, really, Narvi, hehe.

Speaking of, I kind of miss playing that demo too.
Title: Re: Diaspora Fan Wishlist
Post by: Deckard on March 23, 2009, 06:19:44 pm
To be honest here at my end.. I'd wait for the release of R1... However, comes to mind one at this moment. The wish would be to wrap a couple bucks or whatever coin you move there at your end and to send them to any postal box the devs facilitate to us for this matter. This way they could buy some pizza and coke and feel a little gratified for their good work on this game. Deal? :D
Title: Re: Diaspora Fan Wishlist
Post by: On_Your_Six on March 23, 2009, 06:39:59 pm
^

I would think it would be easier if first they supplied us with the url's to the websites of their local pizza joints and we could supply the credit card numbers for the orders.

I do think the Dev's will get their due on this one, the attention (between both projects) from the net has been phenomenal.

I do hope the bug fix team is a seperate entity from them though.

Finally, yeah I'll probably just wait for R1.
Title: Re: Diaspora Fan Wishlist
Post by: a50callovenote on March 23, 2009, 08:43:53 pm
No HUD is an extremely bad idea.   Fightercraft have always had some type of sights, even when pilots were shooting at each other's recon biplanes with revolvers in WWI.  Aircraft technology has continually pushed towards making the controls and instrumentation for fighters require less and less staring around the cockpit and more looking out the canopy.  Thats the entire point of HOTAS and MFDs; simplification and keeping the pilot's eyes searching for foes.  Most importantly taking away required assistance does not make you more in line with the show's canon.  In the context of the show Viper jocks are not handicapped by their lack of HUD, on the other hand playing the game without one makes you easy pickings.  This is an very important distinction you need to make when considering gameplay options like this.  Introducing a handicap that doesn't exist in the context of the show and negatively impacts gameplay does not make you more like Starbuck, it just makes you dead.  Playing simple dogfights with a stripped down HUD is one thing but when you need to play an in depth mission, with multiple objectives ships to escort, required targets, etc. the lack of a HUD will make it impossible to keep track of what it is you are supposed to be doing.  Crippling the pilot's ability to fly because of a production oversight in the show is not a viable gameplay option.  That said FS2 certainly allows you to modify your HUD, so if you wish to do it yourself power to ya.

would it be possible to give the hud a metroid prime appearance? that perceptive can help bring home the idea that you are actually wearing a helmet. 
Title: Re: Diaspora Fan Wishlist
Post by: Adalla on March 23, 2009, 11:55:35 pm
Yay, another opportunity to remind the Dev's of my personal wishes for a BSG sim.

Being a real pilot, and being interested in the actual "flight" experience of piloting a Colonial Viper, I'd have the following requests at the top of my list:

1) Full launch, landing, hangar ops cycle. What I mean by this is ability to land in the Landing Bay. Position yourself over one of the lifts. Engage maglock. Engage the lift that takes you down to the Hangar Deck and then have the option to park the thing (automatically) or re-launch. You press like 1 or 2, like giving a command to a wingman, and it either parks you or it places you in a Tube, at which point you give the Launch Officer the go ahead (press a key) and launch back out. The important thing would be to model the Launch Tube, the Hangar Deck and the Lifts and it to be seamless. For those who dont want to go through all of this and just want to "blow stuff up", give them the option to skip this entire procedure and end the mission or start in the Tube ready to launch.

2) BtRL did it, so perhaps you are also considering it, but it'd be nice to have TrackIR and an interactive cockpit like in F-16 Falcon or IL2 Sturmovik. The latter low priority on my wish list.

3) Make sure you doesnt take 8000 direct hits and 200 circles to kill a Raider ;)

4) I know this is really far fetched...but hey, that's why it's called a "wish list". Planetary flight and missions, with possibly seamless re-entry. Maybe in Diaspora: 2018 Platinum Edition? ;)


Honestly, No. 1, TrackIR and a reasonable lagless experience is all I really ask for :) The rest I trust in the talent of the Devs :)

Adalla
Title: Re: Diaspora Fan Wishlist
Post by: karajorma on March 24, 2009, 01:53:06 am
TrackIR is already supported by the engine. BtRL didn't have to do anything particularly special beyond hire Swifty before the break up to code it.
Title: Re: Diaspora Fan Wishlist
Post by: FraktuRe on March 24, 2009, 06:53:21 am
Anyone who cries about the circle fights obviously isn't very good at flying.
Title: Re: Diaspora Fan Wishlist
Post by: Demitri on March 24, 2009, 07:38:15 am
I do hope the bug fix team is a seperate entity from them though.

This does raise an interesting question. One that has probably been answered a thousand times already and by my asking it again will probably just annoy the devs! :nervous:

Will there be a beta release before R1 for "The Great Diaspora Bug Hunt '09"TM, or is this being handled in team?
Title: Re: Diaspora Fan Wishlist
Post by: Lt.Cannonfodder on March 24, 2009, 07:45:52 am
Handled inside the team, with maybe a handful of trusted people from the outside.
Title: Re: Diaspora Fan Wishlist
Post by: Mobius on March 24, 2009, 11:36:38 am
Anyone who cries about the circle fights obviously isn't very good at flying.

I doubt it. I "cry" about the circle fights because they're not that BSG-ish.
Title: Re: Diaspora Fan Wishlist
Post by: karajorma on March 24, 2009, 12:18:29 pm
Then don't do them. It's pretty stupid to complain about how the AI is flying wrong when you are also flying wrong.
Title: Re: Diaspora Fan Wishlist
Post by: Mobius on March 24, 2009, 12:21:25 pm
I don't do them, it's the AI that performs that kind of maneuvers...
Title: Re: Diaspora Fan Wishlist
Post by: karajorma on March 24, 2009, 12:26:40 pm
If you're not also doing them, the circle fight ends pretty quickly. It's only when you're also willing to do them that the AI continues.
Title: Re: Diaspora Fan Wishlist
Post by: Ace on March 24, 2009, 01:44:59 pm
Yay, another opportunity to remind the Dev's of my personal wishes for a BSG sim.

Being a real pilot, and being interested in the actual "flight" experience of piloting a Colonial Viper, I'd have the following requests at the top of my list:

1) Full launch, landing, hangar ops cycle. What I mean by this is ability to land in the Landing Bay. Position yourself over one of the lifts. Engage maglock. Engage the lift that takes you down to the Hangar Deck and then have the option to park the thing (automatically) or re-launch. You press like 1 or 2, like giving a command to a wingman, and it either parks you or it places you in a Tube, at which point you give the Launch Officer the go ahead (press a key) and launch back out. The important thing would be to model the Launch Tube, the Hangar Deck and the Lifts and it to be seamless. For those who dont want to go through all of this and just want to "blow stuff up", give them the option to skip this entire procedure and end the mission or start in the Tube ready to launch.

