Author Topic: Few ideas about realism. Is it worth to do it?  (Read 6320 times)

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Few ideas about realism. Is it worth to do it?
HI all,

First of all, I have to apologize for my bad english. Hopefully you will understand this mail.

I am user of HLP since a year or so, but this is my first post. I followed modding work of this communitiy thru many years on HLP. Also, I am hardcore fan of FS. Main reason why am I writing will be shown in following text. First I want to say something about myself which may help you to take my opinion as "scientific proposition".
My main occupation is "Law Scientist", which has nothing to do at all with programming :) (that is reason why I never posted text before). Thru years I gathered knowledge about all social sciences and astrophysics (my hobby). That helped me to see some discrepancies between reality and unreality in this game, such as cultural development of different species, also technical development, etc. As hardcore supporter of this game (because this game affected my life in profound way) , I decided to play with textures and options in order to bring this reality as real part of real simulation. Maybe my mail, will help you to make new breakthrough in sphere of that reality (if you never thought about it before).
Maybe you had already such ideas, but if not, I ll be happy to give you these. You can even use my propositions as yours, cause all I want is to pass my ideas to the most active FS community.
Volition/Interplay never intended  to make such real game, cause it would last long in development and technology was not so "strong" back in those days, but you (programmers) have that opportunity now. I've always followed two basic philosophies in my life, first is to transfer knowledge and ideas to other people, and second is to be aware that hidden idea worth's nothing.
My ideas are telling about space reality, also, social, technological, weapon development. I mean, it is really stupid to believe that 3 races which are thousands light years apart from each other, they can have almost everything same, except how they look.
Few days ago I had a problem with my computer and I lost most of my textures which I made in last few years. I never made a backup, because I was thinking "well, I ll work on this from time to time...".  Only one thing remained on my email, which is, thankfully, enough to show you some of my basic concepts. After this "crash" I am totally aware of the danger that I can lose all examples I made (at some point of time, comps just die), so I decided to give my thoughts to you, before is to late. Maybe my ideas have no worth at all, but as I said, "ideas are there to be shared".

So here is main story:

1. FS is game where you have 3 different species, right? But, somehow they use almost same based technology (seeing from how weapons, engines etc look like) in many areas. Lets take terrans and vasudans as an example. First, they look physically different, right. They had different planetary conditions where they evolved, right. But somehow they have same propulsion, weaponry, energy sources etc. That is exactly the depth which lacks in this game.

2. It is even more illogical if you compare Shivans and other two! Shivans have completely different body structure (exoskeleton etc) and society nature and behaviour. But, they also have propulsion etc almost as same as Ter or Vas. Only colours are different between these species.

3. Realism is also not existing in the way how sounds are acting in universe. Physical laws say to us, that sound can't be heard in space, so why should you hear them in FS, especially if you want to make realism in this game. Any sound produced outside of cockpit can't be heard, even when you fire your own guns, you will have, maybe, only possibility to feel some sort of kick inside of the hull, but not entire sound. I know, you are asking yourself maybe "how should I know when I fire, or when someone is firing on me?" Well, imagine that you are in space as astronaut. Would you say "I don't want to work or fly there because I can't hear a thing". I don't think so, cause it is how it is, and you need to adapt to such environment. I already experimented with sound, and realism was far more greater. I really felt like, "damn, what is happening here, where are other ships", cause I felt realism. I am aware that every game, should be fancy etc, but, isn't it maybe better to simulate real circumstances, especially when we all know that this game is space "simulation"?

So what I am proposing goes as follows:

Energy source:
Terrans: They use traditionally nuclear reactors, not fission based, but fusion based reactor. Fusion reactor is already in building process in present days, named as ITER (based on experimental Tokamak reactor, you can google it). That is new era of reactors, which are safe and reliable. Imagine how can they be perfected in future. So Terrans are getting their energy from reactors in all ships. They dont use their hull as solar panels as collectors cause human body can't stand radiations from the space (more about it follows by vasudans and shivans)

Vasudans: They use two sources (based on their planetary environmental conditions, they managed to make more perfected solar collector technology, which terrans doesn't have). Solar technology and reactors. Their ships are like big solar panels, but because of their bodies (just like terrans) they cannot use all kinds of radiation, so they use microwave and light. However, they use also nuclear source like terrans, but it is not so perfected as by terrans (remember those core breaches on GVD typhoon as vasudan tried to retrofit it for new beam weaponry).

