Author Topic: FSF Wishlist  (Read 3478 times)

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Offline Ace

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Since this seems like it's actually going to go somewhere, how about a wishlist thread for FSF. Not stuff like "I want atmospherzors combat!" but specific things like sexpts, new model features, etc.

Some things I want to see are:
1) Virtual Cockpit-Like in WC:P, StarLancer, I-War2 and many other games, a virtual cockpit model. Having the option for reflective parts in the cockpit to simulate the ship's window, as well as parts of the cockpit which "react to player control" (f.ex. virtual joystick that moves with the player's commands, etc.)

2) Ship module support-Similar to StarLancer and flightsims, having a submodel attached onto a ship which is a missile, missile pod, or gun firing point. Thus you can have a seperate weapon mount that is your Subach HL-7 or Prometheus and shows the gun model on the hull, or an individual missile or bomb on the ship that actually fires off of the ship.

3) Custom control scripts-The ability for custom manuver macros to allow for new commands, such as Descent style vectoring and strafing as well as "rotational sliding" (i.e. ship moving in one direction, while being able to rotate to another while holding the key down) This would be valuable for modability sake.
Ace
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Quote
Originally posted by Ace

3) Custom control scripts-The ability for custom manuver macros to allow for new commands, such as Descent style vectoring and strafing as well as "rotational sliding" (i.e. ship moving in one direction, while being able to rotate to another while holding the key down) This would be valuable for modability sake.


You mean the good old Shelton Slide from Wing Commander?    That's one thing I've always missed from that old (relatively) sim.

Another feature (that I've mentioned in other places) I'd like to tack onto this request is a Homeworld-style scripted camera and scripted events support.  Some people can't make a cutscene with traditional tools, but can script a cool sequence in-engine....it would be really nice to be able to do that.  (-:

  --TurboNed
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Offline Ulundel

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Come ooooon dude. This is no time to discuss things like that. We even haven't an engine yet goddamit.

We should discuss something like that right now:

Quote
I have a problem. If this value returns to true then to gotos suck themselves up and value goes to false, meaning the program crashes.

 
1. Please don't use the name Freespace Forever. It sounds like a Batman movie. Freespace isn't a superhero. It is a game. Call it something like Freespace: Final Showdown or something

2. How about the capability to fly from the outside of the nebula to the inside and vice versa? I would love to see this. Remember, these factors help you find the right engine that you want.

3. In-game cutscenes. Another option I wish I could work with when building levels.

 

Offline Nico

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Quote
Originally posted by WS-Thunder
Freespace: Final Showdown


her... freespace isn't a beat'emall either :rolleyes:
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Offline Raven2001

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Hmmm....

1) Option to change from linked fire, to single fire for primary weapons.

2) See the "fire" coming out of the gun holes like in Starlancer

3)Script model animations like Hangar doors, rotating barrels, and such...

Can't think of anything else right now...
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Offline Corsair

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Quote
Originally posted by WS-Thunder
1. Please don't use the name Freespace Forever. It sounds like a Batman movie. Freespace isn't a superhero. It is a game. Call it something like Freespace: Final Showdown or something

2. How about the capability to fly from the outside of the nebula to the inside and vice versa? I would love to see this. Remember, these factors help you find the right engine that you want.

3. In-game cutscenes. Another option I wish I could work with when building levels.

[list=1]
  • Absolutely right. Not even final showdown, that sounds like some kind of boxing match or something. Come up with something cool though.
  • Or fights at the edge of the nebula where there is some gas but not like the thick thick thick nebulas that were in FS2.
  • Yes! Ingame cutscenes r00l all!
  • [/list=1]
    Can't think of any on my own though. :D
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Mal: This is the captain. We have a little problem with our entry sequence, so we may experience some slight turbulence and then... explode.

 

Offline Grey Wolf

The kind of setup for loading out you have in MW4 would be nice. You have a certain number of units (tons, pangalactic gargle blasters, anything works) and a certain number of loadout slots. You could also use the units to upgrade  the internal systems. Take the Pegasus for example (weights in parentheses). Let's say the standard loadout has a stealth system (4 units), armor (2 units), shield generator (3 units), engine upgrades (3 units), Prometheus R (1 unit), and Harpoon (1 unit). You could strip out the stealth system and use it to increase the armor and make  it faster, replace the Prom R with a Subach to upgrade the shield generator, etc.

Having a system like this would really enhance the game.
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Offline karajorma

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Quote
Originally posted by Corsair

Yes! Ingame cutscenes r00l all!

 


Actually I find them annoying breaks in the continuity of the game most of the time.

I don`t mind the ability to have them if they are used correctly but don`t have 5 in every mission like Starlancer insists on having and if you must have them MAKE THEM SKIPABLE!
 If I had a pound for every time I`ve been annoyed by a game taking away my control to play a cutscene and then insisting I watch it again and again each time I die.....  :mad:
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline vadar_1

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Quote
Originally posted by Raven2001
Hmmm....

1) Option to change from linked fire, to single fire for primary weapons.