This requires subobject translation, which isn't fully supported by the engine yet. Launch tube launches and flight deck landings are still a go however.

2) BtRL did it, so perhaps you are also considering it, but it'd be nice to have TrackIR and an interactive cockpit like in F-16 Falcon or IL2 Sturmovik. The latter low priority on my wish list.

Kara already answered this one.

3) Make sure you doesnt take 8000 direct hits and 200 circles to kill a Raider ;)

Taking advantage of slide and glide helps prevent this.

4) I know this is really far fetched...but hey, that's why it's called a "wish list". Planetary flight and missions, with possibly seamless re-entry. Maybe in Diaspora: 2018 Platinum Edition? ;)

There's nothing down the pipeline for this in the engine.
Title: Re: Diaspora Fan Wishlist
Post by: Adalla on March 24, 2009, 08:46:10 pm
Quote
3) Make sure you doesnt take 8000 direct hits and 200 circles to kill a Raider

Taking advantage of slide and glide helps prevent this.

I was referring to the lag. In BtRL it was absolutely pointless to play in Multiplayer. There was more chance of the Earth to stop spinning than one of your rounds who actually hit the Raider to register it.

A lot of people deny it, but folks, besides the arrogance of some of the Devs in BtRL, the PRIMARY reason why the community fell apart was due to the endless circling, which was as a direct result of none of your hundreds of DIRECT HITS actually registering, which was a direct result of the multi-player lag.

Having founded and headed the biggest BtRL gaming clan, I talk from experience.

The only people who argued the endless circling was the person's own choice were usually the people who played it 24 hours a day and actually managed to get so good that even with the horrible lag they were able to compensate and actually manage kills.

But most of us dont have a lifetime to spend on a computer game to get to the point where we can actually beat the lag and get good enough at it to enjoy it.

So it is my biggest advice to the Diaspora Devs to consider the net code and lag possibly the most important issue if you actually want to create and sustain an online multi-player community.

If you only are interested in the single-player community, then the lag is not an issue. But some of the most successful games in history are those who had re-play value in multi-player like StarCraft and Diablo, long after their single-player aspects were dead.

And for anyone who wants to argue with me (I just have a feeling), please dont. This is just my opinion. This is why I personally quit playing BtRL. This is why the 9th Battlestar Group (biggest BtRL clan besides The Cylon Base) died.

I am only telling you this to help you.

Just my 2 cents,

Adalla
Title: Re: Diaspora Fan Wishlist
Post by: The E on March 24, 2009, 08:52:20 pm
Well, FS2's netcode has been rewritten, we'll have to see whether or not that improves matters.
Title: Re: Diaspora Fan Wishlist
Post by: SpardaSon21 on March 24, 2009, 11:06:11 pm
BoE Battles

Yes, you read the most un-utterable of words, "BoE".  However, part of the joy of BSG to me was the kickass battle scenes, especially when the capships got involved and had themselves a slugfest.  I want battle scenes so good I get blown to bits because I was watching the fireworks instead of my six.
Title: Re: Diaspora Fan Wishlist
Post by: Dilmah G on March 25, 2009, 04:31:01 am
Yeah

Well back on "Circle-Battles" as they're known as, if you use a maneuver known as the "High Yo-Yo" (and don't you make a reference about my sig) you can get the better of your opponent and rip him to pieces.

(http://library.thinkquest.org/3142/yoyo.gif)

As you can see, when your "Circle Battle" gets to the stage where he's just out of your firing arc and you're tailing behind him trying to get inside his "Circle", you engage your burners, hit opposite rudder and loosen your turn arc for half a second so if you look up in synch you'll see him flying away, then hit glide and get ready to hit burners as you turn towards him at the end of his turn (he should be heading up to the top left corner of your screen if you pull it off perfectly), then punch your burners almost as if you're trying to get in front of him and "Walk him" into your hail of fire. At least it should do about 5%-20% damage if you use the "Wall of Fire" approach, but if you get in a good enough position like in the diagram to wind up on his six, you should be able to put a hail of fire on his tail and tear him to pieces in a matter of seconds. Assuming the lag isn't so terrible. It only really works on n00b pilots who won't be trying to use the same maneuver on you, but in single player it works with some practice.

(http://library.thinkquest.org/3142/vertsciss.gif)

That would be pretty awesome as well, but if you don't have Track-IR/ the ability to pan in increments it would be hard to keep an eye on your opponent.

And BTW, "Dogfights/Circle battles" is what most modern air combat comes down to, trying to out-turn your opponent.

Title: Re: Diaspora Fan Wishlist
Post by: On_Your_Six on March 25, 2009, 06:06:14 am
I actually have no problem with the circle battling, the control scheme introduced by the flight mechanics style of BSG really allows for some interesting maneuvering.

I kind of see what Adalla is saying, but I don't think it's entirely true.  I think there were more relevant reasons that the MP side died out (after virtually a year of really good play, I know, I was playing), though I will admit, the host had a killer advantage in the matches.

Title: Re: Diaspora Fan Wishlist
Post by: Dilmah G on March 25, 2009, 06:41:29 am
I actually have no problem with the circle battling, the control scheme introduced by the flight mechanics style of BSG really allows for some interesting maneuvering.

I kind of see what Adalla is saying, but I don't think it's entirely true.  I think there were more relevant reasons that the MP side died out (after virtually a year of really good play, I know, I was playing), though I will admit, the host had a killer advantage in the matches.



Yeah, that's prevelant with the engine in general however. Which is why stand-a-lones are/should be the staple of FS2 online gaming.
Title: Re: Diaspora Fan Wishlist
Post by: Snagger on March 25, 2009, 08:56:41 am
Yeah

Well back on "Circle-Battles" as they're known as, if you use a maneuver known as the "High Yo-Yo" (and don't you make a reference about my sig) you can get the better of your opponent and rip him to pieces.

(http://library.thinkquest.org/3142/yoyo.gif)

As you can see, when your "Circle Battle" gets to the stage where he's just out of your firing arc and you're tailing behind him trying to get inside his "Circle", you engage your burners, hit opposite rudder and loosen your turn arc for half a second so if you look up in synch you'll see him flying away, then hit glide and get ready to hit burners as you turn towards him at the end of his turn (he should be heading up to the top left corner of your screen if you pull it off perfectly), then punch your burners almost as if you're trying to get in front of him and "Walk him" into your hail of fire. At least it should do about 5%-20% damage if you use the "Wall of Fire" approach, but if you get in a good enough position like in the diagram to wind up on his six, you should be able to put a hail of fire on his tail and tear him to pieces in a matter of seconds. Assuming the lag isn't so terrible. It only really works on n00b pilots who won't be trying to use the same maneuver on you, but in single player it works with some practice.