Shivans: They use only space radiation energy. But, not only solar, they use every space radiation (microwave, solar, gamma ray etc), so they perfected their technology at highest level. Only lucifer used reactors because of shields. Because, if you have such strong shield, it will deflect every radiation at some level, so the ship couldn't have enough energy for anything to manage (Just like earths electromagnetic field which defend us from dangerous solar winds, microwaves, cosmic radiation).

So, this is first basic thing about energy which gives you clue about possible energy solutions, and based on that, you can imagine differences between the hulls.

Hull technology:
Terrans: Lets see today's space hulls. First, they are quite bright in order to deflect different sorts of radiation (because of lethal radiation). In today's  FS  terran hulls are multicolour, which is not realistic at all. Only if you use your hull as solar panel, then it should absorb energy not deflect, but terrans doesn't use such sort of technology, not only because they never perfected it, but because human body doesn't stand radiations. So hulls must be like today's, only they are thicker and stronger (better materials). Other thing , take as an example those pipes and lights on textures of capital ships. Imagine you have such large number of pipes on big ship. It would blow it away, because those pipes are collectors of radiation, and not only that, they are from strategic point of view easy target and represent lack of defences. Hull should be like tanks, with no pipes, lights etc visible outside of the ship.

Vasudans: They use solar radiation, so they hull can be darker. But, problem is, original pattern of their hull textures are unrealistic. It has no specific rule of  texture shape, it is organic. From defence point of view, that is also one big lack, cause if you have many plates of such irregular shapes and different sizes, it would be more difficult to repair the damage and it would took more time for it. I support existence of such plates, but they should be more symmetric, but still able to represent vasudan hull philosophy.

Shivans: Their hull is highly efficient, even if you destroy part of the main hull, they use such materials (in order to show how this race is advanced and different from other two) that next area below will collect energy too. That is exactly what makes huge difference in evolution of this species. Their hull is because of that much darker, cause they collect every source of energy which they encounter throughout the space. In same time, because of high efficient collectors, their hull should look like as fish skin, made of huge number of same sized parts putted together.


Engines/propulsion:
Well this is what makes this game at most unrealistic. Every specie has same based propulsion only colour is different (even colour is wrong, I ll explain later). There is many theoretical types of propulsions presented in modern literature, but FS has choosed only one.
As I supposed, judging from engine signature (thrusters, but I will use word "signature"), it looks like that propulsion is ION-based, which is already tested by different countries in reality. In order to make iconic presentation of every specie,  so if you see any ship, you should say "here is something different and it is another specie". It is highly needed to manage propulsion technology. So here it goes.

Terrans: Lets suppose they use ION propulsion. As I proposed they have nuclear reactors as energy source, so they can produce huge quantity of energy, and for ION you need so much. So Terran engine signature can remain as it looks, but only color should be RED not blue. Why? Well, colour signature says you how efficient you can use your energy. If you produce higher temperatures it will glow brighter and more "blue" (like now), but terrans are thru history well known that they do not have as first goal to reach the most effective consumption of energy as far as they have enough to produce. So here should be same thing, "engine is not so effective, they are working at lower temperature and spending much energy so they have red signature). Same thing works for weaponry, but to that I will come later. Conclusion: Terrans are using ION propulsion, and signature is red. Keep in mind to look on net how ION signature looks like, in order to make realistic textures (today's ION propulsion have blue signature, because of higher temperature. But in same time,  these are weak, so all energy is concentrated in one small point, and that is reason why they have higher temperature)

Vasudan: They use "almost" the same propulsion as terrans, but it is highly efficient ION engine. So their signature can be green or bright-green. This has sense, because, keep in mind, that vasudans are producing less energy, so they needed to be more efficient. Their engines are working at higher temperatures and are more effective. But still, signature has to be somewhat different than terrans. Because, of higher temperature, signature should me smaller and thinner, and by terrans should be slightly thicker and bigger.

Shivans: So, this specie has totally different evolution and energy source also, so their propulsion philosophy should be completely something else. That means, no engine thrusters at all. They should use some sort of electromagnetical-antigravitational propulson. Because of high energy production and different pattern of social, technological development, they never used "rocket propulsion", so they evolved in other direction. This propulsion means, shivan ships should show different engine signature.  Every ship should "blink" over and over again as effect of generated propulsion field.
I mentioned earlier that nothing is possible to hear from outside of space. Well, maybe as effect from shivan invisible propulsion field, you can make some sort of static or jamming effect. That means, when shivan ship comes too close to your ship, your HUD will start to feel it. That is scientifically possible and would be also cool.


