Poll

The most important

Replay Value
4 (11.4%)
New ships/weapons
3 (8.6%)
Interesting missions
27 (77.1%)
Number of missions
1 (2.9%)
Completely new interface
0 (0%)

Total Members Voted: 35

Voting closed: March 18, 2003, 04:47:37 pm

Author Topic: The most important in a mod  (Read 2779 times)

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Offline TopAce

  • Stalwart contributor
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  • FREDder, FSWiki editor, and tester
The most important in a mod
What do you find the most important in a mod? What can convience you to download a modification?
My community contributions - Get my campaigns from here.

I already announced my retirement twice, yet here I am. If I bring up that topic again, don't believe a word.

 

Offline CP5670

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The most important in a mod
I think you mean campaign here, right? (seeing as standalone mods usually don't have missions) Anyway, for me it is the third option. Or even more than that, polished, bugfree missions; even if they aren't terribly original, I like them to be perfect for what they are. ;)

 

Offline TopAce

  • Stalwart contributor
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The most important in a mod
Yeah I thought mods with campaign. Better mods have missions enclosed. :)
My community contributions - Get my campaigns from here.

I already announced my retirement twice, yet here I am. If I bring up that topic again, don't believe a word.

 

Offline Knight Templar

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The most important in a mod
Intresting missions. It's pretty dumb to make a campaign that nobody will want or be able to play through.
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It's got to be the story! Unless you can grab my attention (and hold it) it doesn't matter what flash you throw my way... Now a close second is new stuff! That can also make things intersting and gives you new elements to explore for stoylines. Plus it's neat!
Don't think of it as being outnumbered. Think of it as having a wide target selection !

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Offline diamondgeezer

The most important in a mod
At the end of the day, a FREDder could write a great campaign with just the retail V stuff. It's all about the attention to detail, such as debugging and (preferably) good voice acting :)

 

Offline pyro-manic

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The most important in a mod
A good, believable story (not one with fifteen Colossi and Aeolus with BFReds) is the most important, along with mission progression. They have to flow together, and make sense of the storyline. New stuff is cool, but not always necessary. Mods are often used to cover up a crappy campaign, which is a shame.

Just look at the Derelict campaign. We all know it's the best user-made campaign out there at the moment, but why? Because the missions are well designed, and the story is cracking. The only mods are subtle ones - a few reskins, some new backgrounds, and some weapons changes. They add to the experience as a whole, rather than dominating it.

I voted for missions, 'cos that's the closest to what I just said.
Any fool can pull a trigger...

 

Offline S-110

  • 24
The most important in a mod
For myself most of the above are contributing factors to replay value.  Polished story and subtle balanced mods with smooth transition from mission to mission make the replay for me.  

I have several games and mods that looked beautiful, but due to poor execution are tiresome to play.  

I like challenging missions with more goals and optional goodies for play rather than a campaign that just tosses waves of badguys at you mission after mission.  If a mission is too tough for me to beat on the first couple of plays, I want it to be interesting enough that I will want to play it again in order to progress in the campaign.  A somewhat dynamic campaign allowing the player to make choices that affect the progression of the campaign is a feature that can add new twists to replaying a campaign once it has been beaten.
« Last Edit: March 19, 2003, 07:55:23 am by 1108 »
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Offline diamondgeezer

The most important in a mod
Quote
Originally posted by pyro-manic
Just look at the Derelict campaign.  

OK...

*looks*

Eww! Bugs!

*runs*

:)

 
The most important in a mod
*tries to look as well*
argh, no working installer, darn ripped FS2.

can someone put derelict in a VP, please?


please?
just another newbie without any modding, FREDding or real programming experience

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The most important in a mod
I've tried Derelict as well.  While there are lots of good things about it, I just can't get past all the bugs.  I've been fixing them as I go but it's pretty anoying.

Now, I'm not saying I can do better.  I'm still learning how to FRED correctly. :nervous:   Maybe tomorrow...

For me, the story is definitely the most important part.  That's why I started playing FS & FS2 in the first place.  My son, however, likes blowing things up and is constantly wanting me to create missions with dozens of Juggernauts.  