(http://library.thinkquest.org/3142/vertsciss.gif)

That would be pretty awesome as well, but if you don't have Track-IR/ the ability to pan in increments it would be hard to keep an eye on your opponent.

And BTW, "Dogfights/Circle battles" is what most modern air combat comes down to, trying to out-turn your opponent.


All very good, but that applies to conventional aeroplanes maneovering in an atmosphere and gravity field, not to orbital or deep space manevering mechanics.

If you want to avoid circling fights in this game, either slow down or do high speed slash n' dash attacks, or make more use of the glide function.
Title: Re: Diaspora Fan Wishlist
Post by: IceFire on March 25, 2009, 09:26:54 pm
And BTW, "Dogfights/Circle battles" is what most modern air combat comes down to, trying to out-turn your opponent.

Common misconception actually.  The boom and zoom style has been the preferred method of pilots since the formation of air battles in World War I.  The most successful fighter of WWI was the Sopwith Camel which was not as good at turning and the manuever battle as the Fokker Dr.I (the Fokker Tri-Plane or some people just call it the Red Baron plane :)).  The Dr. I had a much tigter turning circle but it couldn't out run the faster Camel.  As a result the Camel ultimately dominated.

In World War II the Hellcat and Corsair dominated over the Zero by being faster in the dive and climb.  The Flying Tigers squadron showed that their largely inferior Hawk (P-40) could best the much tighter turning Japanese fighters by using the hit and dive (P-40 didn't have the climb capability to rejoin the fight that often) through a formation technique. The 109s decimated their Russian I-15/I-153 biplane and I-16 monoplane (all of thoes were agile dogfighters) opponents early on and the Focke Wulf was a plane to be feared by the Spitfire squadrons until equally fast versions came online.

In Vietnam, once the art of the aerial battle was learned once again, the F-4 Phantom favoured a BNZ style of fight.  BNZ doesn't preclude getting in close but it does mean fighting a more strict energy management game.  The High Yo-Yo is actually a great move for a fighter with a wider turning circle to use their energy to convert to the vertical and use their lift vector to roll around ontop of the turn and come back down the other side.  But ultimately thats still energy style tactics rather than endlessly out turning the opponent.  That would be the last resort.

Don't get me wrong either....turning is very much a key aspect for any fighter but really you want to use that only sparingly.  Hit from above and behind while the enemy doesn't have a chance to engage.  If they do see you and attempt to engage keep the height and make fast passes.

None of which can really be applied for a space combat game except using extra momentum to kind of blast through a fight and then come back at it on the other side.  Even look at BSG's fight where Galactica and Pegasus face off....that ended up with a swirling mess of dogfighting rather than any sort of other more sophisticated technique.

Sorry to make it a long one. ACM is sort of my thing these days :)
Title: Re: Diaspora Fan Wishlist
Post by: Rainman on March 25, 2009, 10:13:20 pm
Quote
3) Make sure you doesnt take 8000 direct hits and 200 circles to kill a Raider

Taking advantage of slide and glide helps prevent this.

I was referring to the lag. In BtRL it was absolutely pointless to play in Multiplayer. There was more chance of the Earth to stop spinning than one of your rounds who actually hit the Raider to register it.

A lot of people deny it, but folks, besides the arrogance of some of the Devs in BtRL, the PRIMARY reason why the community fell apart was due to the endless circling, which was as a direct result of none of your hundreds of DIRECT HITS actually registering, which was a direct result of the multi-player lag.



I completely disagree and want to argue this post.


No not really actually you're dead on the money. The thing that used to happen with BTRL is that my shots would always hit, and I'd see the enemy trailing smoke. Then I'd hit him 20 more times. Then I'd start firing WAY ahead of him and it would finally start doing some real damage. I ended up playing against AI only just because they would fly straight for a little bit, giving me an opportunity to actually get some hits. This made me get bored of the game and stop in a month or two.

Even though I played from Egypt (So the distance factor to the US Servers caused a pretty big lag, something like a 300 ping) Lag is what kills a game. I've played games in Egypt with 50 to 60 ping, which is tolerable.

Now there is one game, called Kuma War, which takes your lag into account and calculates if your shot was a hit or miss, which instantly pleased everyone. Even though the Lagged person would still be at a disadvantage in timing (until his shot gets to the server), he could still play and enjoy the game. This is what made it an instant hit for me.

Title: Re: Diaspora Fan Wishlist
Post by: Snagger on March 26, 2009, 03:40:28 am
And BTW, "Dogfights/Circle battles" is what most modern air combat comes down to, trying to out-turn your opponent.

Common misconception actually.  The boom and zoom style has been the preferred method of pilots since the formation of air battles in World War I.  The most successful fighter of WWI was the Sopwith Camel which was not as good at turning and the manuever battle as the Fokker Dr.I (the Fokker Tri-Plane or some people just call it the Red Baron plane :)).  The Dr. I had a much tigter turning circle but it couldn't out run the faster Camel.  As a result the Camel ultimately dominated.
...
It's more complicated than that.  BVR combat is theoretically the norm, but the problem is getting a good ID on the target to make sure you're not targeting a friendly.  The Gulf war was a great example, where most aerial engagements were made after visual confirmation because there were so many aircraft of so many different type, nationality and base involved that the simple IFF couldn't be relied on.  This, unfortunately, did not prevent the Pheonix' only ever combat kill being against an A6 returning to the same carrier as the launching F14.

However, closer in than BVR, pilots will play to the advantages of their own aircraft.  A classic example is how the RN Sea Harrier pilots lured the Argentine Mirage III pilots into a turning fight during the Falklands Conflict (not allowed to call it a war).  The SHar didn't have the speed or height capability for slashing attacks, but had great manoeuvrability down low.  The Mirage was just the opposite, with good high speed, high altitude capability but poorer manoeuvrability.  The SHar pilots would slay lower down and refuse to engage the Mirage on it own turf, while the less disciplines and less savvy Argentine pilots would get frustrated and drop down and slow down to engage on the SHars' terms.  Big mistake.  The other problem the Argentines had was the fact that they flew "welded-wing", just like the USN and USAF doctrine, where the lead and wingman are nearly on top of each other (like in Top Gun).  The British only use close formations in transit, but in combat areas fly "battle", which is a one mile lateral spacing at the same level, so as well as the wingman being able to look around and engage targets, instead of just concentrating on not colliding with his lead and being relegated to human shield, they were also able to visually and electronically check each others' blind spots.  This meant that the attacking A4s and Super Etendards were shot down without ever knowing the SHars were right behind them, and the subsequent naming of the SHars by the Argentines the "Muerta Negra". 

There is no definitive doctrine over combat tactics - you fly to your crafts advantages and the enemy's' weaknesses.
Title: Re: Diaspora Fan Wishlist
Post by: Dilmah G on March 26, 2009, 04:00:34 am
And BTW, "Dogfights/Circle battles" is what most modern air combat comes down to, trying to out-turn your opponent.