Weponary:
Here I ll use Star trek as a reference, because I suppose we all know for ST, so we can imagine much easier some effects.

Terrans:
Guns: Terrans are using kinetic based weapons, but more efficient, cause those weapons are weapons of the future, not present. That means, take as example already tested railgun few years ago. It doesn't use powder, but electricity as propulsion of muzzle. So terrans weaponry should be just as today's guns, but with higher firing rate (over 1000 per sec), without powder and also muzzles are made of harder materials. As pattern you can use airplane guns (there is different solutions, from Russia, USA, France etc, which can be used as pattern, personally France aircraft gun is best example). Main thing about this weapon is they are making huge hull damage, but not so effective for shield, just opposite of vasudan weaponry (to that I'll come later). Flak guns are well known in human history, so they can remain, only thing which is not real is shockwave made by Flaks. There shouldn't be shockwaves from small exploding objects, especially in space. As an example, take WW2 flak guns. If you transfer and use effects from space into earths atmosphere it would mean, that one shockwave should kick 500 meters aside normal airplane flying thru air. But, that was not the case, so it is not possible that you have such effect in space also. So that effect should be "off".
Energy based weapons should be introduced to terrans only after terran-vasudan alliance, cause, vasudan have long history of energy weapons, terrans not. In same time, vasudans started to use some "flaks and muzzle based weapons" after forging alliance with terrans. Before GTVA, they had totally distinct weapon technology (That will give more depth in game). This means also for all types of energy weaponry. It is imperative to follow terran "imperfection" in this area, so they can have energy weapons, but they are not so effective like vasudan, or like shivan. So they managed to create only AAA beams and spacecraft lasers at low efficiency and at low working temperature, which means they have red weapon signature also (lets say, it is like in star trek. Makes more sense). Capital terran weapons should be like Vasudan Flux cannon. I tested with harbinger model, at approx. 2000 m/s even more, because railgun technology is so fast, faster than powder based guns. Even powder based guns (aircraft ones) are making speed over 1200m/s, so this is also important to change in order to feel realism. This means, terrans doesn't use capital beam cannons, because of energy ineffectiveness, but they have strong railguns, just like WW2 battleships ;)
They even don't use lasers (terran huge laser,...etc), because for that role they have different types of railguns. Even those turrets on capital ships looks more perfect for such guns, than for some laser or beam. All ships made before GTVA doesn't use vasudan energy based technology, and only few ships (like Leviathan) can use AAA. Ships contructed after GTVA can/have mixed technology. But, anyway, dominance should be on own types of weaponry. Rockets are ok to be. Humans have long history with this type od weaponry. If you ask yourself about sounds, well, I used those from Half-Life. That was most easiest way to find new sounds. I must say, it was different felling to hear burst of fire from Apollo fighter ;)
Conclusion:
small spacecraft: small railgun based guns, vasudan energy weapons, and rockets.
capital weapons: Flak guns, AAA beams, and heavy realgun guns.

Vasudan:
Guns: energy based weapons, just like now in FS, only, they are much better against shields, than against hulls. Muzzle based weaponry were introduced after GTVA. They doesn't use Flak guns on ships made before GTVA, only after. Instead of rockets (it is also dumb to believe that such race as vasudans would have rocket instead of something else) they have something like torpedo (similar like on star trek). It glows and follows its target. It is more acceptable in theory of vasudan as energy based society to have such secondary weapon rather than rockets. Similar to the function of the flak gun, takes normal laser (like terran turret laser), but it fires much much faster at higher firing rate, in bursts (like those pulsed phasors on USS Defiant). Vasudans have AAA beams, more effective than terrans, and colour is in range of green. In fact all vasudan signatures should be in range near green colors.
As capital weapon I propose Beam to remain. Maybe it would be good to have prior GTVA capital weapons, like heavy vasudan laser, cause beam technology came along with shivans and only vasudans managed to reproduce that technology.
Conclusion:
small weapons: energy based weapons, terran small spacecraft railguns, photon torpedo (shivan should use quantum ;) )
capital weapons: vasudan laser, AAA beams, heavy laser (before GTVA and Shivans), beams (after meeting the Shivans).

