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Posted by ShadowBoy on 02-06-2003 02:26 AM:

More random questions

Just a few things that occured to me...

1.) Are you planning on implementing any geo-mod type features in later releases? It'd be absolutely awesome if we could blow chunks off of ships, slice them in half, carve our initials into their hulls.... whatever amuses people.

2.) Is the game going to be balanced in favor of fighters, like most spaceflight games, or are they going to be used more like they were in the series, to pick off turrets, and stop others from doing the same to your capship?

3.) Are there plans to implement missions inside an atmosphere, such as close-air support, bombing, or what have you? Is this even possible using the FS2 engine?

__________________
Blessed be the Lord, my Rock, who trains my hands for war, my fingers for battle. -Psalm 144:1

May He be with our troops, as they defend others' right to freedom.


Posted by ShadowBoy on 02-06-2003 02:26 AM:

More random questions

Just a few things that occured to me...

1.) Are you planning on implementing any geo-mod type features in later releases? It'd be absolutely awesome if we could blow chunks off of ships, slice them in half, carve our initials into their hulls.... whatever amuses people.

2.) Is the game going to be balanced in favor of fighters, like most spaceflight games, or are they going to be used more like they were in the series, to pick off turrets, and stop others from doing the same to your capship?

3.) Are there plans to implement missions inside an atmosphere, such as close-air support, bombing, or what have you? Is this even possible using the FS2 engine?

__________________
Blessed be the Lord, my Rock, who trains my hands for war, my fingers for battle. -Psalm 144:1

May He be with our troops, as they defend others' right to freedom.


Posted by Slasher on 02-06-2003 02:33 AM:

In regards to #2, that's more of a mission design thing that a universal balancing issue. But you generally won't be asked to scrap a Sharlin and take on twenty fighters all by yourself, if that's what you're wondering.

There will hopefully be a healthy variety of missions in R2.


Posted by Slasher on 02-06-2003 02:33 AM:

In regards to #2, that's more of a mission design thing that a universal balancing issue. But you generally won't be asked to scrap a Sharlin and take on twenty fighters all by yourself, if that's what you're wondering.

There will hopefully be a healthy variety of missions in R2.


Posted by IceFire on 02-06-2003 02:41 AM:

Re: More random questions

quote:
Originally posted by ShadowBoy
Just a few things that occured to me...

1.) Are you planning on implementing any geo-mod type features in later releases? It'd be absolutely awesome if we could blow chunks off of ships, slice them in half, carve our initials into their hulls.... whatever amuses people.

2.) Is the game going to be balanced in favor of fighters, like most spaceflight games, or are they going to be used more like they were in the series, to pick off turrets, and stop others from doing the same to your capship?

3.) Are there plans to implement missions inside an atmosphere, such as close-air support, bombing, or what have you? Is this even possible using the FS2 engine?



1) Pretty much impossible. FreeSpace 2's engine was not written to be anywhere near friendly to real time geometry deformations. RedFaction did it because the engine was designed from the ground up...there are still very few games on the market to support it. Even the big name's aren't really into it yet...if that gives you an idea of the level of technological prowress and design implementation required to achieve such an effect.

2) Balanced more to fighters than in the show but still heavily in favour of capital ships compaired to most games. You can survive a capital ship and in a squadron or two you may be able to disable or disarm...unlikely to destroy. Individually, you will have almost no power to totally destroy a cruiser. Upto the mission designer mind you...anything is possible.

3) Not really available practically for the FreeSpace 2 engine. IT was not designed to do that kind of thing. Air combat games are from my understanding designed in a specific way, as are FPS, and other types of games. Its once again not something easily doable, and definately not to the level that we would want it. No, TBP will focus on the space combat portion...by far the most important element.

__________________
- IceFire
Volition Watch Project Manager
[url=http://www.volitionwatch.com]Volition Watch[/url], [url=http://freespace.volitionwatch.com/blackwater]BlackWater Operations[/url], [url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url], [url=http://terra.sourceforge.net]Machina Terra[/url], [url=http://www.3dap.com/hlp/hosted/ott/]Over The Top[/url]


Posted by BabProj Team on 02-06-2003 02:41 AM:

Re: More random questions

quote:
Originally posted by ShadowBoy
Just a few things that occured to me...