Common misconception actually.  The boom and zoom style has been the preferred method of pilots since the formation of air battles in World War I.  The most successful fighter of WWI was the Sopwith Camel which was not as good at turning and the manuever battle as the Fokker Dr.I (the Fokker Tri-Plane or some people just call it the Red Baron plane :)).  The Dr. I had a much tigter turning circle but it couldn't out run the faster Camel.  As a result the Camel ultimately dominated.
...
*Snip*

There is no definitive doctrine over combat tactics - you fly to your crafts advantages and the enemy's' weaknesses.
Very True. The F4U and most US Aircraft minus the P-51 Mustang lacked maneuverability and a tight turn circle, so they flaunted their speed advantages. As you said with Claire Chenault's "Flying Tigers", even though they flew P-40s, they used the P-40s speed and weight to Boom'n'Zoom Japanese Aircraft, and if ever a Jap plane was on the six of one of Chenault's fighters, that pilot could put his nose to ground and live to fight another day, as they outdived the Zeroes considerably.

The F4F, having better maneuverability than the P-40, but still not being able to keep up with the Zero still stood a chance against the Zeroes, using maneouvres such as the "Thach Weave", which utilized close flying between a wingman and his leader or any two pilots to get the better of an opponent.

British Spitfire pilots used the tight turn circle of the Spitfire to their advantage against BF 109s, whose g-loading during tight turns was limited by the aircraft's paper thin wings. Thus Spitfire pilots would've utilized maneouvres such as the "Scissors" to easily get the better of the 109s.

It all depends on the aircraft and the skill of the pilots in utilising the advantages his aircraft presented to him and exploiting the weaknesses of his opponent. The Hurricane, a slower aircraft than the 109 but having slightly higher maneouverability in some conditions would generally avoid Boom and Zoom engagements (as an example, this is not necessarily true), whereas a well balanced aircraft such as the P-51 would've been able to hold its own in both styles, as it possessed high speed and reasonably good manoueverability.

RN Pilots flying the Harrier were most likely better trained and better informed about their opponents and had plenty of experience in exercises using Boom and Zoom tactics whereas Argentinian pilots most likely lacked training and the experience to compete.
Title: Re: Diaspora Fan Wishlist
Post by: Reprobator on March 27, 2009, 09:30:17 am
I know it's been potentially already pointed out in btrl wihlist in the past, but having g effect when turning too strongly for too long time would make the screen get red/black depending if you are on positive or negative g.
I know some will point out that it should not happen into 0g environnement, i would say : that would happen, scientist plan to use ship's rotation to simulate gravity. With the same mechanics a very strong turn would produce g effect too.

That won't prevent ai with circle fight, but it would fix the multiplayer issue.

About cockpit view, it would be good to have some small headmove simulated (like you have in racing sims (rfactor/gtr/gtl ) it would give more sensation to be a pilot than a camera  :p

for example : When you accelerate , the view get a bit backward and when you slow down the view get a bit forward too. (same for turning and afterburner)

I don't know how hard it would be to implemant, but i think it'll give qui good feedback to the player.
Title: Re: Diaspora Fan Wishlist
Post by: Snagger on March 27, 2009, 02:35:37 pm
I know it's been potentially already pointed out in btrl wihlist in the past, but having g effect when turning too strongly for too long time would make the screen get red/black depending if you are on positive or negative g.
I know some will point out that it should not happen into 0g environnement, i would say : that would happen, scientist plan to use ship's rotation to simulate gravity. With the same mechanics a very strong turn would produce g effect too.

That won't prevent ai with circle fight, but it would fix the multiplayer issue.

About cockpit view, it would be good to have some small headmove simulated (like you have in racing sims (rfactor/gtr/gtl ) it would give more sensation to be a pilot than a camera  :p

for example : When you accelerate , the view get a bit backward and when you slow down the view get a bit forward too. (same for turning and afterburner)

I don't know how hard it would be to implemant, but i think it'll give qui good feedback to the player.
G forces are completely independent of gravity, being due to inetria and momentum, so all g forces from accelerations (rotational or translational) would be felt as on Earth - the only big difference is that while flying straight and level, there would not be the "background" 1g from gravity; all other sesations would be the same.

I like the idea of the first-person perspective shifting slightly with hard movements of the craft - it would make things far more realistic.  How easy it would be to implement I have no idea.  The thing is, it would need to be proportionate to the amount of control input.  That's no problem for using "turbos", thrusters or reverse thrust, because they are all binary in application, but roll, pitch and yaw inputs are variable, so their reactions would need to be proportionate.  It could also get out of hand where a high g loop results in several head movements, including a slight rotational head down movement from the vehicle pitching before the head starts moving and the sunsequent translational movement of the head downwards towards the seat under the g from a turn with forward velocity, while a pitching movement while in glide or stationary would require only the head tipping movement, but no vertical movement, and yaw and roll movements would need the perspective not only to shift slightly towards the outside of the turn translationally, but also a little rotationally to simulate the bottom of the pilot's head being attached to the neck while the top is more free to move.  Complicated...  As for black/red outs and g-LOC, they should be mandatory on multi-player, but again, the g-forces have to be related to pitch/yaw rates and speed together, not just rotation rates as you don't get any g-forces from a pivoting craft with no speed/in glide unless the cockpit is a long way from the CoG.

Less shake from the "turbos" would be good, too - it was much too rough on BTRL (and unlike any view on the show), and a small percieved head **** and tilt aft would be far more convincing and less distracting.

Anyway, I'd like to hear less inane chatter on the radio than the BTRL demo.  Plenty of operation chatter, warranted expletives (frack) and some banter is fine, but BTRL laid it on far too thick.
Title: Re: Diaspora Fan Wishlist
Post by: On_Your_Six on March 27, 2009, 03:30:08 pm
^

I was actually pretty well fine with the "inane banter".  It will be an important aspect of moving the story (whatever one we may not know about) and adding cool details to what we do know already. 

Having said that, I did find that the animosity between all the pilots was a little too heavy, there didn't seem to be any sort of camaraderie whatsoever between any of the pilots (well, except two, but still).  You would think (at least until the Pegasus arrived) the pilots would have been a tight knit group, only talking to each other that way to "razz" each other, or as the situation (at such and such a point in the storyline) merits.

I definitely wouldn't want it strictly down to operational transmissions, that would be beyond dry.

Returning very briefly to the (overly heavy) debate on the "circle fighting", I should have gone with the more apt description of what I actually witnessed of it (elasticband fighting).   The issue, as I saw it was people would get locked into the head on head engagements, kick in glide on the pass by, spin and try and get a few more shots in as they're gliding backwards, unlock glide and do it all over again (hence my suggestion for proximity mines in the MP component). 