Shivan:
Well here should be the biggest difference between this race and others. First, they have totally different technology, second, they have totally different needs, third, they are not in alliance with other two to share their weaponry.
So here is the deal. Guns: shivan have high energy based weapon efficiency, so their weapons are balanced against hull and shield. Because of high efficiency, colour of their weapons should be blue or violet, but not red at all. They don't have flaks or rockets, because it is stupid to have same types of weaponry on all races. So they have effective guns, without rockets on small crafts. Simply, they don't need it! Their primary weapons are enough strong to kill you without any additional help. In order to still have function for shivan bombers, I would scientifically accept that they have torpedoes like vasudans, but more efficient (quantum). So rockets are totally wrong to see on shivans. They don't have flak guns, instead of it, they have fast firing AAA with more hits per burst than 3 (now is 3 times as I remember), and normal AAA are also there. Shivan doesn't use normal lasers on capital ships. They have strongest beams of all races so colour should be blue or violet also.
Conclusion: small crafts: lasers; Bombers: lasers and torpedoes
                 capital ships: weaker but faster AAA (has function like flak gun or vasudan laser), AAA normal and beams.


So, here should be made main difference in case of weapons between all species and it adds more depth in realism. Note one more thing, beam flickering is totally wrong, cause, if you direct beam in specific direction, every change in shape or size will affect on weapons strength. It is likely it wouldn't make any damage. So flickering is wrong. Take as an example again star trek. Even those disruptors on Romulan ships are almost without flickering. It is more scientifically plausible, If you fire i.e directed photons, every change in shape will send those photons on other area, so main area would not receive enough photons to be warmed enough and eventually to me melted/destroyed.
There is also one more thing (which can help to advance quality of the gameplay) about rockets. Well, in space it doesnt matter if a rocket has fins or not. So, all rockets should be without fins. This will cause less polys per model, and make gameplay look better.

My ideas are not changing FS in its core, but to make it more realistic and with more depth. Story is fine, but things which I mentioned earlier are huge thing if you want to bring reality. I don't know if I slipped something of my mind, but if you have interest and questions, I'll be glad to answer (as much as I can, considering my work and time) I am happy that I said my ideas to open world, cause, I work something totally different than programming, or texturing (You've probably noticed it when I mentioned my occupation). So I had to send these ideas to someone who maybe can make something of them.

All these ideas are only "ideas", since I have no exact programming knowledge or ability to achieve all of this. I just managed to change few things in tbls and textures, but real programming is totally strange thing. However, I noticed that this forum (like most of forums this kind) have small percentage of people who are actively involved in social sciences, so my countribution to this site can be in this spectrum (analysis of plausible social, evolutional etc, patterns). Since I have interest on astrophysics as my hobby, I can put these two sciences in new perspective.
So, hopefully you can find some use from all of this, and maybe make more realistic space simulation :)

p.s Few of my "amateur" examples I'll try to upload later. :)

 
Re: Few ideas about realism. Is it worth to do it?
This should is an exapmle of Shivan engine signature. I changed ani glows to blink. In fact, blinking speed should say a lot about speed of the fighter or bomber. If glow blinks faster that means that fighter capable to reache high speeds, if blinks slowly it means it is slow spacecraft.

My idea is have this as shivan engine signature instead of thrusters. So thrusters should be disabled from all shivan vessels (models).

I dont know who are original creators of these ani files, so whoever they are, all credits are going to them.

[attachment deleted by ninja]

 

Offline The E

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Re: Few ideas about realism. Is it worth to do it?
Nice post. I disagree with it almost completely, but hey. If you want to rewrite game canon in your mod, go ahead, noone's stopping you.

Note that you take "more variety" to equal "realism". This is not necessarily true.
All the FS species exist in the same universe. They all have to follow the same physical laws. That they should arrive at similar solutions regarding how to produce energy and thrust is expected.
If I'm just aching this can't go on
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There must be changes, miss to feel strong
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Re: Few ideas about realism. Is it worth to do it?
I agree, we have to follow same physical laws. But, that doesnt mean all races are on same technology level (that is my point). To assume that 3 races have same technology level despite differences in they nature, evolution etc, is unrealistic assumption. Take our Earth an example, all living creatures have same gravity, same air, but despite that, we still have such life diversity. Imagine same thing now on scale of universe where many planets have at least one thing different, lets say planetary gravity. I suppose that would affect a way how one race will evolve, eventualy which technology would be most significant for them.
"Variety" comes from evolutional, social etc., differences ;)

Well, I just wanted to bring those ideas to you all. A said already, "maybe these ideas are not reachable at all". :)

 

Offline MatthTheGeek

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Re: Few ideas about realism. Is it worth to do it?
Alriiiight. So before someone says it less diplomatically than I do and launch the thread on a trolling slope we all want to avoid, here are a couple of facts :

1) the Freespace universe isn't realistic. You about nailed that, but that's no news really.

