Author Topic: some requests... ;-)  (Read 1717 times)

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Offline Mav

  • 28
  • location: Shivan fleet - closing in on GTVA space
some requests... ;-)
Here are some feature requests for the SCP:

[feature bombardment]
  • custom shockwave selection for ship/weapon explosions
  • same for jump anis (both so you can select a specific ani for a specific ship in ships/weapons.tbl)
  • different 3D spawn modes (cone, sphere, etc.) for missiles (eventually even scriptable)
  • wings of capships (and everything else, e.g. support ships)
  • more ships per wing
  • formations.tbl with different standard formations for each race and others that can be assigned per command (all race-specific) ;;eventually set sandard formation for a wing in Fred
  • make a wing a player wing (like alpha, gamma, etc.) like a ship a player ship (i.e. with some checkbox in Fred)
  • further increase ship-(/subsystem-/submodel-/whatever-)per-mission-limit
  • increase number of max initial orders per ship
  • "limit-checker" for fred: box in which contents of the mission and limits are shown, e.g. ship#, subsys#, etc.
  • multibeam/-missile-turrets
  • improved screenshot code (so it doesn't overwrite old ones)
  • better shield effect (visible from all angles, following shield mesh instead of extending one shield polygon)
  • show turrets in fred weapons menu when multiple ships of same type are selected
  • increase number of teams
  • burst mode for primaries (i.e. salvo fire)
  • targeting primaries (like the WC3 Excalibur)
  • "energy"-secondaries (not using ammunition)
  • brightness slider in some menu ("Gamma-control")
  • replays (like in WC2, X-Wing, TIE Fighter, SFC 1, SFC 2 and SFC 3)
  • list ship types of assisted kills after mission
  • do something about exploded ships still firing (somehow relate firing angle to turret submodel position, orientation, movement and [most important] existence)
  • possibility to play videos in HUD (probably in comm monitor where pilots' faces show up when communicating)
  • multiple docking (more than one connection per ship)
  • make capships defend against colliding debris (half a capship at a velocity above 200 makes quite a nice projectile ...)
  • make player turrets work (had some problems with this; maybe only a mistake by me)
  • directional firepoints (primary as well as secondary) (Scatter Gun[WC4]; minelayer; etc.)
  • subspace effect drag/push ?
  • "global" orders (like Fred groups but in FS, being selectable as subject of orders/events; e.g. the order "attack group 1" would result in the ship that the order is given to attacking the nearest [or most dangrerous ?] ship of group 1; groups should be able to be made of ships with different [or even excluding] arrival times) ["battlegroups"] ->corresponding SEXPs (many possibilities)
  • new collision code including shields; depending on square of velocity (not much damage with low speed, but watch out on afterburners .... !); adding sort of "suicide-warp" (ST First Contact, Defiant :-) )
  • good-secondary-time for ALL secondary weapons (by request of SadisticSid)

[/feature bombardment]

Thats alot of stuff, I know - don't get offended ;)  . Just wanted to list some ideas (some are not originally from me, e.g. the subspace drag/push was mentioned by someone at an early source discussion on F2S)
I hope these features will be implemented as far as possible. :D (though I suppose it would take some time ;) )
« Last Edit: July 18, 2003, 11:49:46 am by 1266 »
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)

 
Add good-secondary-time for ALL secondary weapons to that list while you're at it.

Sid.

 

Offline Mav

  • 28
  • location: Shivan fleet - closing in on GTVA space
Uh, no problem, but what does it do? :confused:
I'm fredding now and then, but not very much (I sort of concentrate more on modding most of the time). My only complete mission is for FS1 and quite old, everything else is wip or test stuff. :sigh:
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)

 

Offline Mav

  • 28
  • location: Shivan fleet - closing in on GTVA space
Done. And I think I remember it had something to do with telling the ai when it should use a specific weapon - is that correct?
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)

 

Offline Lynx

  • 211
I'd also like to add some suggestions:


*a recovery rate for weapons and shields(just like the afterburners); that would be extremely useful for the Wing Commander Saga(WCS)
*Pulse beams: The Beam fires 3-4 times in short succession(just like salvo/burst weaponry; would be useful for TBP for the Strobed Antiproton beams of the Stribe ships):cool:
*support for higher velocities(400+); I think the AI now cannot really handle higher speeds
*optional flag that makes that certain ships only get damaged by "huge" weapons; would be useful for WCS where the phase shields of the capships can only be penetrated by torpedos
*(optional) four armor sectors
*(optional)core damage(after the armor has been shot off, damage goes to the ships core until it blows up)

I've joined a few days ago. Tell me what's already possible of my points.
Give a man fire and he'll be warm for a day, but set fire to him and he'll be warm for the rest of his life.

 

Offline Mav

  • 28
  • location: Shivan fleet - closing in on GTVA space
Quote
*a recovery rate for weapons and shields(just like the afterburners); that would be extremely useful for the Wing Commander Saga(WCS)

As far as I know thats actually handled by the "$Power Output" entry in the ships.tbl, though it might be helpful to have a separate modifier for the systems like the shield-/hull-/subsys-modifiers for weapon damage.
Quote
*Pulse beams: The Beam fires 3-4 times in short succession(just like salvo/burst weaponry; would be useful for TBP for the Strobed Antiproton beams of the Stribe ships)

Quote
burst mode for primaries (i.e. salvo fire)

Just what I meant - make this a "burst mode for all weapons". ;)
For the rest I think that's new ideas which aren't supported right now - I suppose you thought of WCP for this?
And another point by me:
  • top and lower shield quad support (like Klingon Academy) :cool:
-__ o_O___O_o
I______O_O_______dragons
________o

-----------------------------------
capship shields DO WORK !!!
my models, now with pics
test mission for commanding capships
-----------------------------------
suffering from a late stage of BoE-infection - DON'T call a doctor, it's too late for that anyway ;o)

 

Offline Lynx

  • 211
Quote
Originally posted by Mav
For the rest I think that's new ideas which aren't supported right now - I suppose you thought of WCP for this?


I thought of Wing Commander in general.:)
The four armor sectors+core would be very useful in WCS too: It should be made optional:

e.g.
$Armor:100, 50, 50, 100
$Hitpoints: 100

Or if you want the standard FS damage model, just use the Hitpoints and leave out the Armor. The code of the shields with its four different sections could maybe help for doing a Wing Commander-esque armor model.
Give a man fire and he'll be warm for a day, but set fire to him and he'll be warm for the rest of his life.