It was a rare thing for me to witness circle fighting as some folks here are describing.
Title: Re: Diaspora Fan Wishlist
Post by: General Battuta on March 27, 2009, 03:37:52 pm
I loved the banter. Intensely.

On_Your_Six, the pilots in the demo were largely from Pegasus, and it is well established that nearly everyone from Pegasus is a jerk.
Title: Re: Diaspora Fan Wishlist
Post by: On_Your_Six on March 27, 2009, 03:39:28 pm
I'm aware of that, but even in training it was laid on a little thick, besides which, even the crew of the Peg seemed tight knit, if not high strung, with each other.  The animosity was more towards any of the Galactica crew.
Title: Re: Diaspora Fan Wishlist
Post by: karajorma on March 27, 2009, 04:04:40 pm
The banter occurred during the quieter parts of the mission and you'll probably notice from the show that pilots like Starbuck and Kat are pretty much just like that.

The banter was that way because this was shortly after Cain had died and a lot of the effect she's had on her crew was still present. We played up the aspect of Pegasus pilots competing for kills as a contrast to the way you saw it happen in Scar. For them killing toasters was all important and in some cases there wasn't much love between the pilots since Cain's hard edged attempt to make her crew into razors wouldn't help build that. Had we done Galactica based missions when we were in BtRL things would have been very different.

When it comes to Shattered Armistice you'll be seeing something different yet again. Since the setting is basically mini-series/33, you're probably not going to hear much friendly banter between the pilots, we're dealing with people trying to come to terms with a massive attack on their homeworlds after all.

Of course the mission chatter is going to be dependant on us getting some good voice actors to put some lines in for us.
Title: Re: Diaspora Fan Wishlist
Post by: On_Your_Six on March 27, 2009, 04:07:30 pm
hehehe, definitely caught the Starbuck inspiration (whoever that voice actor was sounded like a dead ringer for Katie).

Nice jab for voice actors too, I would love to help out with that, but my equipment is definitely not up to par, even with Comm Relay distortion over it.

Good luck!
Title: Re: Diaspora Voice Acting Casting Call
Post by: ArthurKing on March 28, 2009, 12:40:50 am
Hi. Just registered. (Wanted to register in the run-up to the first release, which I've heard we may see in the next few months). I followed both the BtrL project (the downfall of which broke my heart) and now this project. Big BSG fan; hope all your hard work succeeds!

Don't mean in any way to bring up old stuff / bad blood. However, I have to say: to this day, the main female voice actor in the BtRl demo just absolutely shocked me (in a good sense) in terms of the quality of her work. If I didn't know better--i.e., if I hadn't know that it was a fan-developed project--I would have thought that she had done work on the actual show. To this day, I haven't come across better indie/fan developed voice work. Her acting was beyond convincing: it was immersion at its finest. I felt like I was listening to a weary hard-as-nails-but-still-cares-for-the-nuggets instructor. Great stuff.

Anyway, not sure if bringing her on is a possibility at this point, but, if it is--even minutely--you might keep it in mind. I think it would be an asset to your project.

Best of luck!
AK
Title: Re: Diaspora Voice Acting Casting Call
Post by: karajorma on March 28, 2009, 06:00:42 am
There's absolutely no hope.

Give up the idea now.
Title: Re: Diaspora Fan Wishlist
Post by: Deckard on March 28, 2009, 08:45:11 am
Is this the right place to request a couple of FRED functions?. (IRC is not an option rightnow). Thanks
Title: Re: Diaspora Fan Wishlist
Post by: Dilmah G on March 28, 2009, 08:53:25 am
Is this the right place to request a couple of FRED functions?. (IRC is not an option rightnow). Thanks

No not really.....I don't think?

Well as long as it's Diaspora specific should be fine
Title: Re: Diaspora Fan Wishlist
Post by: IceFire on March 28, 2009, 06:22:50 pm
And BTW, "Dogfights/Circle battles" is what most modern air combat comes down to, trying to out-turn your opponent.

Common misconception actually.  The boom and zoom style has been the preferred method of pilots since the formation of air battles in World War I.  The most successful fighter of WWI was the Sopwith Camel which was not as good at turning and the manuever battle as the Fokker Dr.I (the Fokker Tri-Plane or some people just call it the Red Baron plane :)).  The Dr. I had a much tigter turning circle but it couldn't out run the faster Camel.  As a result the Camel ultimately dominated.
...
*Snip*

There is no definitive doctrine over combat tactics - you fly to your crafts advantages and the enemy's' weaknesses.
Very True. The F4U and most US Aircraft minus the P-51 Mustang lacked maneuverability and a tight turn circle, so they flaunted their speed advantages. As you said with Claire Chenault's "Flying Tigers", even though they flew P-40s, they used the P-40s speed and weight to Boom'n'Zoom Japanese Aircraft, and if ever a Jap plane was on the six of one of Chenault's fighters, that pilot could put his nose to ground and live to fight another day, as they outdived the Zeroes considerably.

The F4F, having better maneuverability than the P-40, but still not being able to keep up with the Zero still stood a chance against the Zeroes, using maneouvres such as the "Thach Weave", which utilized close flying between a wingman and his leader or any two pilots to get the better of an opponent.

British Spitfire pilots used the tight turn circle of the Spitfire to their advantage against BF 109s, whose g-loading during tight turns was limited by the aircraft's paper thin wings. Thus Spitfire pilots would've utilized maneouvres such as the "Scissors" to easily get the better of the 109s.

It all depends on the aircraft and the skill of the pilots in utilising the advantages his aircraft presented to him and exploiting the weaknesses of his opponent. The Hurricane, a slower aircraft than the 109 but having slightly higher maneouverability in some conditions would generally avoid Boom and Zoom engagements (as an example, this is not necessarily true), whereas a well balanced aircraft such as the P-51 would've been able to hold its own in both styles, as it possessed high speed and reasonably good manoueverability.

RN Pilots flying the Harrier were most likely better trained and better informed about their opponents and had plenty of experience in exercises using Boom and Zoom tactics whereas Argentinian pilots most likely lacked training and the experience to compete.
I suppose ultimately the key will be for the Diaspora guys to give enough differences between the variations of Vipers and Raiders to allow for good pilots to leverage the advantage of their type and find weaknesses in the other type.  Will still be difficult to use any of the conventional techniques...