2) most of us don't care. Why ? Because it's a game, and it doesn't have, or, dare I say, shouldn't be realistic. All it has to be is credible. We deal with reality everyday in our life, we don't want to deal with it in games too.

Now that it's settled, nothing prevents you to bring your own layer of credibility on top of the FS universe if you wish. Blue Planet did that, for example, giving perfectly reasonable, acceptable and credible explanations for many unexplained and seemingly illogical things in the Freespace universe. Did they break FS canon doing so ? No, they didn't.

Add to that what The E said about the whole "variety != realism" thing, and you'll see where I'm going. What you are doing right now is rewriting nearly from scratch the technological and cultural background of the Freespace universe and replacing it with your own. Why would yours be better than FS canon ?

This is why most campaigns try as much as possible to not break canon. When you contradict canon, you take the risk of having your players wonder "how is this any better than what we already had ?". Unless you're really sure of what you're doing, don't expect a unanimous appreciation of your own re-imagination of FS's background. The logical solution to the dilemma is : don't break FS canon. Deal with it, and build upon it.
« Last Edit: February 26, 2012, 06:45:31 am by MatthTheGeek »
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Re: Few ideas about realism. Is it worth to do it?
Quote
1) the Freespace universe isn't realistic. You about nailed that, but that's no news really.

2) most of us don't care. Why ? Because it's a game, and it doesn't have, or, dare I say, shouldn't be realistic. All it has to be is credible. We deal with reality everyday in our life, we don't want to deal with it in games too.

Agree. It is obviously I haven't explained enough the reason why I have these ideas. I simply followed one notion, and that is, I assumed that all modders are striving to reach more realism, so I followed that too. My ideas are going in that direction.

Quote
What you are doing right now is rewriting nearly from scratch the technological and cultural background of the Freespace universe and replacing it with your own. Why would yours be better than FS canon ?

Neither I try to rewrite original game nor to say "this is better than FS canon". I just talk about possible modding ideas for modders, who maybe want to make a mod with more realism. As I said, I thought I am following right path, since I thought you all are trying to bring more realism in this game which we call a "simulation". If I followed wrong path, it is ok, that is reason why I am giving my ideas to you to judge.

In same time, I kept in mind not to break a FS canon, but i.e if absence of the sound from outside of the universe means "breaking a canon", well I will trust your judgment. You are all bigger experts in field of gaming and essence of gaming, than I am, that is for sure (I am not sarcastic, I mean this really).

I never expected to be bombarded so hard with negative critics :) But, I appreciate it anyway.
One of your moderator advised me to write my ideas here, so I did it.

 

Offline General Battuta

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Re: Few ideas about realism. Is it worth to do it?
If you're passionate about it, go ahead and make it. It can't hurt anyone and nobody has any reason to tell you to stop, and it sounds like it could be fun.

 

Offline MatthTheGeek

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Re: Few ideas about realism. Is it worth to do it?
I am quite an anti-realism, pro-rule of cool in games myself, but that doesn't mean you can't do whatever you want in your mod which is, after all, YOUR mod. Some mods did very good stuff by breaking FS canon - I'm thinking of What If here, for example.

I'm pretty sure it is possible to come up with a great mod that would be based on your ideas, and that, even if many players around here do not exactly thrive for realism. Just keep in mind that breaking canon means a greater challenge for you, since it basically forces you to make up for it with something else for your mod to be worth it.



Oh and about the original post, you say similarity in technologies is not realistic ? I raise you retro-engineering and technology trade as an explanation, at least about Terrans and Vasudans.
People are stupid, therefore anything popular is at best suspicious.

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666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

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Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
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Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 
Re: Few ideas about realism. Is it worth to do it?
If you're passionate about it, go ahead and make it. It can't hurt anyone and nobody has any reason to tell you to stop, and it sounds like it could be fun.

