Author Topic: What do you want this project to be?  (Read 158805 times)

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Offline TopAce

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Re: What do you want this project to be?
The problem I can see with this is that you need to time these events very well. A "Press 1 to do this and press 2 to do this"-type message would distract the player's attention from the "real" in-mission messages, so the FREDder must make sure that the player gets into this situation when there isn't any mission-critical dialog going on in the background.

Something else, if multiple of these alternate options are to be used in one mission, they will overlap if the player doesn't press any of the buttons at the first choice. This may break the mission in various ways. There's nothing that can physically prevent the player from not pressing either 1 or 2.

It's technically doable. I think I will start experimenting with this.
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Offline Angelus

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Re: What do you want this project to be?
The problem I can see with this is that you need to time these events very well. A "Press 1 to do this and press 2 to do this"-type message would distract the player's attention from the "real" in-mission messages, so the FREDder must make sure that the player gets into this situation when there isn't any mission-critical dialog going on in the background.

Something else, if multiple of these alternate options are to be used in one mission, they will overlap if the player doesn't press any of the buttons at the first choice. This may break the mission in various ways. There's nothing that can physically prevent the player from not pressing either 1 or 2.

It's technically doable. I think I will start experimenting with this.


I have such an event in my mission ( during a quiet moment and it comes from a wingman ), and i already thought that the player might choose to NOT press the key or simply don't care, which might break a part of the mission ( in my case he won't get a additional objective, also the 3rd mission ending wont be available).

I'll try this weekend to make the keypress thing time critical.
I thought of something like, if not keypressed 10 sec after a event comes true, the whole thing resets, so that the player gets a second chance if one other event returns true ( it's a bit complicated ).
« Last Edit: January 08, 2009, 08:23:07 am by Angelus »

 

Offline Vretsu

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Re: What do you want this project to be?
You actually have to think about this?

Make a Tie-Fighteresque campaign in which the player flies increasingly advanced models of Tie Fighters in the service of arrogant and corrupt COs. Killing hippies = fun. No shields = fun. Imperial hardware = fun. Make your shiplist just large enough to accomodate a focused campaign, and go at it.


 

Offline TopAce

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Re: What do you want this project to be?
I have a new and wonderful idea: Let's make a Clone War-era campaign. One of the Republic pilot persona should say: "Incoming jump signature! Hostile Confederation!":D
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Offline aRaven

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Re: What do you want this project to be?
noooooooooooooooooooo

 

Offline swashmebuckle

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Re: What do you want this project to be?
I want this project to force the local newspaper to rewrite this article:

http://www.sfgate.com/cgi-bin/article.cgi?f=/c/a/2009/02/10/DDE215P283.DTL

As a side note, this made the front page of the entertainment section.  Print may be dead, but GL still gets unlimited free advertising in any San Francisco media.  The benefits of rebuilding the Presidio.

 
Re: What do you want this project to be?
What Rogue Squadron should have been, basically.

 

Offline maje

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Re: What do you want this project to be?
The only issue with that is you wouldn't have AT-AT walkers (any walkers tbh, tanks, soldiers, etc).  because the animation code is very basic.  For things like walkers, you'd need to have IK animation support, enable translate (move), and some other stuff that would ensure certain ground vehicles couldn't get that high off of the surface (basically eliminating the elevation or "z-coordinate".

I don't program games, but I do know that advancing the animation code to the level of characters in FPS games would be considerable.
Deuternomy 22:11 explained:

Well there are many different speculations going on about this law about not mixing fibers and at least one explanation claims that it was a symbolic gesture designed to keep a pure sense of culture, people, and religion.  Seperation of crop  in the vinyard, mentioned in Dt. 22:9 and 22:10 seem to reaffirm this idea, though there may be other reasons as well.

And now, an excerpt from the Prayer of Mordecai, the Book of Esther Chapter C (New American Bible Official Catholic version).

Est C:5  You know all things.  You know, O Lord, that it was not out of insolence or pride or desire for fame that I acted thus in not bowing down to the proud Haman.  6  Gladly would I have kissed the soles of his feet for the salvation of Israel.  7  But I acted as I did so as not to place the honor of man above that of God.  I will not bow down to anyone but you, my Lord.  It is not out of pride that I am acting thus.

 

Offline swashmebuckle

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Re: What do you want this project to be?
Most ground units shouldn't really be able to cause trouble for starfighters anyway, so I don't think they would be missed too much.  But in-atmo missions (as seen in SoL screenshots) could still be amazing with just turrets and airspeeders.  Imagine ripping up and down between skyscrapers on Coruscant in a Z-95, or chasing down TIEs in a canyon maze.  Oh man.  Still, plain old space gives you more bang for your buck.

 
Re: What do you want this project to be?
Personally, I would like a concept based around a neutral faction, maybe mercenaries or just a normal run of the mill family, much like X-wing Alliance, where you are slowly absorbed into the larger conflict around you, forcing you to take sides in the Civil War.
It would be splendid to have, like in Jedi Knight, a choice to go light or dark based on your actions (kill friendlies, not completing certain objectives, bailing out of missions, etc) and from there modify the storyline accordingly. Of course its a hell lot of work and not up for consideration. Still, I would rather fly pirate or rebel. I'm an Imp by heart, but from my point of view its much cooler to look at the Empire from the outside, as an evil, overwhelming military faction, than from the boots of a normal buckethead.
Flying rebel makes you feel more heroic, and I think its a feeling we want to rescue in this project. In TIE Fighter, I felt more of an expendable asset rather than the crucial game piece in X-wing. As I watched my TIE buddys die I said to myself "whatever, the ISD has a lot more squadrons where those came from".
Flying pirate or neutral combines a bit of both.
Flying Imp is cool, but maybe JUST for certain occasions. "Your group just captured several TIE interceptors and need them to infiltrate the perimiter around a Golan Arms platform to inspect bacta containers"... or whatever. You get the point :)

Thanks for reading




 

Offline Snail

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Re: What do you want this project to be?
FotG has two campaigns I think. One is rebel one is Imp.