I think COOP will probably be much more fun :)
Title: Re: Diaspora Fan Wishlist
Post by: Dilmah G on March 28, 2009, 06:43:31 pm
Yeah

Diaspora won't be packing any Raptors will it?
Title: Re: Diaspora Fan Wishlist
Post by: karajorma on March 28, 2009, 06:51:44 pm
Have you not watched the trailer? :p
Title: Re: Diaspora Fan Wishlist
Post by: Dilmah G on March 28, 2009, 08:52:14 pm
Have you not watched the trailer? :p

No, I'm not too up to date on Diaspora

EDIT: Fixed, just watched the trailer :P
Title: Re: Diaspora Fan Wishlist
Post by: Locutus of Borg on March 29, 2009, 12:40:52 am
We gonna have the atmospheric battle from New Caprica?

xD
Title: Re: Diaspora Fan Wishlist
Post by: karajorma on March 29, 2009, 03:03:31 am
Possibly.

Starfox : Shadows of Lylat and Twisted Infinities have both managed to do atmospheric battles by some inventive use of models and skyboxes so it is possible. That said we're not in a big hurry to do it until we can get it right so I'm more than willing to let them go first in return for knocking the kinks out of the system for when we use it. Diaspora is after all doing the same with lots of features other mods will be using later. We don't want to spend a large amount of time getting a feature working that will only be used in a single mission.
Title: Re: Diaspora Fan Wishlist
Post by: Locutus of Borg on March 29, 2009, 10:34:03 am
Will there be an option to fly with something similar to the FreeSpace HUD

Flying inside a Raptor or Viper and seeing the cockpit is really nice and pretty (It's srsly is) but sometimes I might prefer to use the basic HUD.

Will I be able to?
Title: Re: Diaspora Fan Wishlist
Post by: Mobius on March 29, 2009, 11:34:31 am
What do you mean by FRED functions? New SEXPs?

Also, before asking, you need to be sure that what you're willing to request is already available.
Title: Re: Diaspora Fan Wishlist
Post by: karajorma on March 29, 2009, 12:44:11 pm
Will there be an option to fly with something similar to the FreeSpace HUD

Exactly what we're doing with the HUD (both for R1 and in general for Diaspora) is still largely a matter of debate. So far we've just been turning it off for screenshots. :D
Title: Re: Diaspora Fan Wishlist
Post by: Deckard on March 29, 2009, 03:19:26 pm
The day I do feel inspired and being quite a bad-ass in dogfights then I turn the HUD off. So I'll be happy with whatever HUD you guys put in the gameas well as some toggle shortcut :)
Title: Re: Diaspora Fan Wishlist
Post by: Mobius on March 29, 2009, 04:47:27 pm
Maybe turning off the HUD would be part of Diaspora's special stealth system. Pretty much like what we've seen in the miniseries, when Helo and Boomer reached Caprica without being detected.
Title: Re: Diaspora Fan Wishlist
Post by: Deckard on April 01, 2009, 07:11:19 am
On the SEXPs thing i asked for.. thanks for the couple replies but I'd prefer the opinion of some dev.. I positively ask b4 posting on the FSCP forum instead.. although silence means the ausence of a "yes" here at my end :)

So.. go on and forget about this ! :P
Title: Re: Diaspora Fan Wishlist
Post by: torc on April 02, 2009, 09:36:08 am
hello,i noted in btrl when you use afterburners or you turn faster there's no background shading...for a more realistic and cinematographic cut you need to shade the background and the object in fast movements expecially object and fighters tath pass near to your view (if you see the bsg episodes you'll note that)... and make a"shaking" effect near explosion caused by explosions or collision waves...otherwise  you loose more of the reality tath bsg dogfight give...hope you're understand i am italian :pimp:
Title: Re: Diaspora Fan Wishlist
Post by: Echelon9 on April 02, 2009, 10:31:50 am
While certainly very nice, those effects would need depth-of-field or full screen motion blur. These modern graphics effect techniques are not yet implemented in the Freespace 2 Open SCP engine.

Possible, but not until the graphics core of the SCP gets a complete overhaul.
Title: Re: Diaspora Fan Wishlist
Post by: torc on April 02, 2009, 10:32:38 am
ok... for let you better understand i post 2 images...http://www.modelermagic.com/wordpress/wp-content/uploads/2009/02/bsg-viper-sized.jpg

http://www.wilsonlima.com/viper_mk2_background.jpg
Title: Re: Diaspora Fan Wishlist
Post by: The E on April 02, 2009, 10:34:57 am
Yeah, that's depth of field and motion blur, allright. As Echelon9 said, these kinds of effects aren't possible with the current FSO-Engine.
Title: Re: Diaspora Fan Wishlist
Post by: torc on April 02, 2009, 11:56:11 am
 :sigh: :sigh: :sigh:really there's no way to do it?maybe applying some kind of effect or ''filter''outside the freespace...directly in the graphic card plug in...i really don't know wath i am talkin'about!!!  :lol: :lol: :lol:
Title: Re: Diaspora Fan Wishlist
Post by: H78 on April 02, 2009, 02:51:57 pm
BoE Battles

Yes, you read the most un-utterable of words, "BoE".  However, part of the joy of BSG to me was the kickass battle scenes, especially when the capships got involved and had themselves a slugfest.  I want battle scenes so good I get blown to bits because I was watching the fireworks instead of my six.

On that note I'd like to put a penny in for the humble BoE- but not in the Star wars Style "Fifty ships loafing around, most not even going in the sme direction with fighters buzzing around". I'm not just saying this because I'm from BSG FC and like ordering cruisers around- I have some experiance at fredding and doing diverse cap-ship battles. It was always very difficult. particularily when the main different between capships was less firepower/less hitpoints, and more firepower/more hitpoints/less speed. Essentially floating hunks of metal shooting at each other (not to be too negative about fs/fs2 though!). No mention of manouverability, turing circles and firing arcs. it would be nice to be able to do several missions in a row (in theory-  more than two in a row could be quite boring), with one involving a line ahead formation of battlestars approaching a line abreast of baseships with escorts covering the flanks. They will all retreat if the cover of their blind spots is lost- i.e.: the two escorts at the rear of the formation are lost. Thus, while there may be many ships, the outcome rests on only two= not too much coding.  Another could involve some Cylon escorts trying to cross the T of a colonial line, while a line abreast of colonial cruisers try to intercept them. They are not your concern, but the small elite fighter group in front of you is.  The point would be to give the sense that tactics are an important factor in capships duels and allow you to bring about a turning point in a battle without too much damage scripting or over-relliance on fighters (which I admit can be fun).

Perhaps ships that are more distinctive than they were in fs and fs2- if you feel like it you might want to look at some of our ships for inspiration- seeing as capshisp are our business and they have to be abit more different from "big-peice-of-metal"/"small-peice-of-metal".  For example, we have a long-range-Cylon artilliary ship in the works (MVIIE's trying to destroy it before it can get a clear shot at an out-of-visual-range Theseus?) and the Strikestar, which is a small escort that's mostly bow-cannons.