It is not passion the problem, it is time. I already started to retexture many models a years ago, but as I writed in first post, I almost lost everything few days ago. So, I decided to share my ideas with you, because who knows if I ever get enough time to do this again. In same time, I am kind of person who thinks that "if I cannot do somthing by my own as planned, I'll share it with others so somebody other can find use of such idea".
Other problem is, I am not programmer. What I did in my first attempt are only some changes in effects, reskin, change in original tbls (made outer sound off, changed weapon abilities etc) and some changes on models (I deleted thrusters on shivan ships). But I don't have any clue how to make i.e firing bursts for some lasers, etc.
I know I will start from scratch sometimes, but I ll need years to do achieve something. :)

I am quite an anti-realism, pro-rule of cool in games myself, but that doesn't mean you can't do whatever you want in your mod which is, after all, YOUR mod. Some mods did very good stuff by breaking FS canon - I'm thinking of What If here, for example.

I'm pretty sure it is possible to come up with a great mod that would be based on your ideas, and that, even if many players around here do not exactly thrive for realism. Just keep in mind that breaking canon means a greater challenge for you, since it basically forces you to make up for it with something else for your mod to be worth it.



Oh and about the original post, you say similarity in technologies is not realistic ? I raise you retro-engineering and technology trade as an explanation, at least about Terrans and Vasudans.

That is difference between your and mine gaming philosophy :) No big deal, I understand

Yeah, about similarity of technologies. I meant on time before terran and vasudan met each other. But after that, they copied each other, and after GTVA they trade a lot of their technology too. So, I just divided those timelines in order to follow each of their own development. Anyway, you are right about trading, etc.

 

Offline Rodo

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Re: Few ideas about realism. Is it worth to do it?
I liked some of the ideas, specially those used for shivans but I think red colour on shivans is ok cause that means that as a species they have not perfected technologies over time.
Individuals do not try to improve technologies but apply them as efficiently as they can in order to finish their work. I choose this approach because it seems more plausible to me that shivans, as massive as they are, can only behave as a hive mind and nothing else.
el hombre vicio...

 

Offline Crybertrance

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Re: Few ideas about realism. Is it worth to do it?
Hmmm... While I don't completely agree with your OP, I would not say that I would necessarily reject it if it materializes. On the other hand, I thing some of the ideas (read: Shivan propulsion (hud distortion) were pretty cool and I would like to see that implemented in a mod at-least. I know it might contradict cannon, but I really liked the idea about the blinking shivan 'thrusters'. Maybe you could make the effect (if you can) which users can add to their installation of FS.
<21:08:30>   Hartzaden fires a slammer at Cybertrance
<21:09:13>   Crybertrance pops flares, but wonders how Hartzaden acquired aspect lock on a stealth fighter... :\
<21:11:58>   *** The_E joined #bp [email protected]
21:11:58   +++ ChanServ has given op to The_E
<21:12:58>   Hartzaden continues to paint crybertrance and feeding the info to a wing of gunships
<21:14:07>   Crybertrance sends emergency "IM GETING MY ASS KICKED HERE!!!!eleventy NEED HELPZZZZ" to 3rd fleet command
<21:14:50>   Hartzaden jamms the transmission.
<21:14:51>   The_E explodes the sun

 

Offline Droid803

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Re: Few ideas about realism. Is it worth to do it?
It's a fictional universe and thus everything is completely "realistic" within that universe. It just might not be for ours. And if all fictional universes must be "realistic" compared to ours, creativity is dead.

You didn't even make it any more realistic. You just made up three different types of effectively technoblabble so they're different. I'm impressed [/sarcasm]. Honestly, if you wanted to make it more "realistic" compared to our world, diversity is the last thing I'd be worrying about. I'd start worrying about the fact that there are energy shields, non-newtonian flight mechanics (TOP SPEEDS IN SPACE), etc... I donno, I don't feel that bringing realism into FreeSpace is something even worth considering, honestly. The more I think about it, the more utterly stupid it feels.