 
Re: What do you want this project to be?
Damn in these freighter are 20 hidden TIE's, better blow of the ship before they engage in combat and make the mission a bit harder, or something like that.

20 TIEs?
In X-wing Alliance once you had an interceptor on your tail, and specially if you were flying a rusty y-wing, it was impossible, yes, IMPOSSIBLE,  to shake the bastard off your tail while he pounded your ass with constant laser fire.
TIES might be weak head on, but the advantage comes when they get behind you.

I suggest, maybe just for hard modes, the possibility to man the turret of your y-wing (or similar slow, bulky craft), to counterbalance the unshakeable-bastard effect TIES have on these kind of ships. And not make it a PERFECT, "one-hit-kaboom" turret, but rusted up and with precision problems.

 

Offline Snail

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Re: What do you want this project to be?
It'd be pretty hard to get that working.

 

Offline aRaven

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Re: What do you want this project to be?
Damn in these freighter are 20 hidden TIE's, better blow of the ship before they engage in combat and make the mission a bit harder, or something like that.

20 TIEs?
In X-wing Alliance once you had an interceptor on your tail, and specially if you were flying a rusty y-wing, it was impossible, yes, IMPOSSIBLE,  to shake the bastard off your tail while he pounded your ass with constant laser fire.
TIES might be weak head on, but the advantage comes when they get behind you.

I suggest, maybe just for hard modes, the possibility to man the turret of your y-wing (or similar slow, bulky craft), to counterbalance the unshakeable-bastard effect TIES have on these kind of ships. And not make it a PERFECT, "one-hit-kaboom" turret, but rusted up and with precision problems.


depends on the difficulty setting. i had no problems with tie interceptors on medium and with adjustable throttle you can win almost any fight.

 
Re: What do you want this project to be?
My favorite tactic in X-Wing (the first game, the DOS based one) was to take a Y-Wing, pump everything into lasers and shields, and just park.
Double cannons make short work of everything, and the extra shields make you nearly impervious to TIE strafing runs.

Probably wouldn't work in any more modern game, or on a harder difficulty. But that's what I thought of when I heard "adjustable throttle."

 

Offline maje

  • 28
Re: What do you want this project to be?
I actually started playing X-wing as of yesterday and it's pretty hard considering the sensitivity of my joystick is really fubar.  My Logitech Wingman profile that I tried to create didn't really help either.  Oh well, I guess I'll just get good by flying through the Pilot's Proving Ground 29 more times (God that is the definition of Hell, but I want those Flight Badges). ;)
Deuternomy 22:11 explained:

Well there are many different speculations going on about this law about not mixing fibers and at least one explanation claims that it was a symbolic gesture designed to keep a pure sense of culture, people, and religion.  Seperation of crop  in the vinyard, mentioned in Dt. 22:9 and 22:10 seem to reaffirm this idea, though there may be other reasons as well.

And now, an excerpt from the Prayer of Mordecai, the Book of Esther Chapter C (New American Bible Official Catholic version).

Est C:5  You know all things.  You know, O Lord, that it was not out of insolence or pride or desire for fame that I acted thus in not bowing down to the proud Haman.  6  Gladly would I have kissed the soles of his feet for the salvation of Israel.  7  But I acted as I did so as not to place the honor of man above that of God.  I will not bow down to anyone but you, my Lord.  It is not out of pride that I am acting thus.

 

Offline swashmebuckle

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Re: What do you want this project to be?
Oh well, I guess I'll just get good by flying through the Pilot's Proving Ground 29 more times (God that is the definition of Hell, but I want those Flight Badges). ;)
You can get all the badges in around twenty minutes by pulling a fast 180 at the course start, then flying through the last group of 3 and the starting gate (in order), then hypering out and doing the same for the next level.  At least I know that that trick works in the collector's CD (cause I just went through in last month).

 

Offline aRaven

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Re: What do you want this project to be?
cheater :P. still like the original music

while thinking about IL2 and attacking bombers and in analogy the tie fighter attack on the millenium falcon, my question is how would you handle the speed of transports, i.e. millenium falcon?

The Millenium Falcon is on of the fastest ships because of its hyperdrive, but it's sublight speed should be on par with the normal ones, maybe a little faster. The fighters should be at least 3/4 faster than any transport to make strafing runs possible.

Strafing runs, because attacking bombers or transports from behind is suicide, especially in IL2 (ww2) and since SW spacefights are modeled after WW2 aerial warfare, the characteristics should be similar.

 

Offline chief1983

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Re: What do you want this project to be?
Didn't you just contradict yourself?  If they should do strafing runs headon, why would it matter if the fighters are faster than the transports or not?
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Offline aRaven

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Re: What do you want this project to be?
obviously the fighters can't do a second strafing run after the first one when the transports are as fast as the fighters