Hmm... try pressing the < button in FS1/2
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Offline mikhael

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[list=1]
  • Newtonian Physics, with an option to fly by wire. This allows the player to choose between an arcade-like control model and a proper newtonian control model.
  • Solid loadout system based on mass, size and power requirements. Make sure that external weapons change the appearance of the in-flight model.
  • Hangars. Honestly, we should REALLY take off and land.
  • Virtual Cockpit. Of course, we should be able to turn it off if we want for that authenticate Freespace feel.
  • Multiple Radar systems. Let the player choose the one he likes. I'm partial to the Iwar2 Orb display, but some people like the FS/Xwing/WC concentric circle display.
  • Scale. Oh this is important. Probably one of the most important things to me. Make those orbitals and stations and capships and things HUGE. When I'm skimming the surface of a station, I shouldn't be able to zip past the damn thing in a few seconds. Compare flying a ship along an Arcadia in Freespace, to flying a ship across the through the superstructure of a station in Tachyon: The Fringe. Things in Tachyon are big. Things in Freespace are supposed to be.
  • Scripting. For the modders. SEXP are a great idea, but they also limit what you can do to what SEXP are written in. Instead of SEXP change to a proper scripting system (I personaly recommend Python) and implement SEXP in that. This way your amatuer mission makers can get into things with SEXPs, and then shift to full on scripting when they feel comfortable with it.
  • Event programming. A modder should be able to programmatically control any event in the game. Abstract the entire control structure to virtual button presses that are bound to real button presses. This would allow a modder to create custom actions entirely outside the preestablished actions prescribed in the game.

In game events should trigger scripts. For example, if a ship explodes, it should trigger a 'death script' to handle what happens when it goes down.  If a ship arrives on the scene, it should fire an 'JustArrived' event that triggers reactions from enemy and ally vessels (for example, a line of battle shifting to allow the new ship to bring its weapons to bear). This would allow a mission writer to branch missions in an intelligent way upon things that happen in the mission.
Iwar2 gave us a third of this control Freespace gave us another third. Throw in the rest to give the modders complete control.
  • Global Variables. Imagine being able to string missions together, not back to back, but through the course of a campaign. What if something you do in Mission3 has distinct consequences in Mission 11? You don't have to rely on 'RedAlerts' to chain missions together.
  • Out-of-Mission branching. This carries on from the Global Variables. Global variables should be examined by the game outside of missions, to determine where campaigns go next. Decisions made outside of the flight model can change global variables and also affect the direction of a campaign.
  • Realistic combat control. When a capship is getting slaughtered, it doesn't have to sit there, unless its engines are hosed. She should be able to recall fighters and get the hell out of Dodge. Sometimes you want a disabled capship in a mission, but usually, a battered ship really should run.
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Offline Bobboau

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I want a quasi-newtonial flight controle,
basicly it has a newtonial flight model with controle thrusters than make it fly more like the current flight model, maybe a inretia dump type thing that would rechanel inertia (putting the fi back in sci-fi), but there will be liniar and rotational kenetic energy
but I'm sure you've see things like the kenetic weapons that push people back and when they turn they start fling in some weird direction, that's the type of thing i would like to see fixed by this.
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Offline mikhael

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Quote
Originally posted by Bobboau
I want a quasi-newtonial flight controle,
basicly it has a newtonial flight model with controle thrusters than make it fly more like the current flight model, maybe a inretia dump type thing that would rechanel inertia (putting the fi back in sci-fi), but there will be liniar and rotational kenetic energy
but I'm sure you've see things like the kenetic weapons that push people back and when they turn they start fling in some weird direction, that's the type of thing i would like to see fixed by this.


That's why I suggested this:
Quote
Newtonian Physics, with an option to fly by wire. This allows the player to choose between an arcade-like control model and a proper newtonian control model.


It addresses both of your concerns: the player can still work the stick like they were playing old Freespace and the computer will translate that into thruster channel commands. Physics is still in force in the universe, but the player doesn't have to think about it so much.
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Offline CP5670

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A new fighter AI system; that is the only thing I really want. :D I might be able to do some work with this part.

 

Offline WMCoolmon

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I agree

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Offline Setekh

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Wing-based ordering; that is, you can instruct one of your fighters/wings/capships to target an entire wing of enemy ships.
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Offline Raven2001

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Quote
Originally posted by vadar_1


Hmm... try pressing the < button in FS1/2


Well..... duh!!! I meant having for example a primary bank with two holes, and making them fire 0ne at a time....

oh another thing... I would love the ability to have jumps inside of the same mission, so that we could jump trough large distances in a mission like starlancer...
Yeah, I know you were waiting for a very nice sig, in which I was quoting some very famous scientist or philosopher... guess what?!? I wont indulge you...

Why, you ask? What, do I look like a Shivan to you?!?


Raven is a god.

 

Offline Rampage

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One and ONLY One Suggestion:

If this is an upgrade, then PLEASE keep the video memory requirement no more than 8 megabytes.

 

Offline Grey Wolf

Quote
Originally posted by mikhael
[list=1]
  • Solid loadout system based on mass, size and power requirements. Make sure that external weapons change the appearance of the in-flight model.
This is what I was talking about before.
You see things; and you say "Why?" But I dream things that never were; and I say "Why not?" -George Bernard Shaw