Most importantly, it would be nice to see some curved waypoints (that possible?) and ships that don't turn on a dime or stop to do so after traveling at high speed. Perhaps a way to give ships formations in FRED without going over board with waypoints?

I was going one day to try and do a Terran-Vasudan war senario in which the GTD Eisenhower was destroyed by the PVD Typhon. You are a witness to a capship only battle, but you are trying to get there at sublight speed. The Typhon sends fighters to interdict you, and you almost -but not quite- get there in time after battling your way through the fighter waves. All the while the duel is visible, but unreachable.

Perhaps some carrier missions? Capships only battes in the style outlined above?

Perhaps asome missions in which the enmy retreats, and total anhhialation is not the goal. Perhaps some in which you inflict few losses on them, but they are very hard-earned. Heck, perhaps even some in which they fight better than you (i.e.: not fancy new weapons that you're not prepared for) and you have to retreat and survive.

Some missions where you outnumber a better trained enemy? Someone did a mod like that, and it was quite fun.

Exuse all these thoughts, I've been thinking about this for some time, and I've accumulated quite afew.
Title: Re: Diaspora Fan Wishlist
Post by: karajorma on April 02, 2009, 03:05:32 pm
That's okay, we welcome comments, especially from someone who actually has some familiarity with the engine. :)
Title: Re: Diaspora Fan Wishlist
Post by: torc on April 02, 2009, 05:22:22 pm
ok guys...no suggestions about my post? there is any chance to find a program that simulate blur effect outside the freespace program?
Title: Re: Diaspora Fan Wishlist
Post by: The E on April 02, 2009, 05:38:51 pm
I do not think this is possible. To do motion blurring correctly, the shader needs to know how each element is moving on screen, which usually requires a more intimate connection to the engine. Same goes for depth of field, for this to work the shader needs information on the distances involved, which is difficult to obtain from the outside. Back when shaders were new and shiny, ATI had something called SmartShaders in their video drivers, which you could use to customize the look of anything rendered by the GPU, but IIRC, these were incapable of doing the stuff you want. (Not to mention that ATI ditched that functionality ages ago, even if you can get the drivers that were able to use them, chances are that you can't get them to work correctly anymore.) But I could be wrong about this, since I'm no coder.
Title: Re: Diaspora Fan Wishlist
Post by: torc on April 02, 2009, 07:03:18 pm
thanks anyway...i'll try to simulate this effect followin your suggestions...i'll tell you if  can work...(excuse me but i love a more realistc look) :cool:
Title: Re: Diaspora Fan Wishlist
Post by: newman on April 03, 2009, 05:45:00 am
thanks anyway...i'll try to simulate this effect followin your suggestions...i'll tell you if  can work...(excuse me but i love a more realistc look) :cool:

Don't bother, it's not going to work, and you'll just create tons of driver problems for yourself. Depth of field in a space fighter sim isn't a too realistic thing anyway - the human eye sees pretty sharp over the distances included. DoF is simulated on renders, usually in interior shots, to simulate bluriness a photographic lens would cause on stuff that is out of focus. It has no place here. What you're calling more realistic is actually less realistic here :)
Title: Re: Diaspora Fan Wishlist
Post by: Morwen on April 03, 2009, 04:42:36 pm
Instead, you could try to come up with something that adds bloom/fakeHDR. I've seen those post effects applied to other games outside of the original engine. The ships are pretty shiny sometimes in BSG, thus bloom would probably look good in the game.
Title: Re: Diaspora Fan Wishlist
Post by: torc on April 03, 2009, 07:05:44 pm
in this days i'm just looking for a new pc... do you have any suggestion for a new card to run as best of his qualty freespace with effects i told you before? (the pc is a quad core 2,60 ghz 4giga ram)morwen thanks...newman...try to pass your hand faster near your face or turning around yourself seeing a fix point behind you and tell me there's no shade...i hate new lcd screens too for the big update frequency because for me is non realistic and too much cold...however it's just my point of view an forgive some language error!  :p
Title: Re: Diaspora Fan Wishlist
Post by: newman on April 04, 2009, 03:18:28 am
...newman...try to pass your hand faster near your face or turning around yourself seeing a fix point behind you and tell me there's no shade...

That's motion blur you're talking about. I was talking about depth of field, those two are entirely different things. My argument still stands.
Title: Re: Diaspora Fan Wishlist
Post by: torc on April 04, 2009, 03:52:25 am
excuse me :lol: i can't understand all the words you write... howevwer,do you know a good graphic card that cand offer this options?
Title: Re: Diaspora Fan Wishlist
Post by: The E on April 04, 2009, 05:52:31 am
excuse me :lol: i can't understand all the words you write... howevwer,do you know a good graphic card that cand offer this options?
No. As we said, it's an engine problem, and that cannot be fixed by using another GFX-Card, no matter how advanced it may be.
Title: Re: Diaspora Fan Wishlist
Post by: torc on April 05, 2009, 04:40:16 am
thanks anyway...however... for plaiyng diaspora with maximum quality wath kind of computer setup (motherboard,processor,gfx card,etc..)you suggest? thanks for your time,i know,i'm boring!  ;7 :drevil:
Title: Re: Diaspora Fan Wishlist
Post by: Ace on April 05, 2009, 04:08:32 pm
On that note I'd like to put a penny in for the humble BoE- but not in the Star wars Style "Fifty ships loafing around, most not even going in the sme direction with fighters buzzing around". I'm not just saying this because I'm from BSG FC and like ordering cruisers around- I have some experiance at fredding and doing diverse cap-ship battles. It was always very difficult. particularily when the main different between capships was less firepower/less hitpoints, and more firepower/more hitpoints/less speed. Essentially floating hunks of metal shooting at each other (not to be too negative about fs/fs2 though!). No mention of manouverability, turing circles and firing arcs. it would be nice to be able to do several missions in a row (in theory-  more than two in a row could be quite boring), with one involving a line ahead formation of battlestars approaching a line abreast of baseships with escorts covering the flanks. They will all retreat if the cover of their blind spots is lost- i.e.: the two escorts at the rear of the formation are lost. Thus, while there may be many ships, the outcome rests on only two= not too much coding.  Another could involve some Cylon escorts trying to cross the T of a colonial line, while a line abreast of colonial cruisers try to intercept them. They are not your concern, but the small elite fighter group in front of you is.  The point would be to give the sense that tactics are an important factor in capships duels and allow you to bring about a turning point in a battle without too much damage scripting or over-relliance on fighters (which I admit can be fun).

One of the big issues in the engine is the limit on projectiles. Oddly enough this has been a bigger barrier than actual polygon counts. This is due to the insane number of turrets on a battlestar. Keep in mind that space is 3-dimensional. In our missions we've generally tried to use the Y axis. Of course the ships, and the show, generally have broadsides.