I always hated all those REALISM mods from whatever games. They are invariably terrible. That's the unfortunate truth. I have never seen an example which actually improved on the original, only made it worse, cause they usually muck up one aspect of gameplay or story or another in the name of some nebulous concept called "realism' which is in actuality completely worthless. After all, it is a work of fiction and its universe operates with its own set of rules...why do people see the need to go in and mess with those, just because they are different from what they're used to, or different from what is known to be true to our universe? To me, that shows ignorance and inability to accept the fact that things could be different. When you encounter a universe in work of fiction with a set of rules different to our own, your instinct should not be to go "THIS IS DIFFERENT, THUS WRONG. MUST FIX.", but rather to consider why they are different, and why they perhaps should be different. After all, there has to be some sort of choice between doing something differently as compared to following the established rules of the universe native to us, and trying to change things to be more "realistic" completely throws that aspect out of the window.

My $0.02
(´・ω・`)
=============================================================

 

Offline NGTM-1R

  • I reject your reality and substitute my own
  • 213
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Re: Few ideas about realism. Is it worth to do it?
The "realism" I built into Operation Savior went mostly unnoticed. This amused me a good bit.

To elaborate I included a bunch of sexp-based stuff about warships to make them seem more like warships and less like "the only hitpoint that counts is the last". Of the people who played the campaign and commented, only Mongoose appeared to notice.

This will probably end up like that. Very few people will notice or care.
"Load sabot. Target Zaku, direct front!"

A Feddie Story

  

Offline MatthTheGeek

  • Captain Obvious
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Re: Few ideas about realism. Is it worth to do it?
I did not play Operation Savior, but in term of "warships behave like warships", WiH's warships consistently retreating before getting wrecked was definitely noticed. These are the little bits of credibility that make the whole game make sense, without being realistic whatsoever.
People are stupid, therefore anything popular is at best suspicious.

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bigchunk1: ...

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MatthTheGeek: you mispelled grâce
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Offline Woolie Wool

  • 211
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Re: Few ideas about realism. Is it worth to do it?
I've tried making warships retreat before getting wrecked in a couple of missions but the damn things are so slow and ponderous that they can't even turn around before being destroyed unless you cheat with things like guardian.
16:46   Quanto   ****, a mosquito somehow managed to bite the side of my palm
16:46   Quanto   it itches like hell
16:46   Woolie   !8ball does Quanto have malaria
16:46   BotenAnna   Woolie: The outlook is good.
16:47   Quanto   D:

"did they use anesthetic when they removed your sense of humor or did you have to weep and struggle like a tiny baby"
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Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
Re: Few ideas about realism. Is it worth to do it?
Use armor types to make them more resistant while they're retreating, + guardianing if you really need em to survive. That should be less obvious than simple guardianing. I know I did that in Post Meridian Coop on the two Karunas.
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 

Offline Spoon

  • 212
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Re: Few ideas about realism. Is it worth to do it?
What Droid803 said.
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Mongoose

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Re: Few ideas about realism. Is it worth to do it?
The "realism" I built into Operation Savior went mostly unnoticed. This amused me a good bit.

To elaborate I included a bunch of sexp-based stuff about warships to make them seem more like warships and less like "the only hitpoint that counts is the last". Of the people who played the campaign and commented, only Mongoose appeared to notice.

This will probably end up like that. Very few people will notice or care.
...I'm rather ashamed to admit that I can't even remember the specifics of your campaign, much less picking up on a detail like that.  Now I need to go do some past research to make myself feel less guilty. :nervous:

 

Offline NGTM-1R

  • I reject your reality and substitute my own
  • 213
  • Syndral Active. 0410.
Re: Few ideas about realism. Is it worth to do it?
I did not play Operation Savior, but in term of "warships behave like warships", WiH's warships consistently retreating before getting wrecked was definitely noticed.

And WiH was the next campaign to actually make an effort towards that. And even WiH didn't go quite as far, I think; I don't recall anyone in War in Heaven having otherwise intact guns or engines shut off via sexp mid-combat to simulate catastrophic damage, or have a corvette that's trying to bring guns to bear abruptly be constricted to straight-line flight with its maneuvering thrusters shot away. (If they did, I suppose that just further demonstrates the point that nobody noticed.)
« Last Edit: February 26, 2012, 10:23:44 pm by NGTM-1R »
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline SypheDMar

  • 210
  • Student, Volunteer, Savior
Re: Few ideas about realism. Is it worth to do it?
I'm ashamed to say that I've never played (nor heard of) the campaign, but the more I hear of it, the more I want to play it.

As far as not noticing goes, if realism is added and not noticed, then I'd consider it a success because the players feel that it makes enough sense not to care about why something stop functioning. War in Heaven did a great job, I believe.