At least I know the how many ships the engine can handle.:)

 

Offline Martinus

  • Aka Maeglamor
  • 210
    • Hard Light Productions
The most important in a mod
[color=66ff00]
What are these bugs you speak of? I played the whole way through Derelict and found it to be quite excellent and bug free (I think :) ).

The most important thing in a mod or campaign for me is originality and non conventional design, sometimes it works, sometimes it doesn't but it's always interesting to see what new things people think up.

The dream sequence in derelict is an excellent example. :nod:
[/color]

 
The most important in a mod
Bugs?  Well, I forget the mission name but it's where you're guarding the Capallan Governor at the Vasudan base.  There's a Cap ship that for some reason is assigned as an Ulysses. Funny, but FS2 doesn't think the Ulysses has a Turret 12.

The next mission also has a problem, but I'm not at that PC, and I can't remember what it is.

But up to that point I found it enjoyable.

 

Offline diamondgeezer

The most important in a mod
First bug that comes off the top of me head is the number of time I had Mackie die on me... only for the miracle of modern GTVA medicine to have resurrected him in time for the next mission...

 

Offline karajorma

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The most important in a mod
Quote
Originally posted by BlackStar
Bugs?  Well, I forget the mission name but it's where you're guarding the Capallan Governor at the Vasudan base.  There's a Cap ship that for some reason is assigned as an Ulysses. Funny, but FS2 doesn't think the Ulysses has a Turret 12.


If you`d said any other ship I might believe you but FS2 replaces any ship it can`t find with a Ulysses so it sounds more like you`re missing a mod.
 Then again it's ages since I last played deralict.
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Offline pyro-manic

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The most important in a mod
Quote
Originally posted by karajorma


If you`d said any other ship I might believe you but FS2 replaces any ship it can`t find with a Ulysses so it sounds more like you`re missing a mod.  


That'll probably be the GTFf Saphah (the Iceni modded to be a Terran frigate).  Make sure you've got an entry for it in ships.tbl, and it should work fine.:)

I haven't found any bugs myself, apart from the Mackie death thing, but I think of it this way - he ejects when he gets shot down, and jumps in a new ship for the next mission.
Any fool can pull a trigger...

 

Offline CP5670

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The most important in a mod
I noticed bugs and consistency issues all over the place in Derelict, but the sheer number of missions well made up for that.

 
The most important in a mod
Quote
Originally posted by kasperl


can someone put derelict in a VP, please?


please?



once again, please???

*makes puppy face*

please?

i'll give you a cookie.
just another newbie without any modding, FREDding or real programming experience

you haven't learned masochism until you've tried to read a Microsoft help file.  -- Goober5000
I've got 2 drug-addict syblings and one alcoholic whore. And I'm a ****ing sociopath --an0n
You cannot defeat Windows through strength alone. Only patience, a lot of good luck, and a sledgehammer will do the job. --StratComm

 

Offline pyro-manic

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  • 210
The most important in a mod
Quote
:
--------------------------------------------------------------------------------
Originally posted by kasperl


can someone put derelict in a VP, please?


please?
--------------------------------------------------------------------------------

once again, please???

*makes puppy face*

please?

i'll give you a cookie.




OK, but it better be a damn fine cookie!!! :D

Yeah, give me a couple days to sort it out, and I'll whack it in an email for you. PM me where you want it sent, and what kind of file you want it as (zip, rar, etc).

Seriously though, I'd look for a full version of FS2 around the place. I'm sure somebody could burn you a copy and mail it to you.:)
Any fool can pull a trigger...

 
The most important in a mod
Quote
Originally posted by karajorma


If you`d said any other ship I might believe you but FS2 replaces any ship it can`t find with a Ulysses so it sounds more like you`re missing a mod.
 Then again it's ages since I last played deralict.



Agreed.  I first thought I didn't have the right ships.tbl in place but even after copying the one that came with Derelict it wouldn't work.  I'm not too worried about it, though.  

So maybe this isn't exactly a "bug" but is sure was annoying.  And there probably is something else I'm missing.  

I'm using it as a good way to learn how to FRED and how all the other tools work.

So maybe that's something else that's important for a mod:  It should be idiot-proof for people like me!  :D