Perhaps ships that are more distinctive than they were in fs and fs2- if you feel like it you might want to look at some of our ships for inspiration- seeing as capshisp are our business and they have to be abit more different from "big-peice-of-metal"/"small-peice-of-metal".  For example, we have a long-range-Cylon artilliary ship in the works (MVIIE's trying to destroy it before it can get a clear shot at an out-of-visual-range Theseus?) and the Strikestar, which is a small escort that's mostly bow-cannons.

We've been discussing specialized roles for various capships. The ships in R1, including the Bolitho, are pretty generalized though.

Most importantly, it would be nice to see some curved waypoints (that possible?) and ships that don't turn on a dime or stop to do so after traveling at high speed. Perhaps a way to give ships formations in FRED without going over board with waypoints?

We're trying to avoid ballistic motion for capships in the missions.

Perhaps asome missions in which the enmy retreats, and total anhhialation is not the goal. Perhaps some in which you inflict few losses on them, but they are very hard-earned. Heck, perhaps even some in which they fight better than you (i.e.: not fancy new weapons that you're not prepared for) and you have to retreat and survive.

I don't want to say too much but... there's at least one situation in the campaign which doesn't involve you running away screaming while crapping your pants. ...well at least it starts that way.
Title: Re: Diaspora Fan Wishlist
Post by: Nighteyes on April 14, 2009, 01:13:43 pm
Hi all! Just found out about the btrl split... and I'm so that the project is still going on! :) been a long time lurker and even tried a bit of modding on my own :)
I have a few inputs that I think will help make the mod more like the show, for starters, I think that when you kill a cylon/viper it should instantly explode, with only rare ocassions spinning out and then explodiong...
About flak explosions, add some smoke effect to the animation after the explosion finishes, it will give the battles a more hectic look
Also, if it is possible, if you look on the show, when galactica's cannon/missiles hit a basestar, the explosion is much slower than the normal explosions, and lasts about 8 seconds... that way when round after round hits it gives the impression that the explosions are eating away at the basestar, and when the basestar is finally dead, it has a big and slow explosion, also lasting a long time.
As we all know, in freespace mothership explosions are very fast and leave behind almost nothing, a big contrast to the show :(
and finally, about the sockwave in freespace, as in BSG there are now shockwaves, its possible to use the 2d shockwave for extra sparks and debries flying off when a cap ship explodes, can be a nice tuch :)
sorry for all the text :) what do you think?  :nod:
Title: Re: Diaspora Fan Wishlist
Post by: torc on April 14, 2009, 01:45:09 pm
good idea man! hope is possible in freespace engine :nod:
Title: Re: Diaspora Fan Wishlist
Post by: Lt.Cannonfodder on April 15, 2009, 03:32:46 am
for starters, I think that when you kill a cylon/viper it should instantly explode, with only rare ocassions spinning out and then explodiong...
Not sure if that's possible, but I actually prefer the deathspin more than instant explosion. We'll have to see what others in the team think.

Quote
About flak explosions, add some smoke effect to the animation after the explosion finishes, it will give the battles a more hectic look
Not a bad idea, I think DB or I can look into it if we have the time.

Quote
Also, if it is possible, if you look on the show, when galactica's cannon/missiles hit a basestar, the explosion is much slower than the normal explosions, and lasts about 8 seconds... that way when round after round hits it gives the impression that the explosions are eating away at the basestar, and when the basestar is finally dead, it has a big and slow explosion, also lasting a long time.
Problem is that fighters and capships use the same explosion effect. Dunno if there have been recent changes that allow ship specific explosions.

Quote
As we all know, in freespace mothership explosions are very fast and leave behind almost nothing, a big contrast to the show :(
When a ship explodes, it leaves behind whatever debris model the artist has had time to create. I think our ships leave behind bigger chunks than the ships in FS2 did, but that's probably the biggest change you are going to see.

Quote
and finally, about the sockwave in freespace, as in BSG there are now shockwaves, its possible to use the 2d shockwave for extra sparks and debries flying off when a cap ship explodes, can be a nice tuch :)
Actually, we have seen shockwaves from nukes in the show.
Title: Re: Diaspora Fan Wishlist
Post by: Nighteyes on April 15, 2009, 07:21:22 am
I know that freespace uses only 2 explosions for capships and fighters, but what im saying is that you can add some more using differnt methods :)
In Weapons.tbl and weapon_expl.tbl you can see what im speaking of, i meant adding a big and slow explosion when a cannon fire hits anything, you can set epx radius to the apropriate size...
also on fireball.tbl you can set the "4 explosions before a ship explodes"  to an animation of several  scattred slow moving explosions
and about the shockwave :) I wasn't meaning nuke explosions, these I know you can add the flash/flare in the same way I was sujesting adding an effect to the cannon fire :) what I meant was to use the shockwave *.eff to add another explosion to the game, one specific to capships, the shockwave radius sets the size of the 2d plane, and the *.eff will be a bunch of nice slow moving explosions :)
* in the last episode you see about 8 nukes hitting the colony, no shockwaves...
Title: Re: Diaspora Fan Wishlist
Post by: Deckard on April 15, 2009, 08:05:04 am
for starters, I think that when you kill a cylon/viper it should instantly explode, with only rare ocassions spinning out and then explodiong...
Not sure if that's possible, but I actually prefer the deathspin more than instant explosion. We'll have to see what others in the team think.

That's a thought I had long time ago too. I do not remember whether I suggested it to any of the devs or not though. Would be cool to get the guys including both types of death explosions. The ideal way would be to assign one expl depending on the amount of damage taken. But , if you want, I'd be quite happy with just a random death explosion.. :)

EDIT: Although the insta explosion does not look that interesting in MP.. might be too shocking for the end-user.. is that so?.
Title: Re: Diaspora Fan Wishlist
Post by: karajorma on April 15, 2009, 08:37:17 am
Both types are already supported. You hit a ship and it starts rolling, hit it again and it blows up immediately.
Title: Re: Diaspora Fan Wishlist
Post by: General Battuta on April 15, 2009, 10:12:53 am
KARA KARA KARA

I want the missiles to look at least this (http://img.photobucket.com/albums/v423/kc1991/MissileRailDuel.png) graceful and curvy!

HOORAY
Title: Re: Diaspora Fan Wishlist
Post by: karajorma on April 15, 2009, 10:36:25 am
Got the table for that? Not that ours aren't graceful already, but it's always nice to check how other people did it.
Title: Re: Diaspora Fan Wishlist
Post by: General Battuta on April 15, 2009, 10:56:54 am
I do not, but Droid803 was the one who posted the screenshot (that's his name, right?) so maybe you could PM him?

Or I can do it.
Title: Re: Diaspora Fan Wishlist
Post by: karajorma on April 15, 2009, 11:30:41 am
You might as well. That way he knows more people are impressed by it. :)