Alright, I'm downloading RC2.
On the subject of my project, yes I plan on creating a full blown TC.
It shouldn't look anything like FS2 when finished.
I'll go ahead and past my Game-Plan from wordpad to give you guys an idea of what I'm shooting for.
Stellar Assault FSOShips:
Feather 1 - Playable (Interceptor)
Feather 2 - Playable (Space Superiority)
Feather 3 - Playable (Experimental)
Support Ship - NPC
Torpedo Bomber - NPCCapitals:
Main Carrier - NPC
Light Cruiser - NPC
Destroyers - NPCEnemy:
Easy - "Twin Claw"
Basic - "Tri Blade"
Improved - "Quad Cannon"
Advanced - "Piercer"
Space Superiority - "Delta Fluke"Capitals:
Delmer - FF
Balsark - DD
Medelus - CA
Carvelus - BC (BB?)
Ganeluza - CV (EPIC SIZE!)Others:
Booster ShipCivilian Vessels:
"Sail Ship" - CruiselinerFeatures:
Stellar Assault will focus on a simplified game design focusing on a story driven campaign with a variety of combat venues.
There will be three main things to worry about on the HUD:Shield Strength
(Recharges, but drains the Main Energy with each recharge...)Main Energy Stores
(Supplies both the weapons and Sheilds, the more the lasers, plasma missiles, & sheilds get drained, the more this runs out)Targets
(Displayed around the main target reticule. These function as normal in most Space Sims.)
The game will also feature Newtonian physics as well as Computer Assisted Targeting. Ships will "auto-glide" when the accelerator isn't held down. Enemy Squadrons and forces will be massive in number and will be set up so as to overwhelm the player's senses.
The game challenge will not focus on individual "Fighter Duels" but rather on survival and being able to prioritize targets while also managing the Shields and Main Energy. Hull strength is not very strong and the player may as well forfeit their life when shields are fully down.
The game will try to look as much like its predecessors as possible while also taking advantage of the graphical features of the FSO Engine and the PC in general.
The ships will be brightly colored and may very well be visible from very far. Because of the larger than normal number of enemies, Poly counts will be kept as close to the original games as possible while making up for that with texturing.
All fighters have Capital-Ship killing capability. As a result, warfare in this distant future is Carrier Based, and destroying the enemy Carriers will be of paramount importance whenever possible.
While I do plan on creating a full campaign based on the Sega Saturn Campaign, emphasis will be based on multiplayer if possible.