1.) Are you planning on implementing any geo-mod type features in later releases? It'd be absolutely awesome if we could blow chunks off of ships, slice them in half, carve our initials into their hulls.... whatever amuses people.

2.) Is the game going to be balanced in favor of fighters, like most spaceflight games, or are they going to be used more like they were in the series, to pick off turrets, and stop others from doing the same to your capship?

3.) Are there plans to implement missions inside an atmosphere, such as close-air support, bombing, or what have you? Is this even possible using the FS2 engine?



1) Pretty much impossible. FreeSpace 2's engine was not written to be anywhere near friendly to real time geometry deformations. RedFaction did it because the engine was designed from the ground up...there are still very few games on the market to support it. Even the big name's aren't really into it yet...if that gives you an idea of the level of technological prowress and design implementation required to achieve such an effect.

2) Balanced more to fighters than in the show but still heavily in favour of capital ships compaired to most games. You can survive a capital ship and in a squadron or two you may be able to disable or disarm...unlikely to destroy. Individually, you will have almost no power to totally destroy a cruiser. Upto the mission designer mind you...anything is possible.

3) Not really available practically for the FreeSpace 2 engine. IT was not designed to do that kind of thing. Air combat games are from my understanding designed in a specific way, as are FPS, and other types of games. Its once again not something easily doable, and definately not to the level that we would want it. No, TBP will focus on the space combat portion...by far the most important element.

__________________
- The Babylon Project Team


Posted by IPAndrews on 02-06-2003 11:57 AM:

Geo-modding in Freespace 2. Now that's comedy.

__________________
bsc Ian Andrews

"I have a lot of projects in the fire." - my mate Jules


Posted by IPAndrews on 02-06-2003 11:57 AM:

Geo-modding in Freespace 2. Now that's comedy.

__________________
bsc Ian Andrews

"I have a lot of projects in the fire." - my mate Jules


Posted by Jokoto on 02-06-2003 12:34 PM:

quote:
Originally posted by IPAndrews
Geo-modding in Freespace 2. Now that's comedy.

Then again, there are the planet killers... (in the B5 universe anyway, even if not implemented in the game...


Posted by Jokoto on 02-06-2003 12:34 PM:

quote:
Originally posted by IPAndrews
Geo-modding in Freespace 2. Now that's comedy.

Then again, there are the planet killers... (in the B5 universe anyway, even if not implemented in the game...


Posted by CptWhite on 02-06-2003 12:48 PM:

you can blow various bits of the god sat up though, just like you can destroy turrets you can take out the radar, solar panels etc ....

Also im sure the source code guys can modify the nebula into a simulated atmosphere. i've i've not completely given up hope of implementing a surface type model into the game (however it will be very generic, but could include hills and canyons etc) thing is the AI behaviour might be dodgy. This is a pssibility but not something we're concerning ourselves with currently.

__________________
[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)

[url=http://www.b5mods.com]Great Wars - Homeworld[/url]


Posted by CptWhite on 02-06-2003 12:48 PM:

you can blow various bits of the god sat up though, just like you can destroy turrets you can take out the radar, solar panels etc ....

Also im sure the source code guys can modify the nebula into a simulated atmosphere. i've i've not completely given up hope of implementing a surface type model into the game (however it will be very generic, but could include hills and canyons etc) thing is the AI behaviour might be dodgy. This is a pssibility but not something we're concerning ourselves with currently.

__________________
[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)

[url=http://www.b5mods.com]Great Wars - Homeworld[/url]


Posted by Mr. Fury on 02-06-2003 12:50 PM:

quote:
Originally posted by CptWhite
you can blow various bits of the god sat up though,

Wasn't destroyable geo removed because of unstability?

__________________
[URL=http://freespace.volitionwatch.com/babylon/]The Babylon Project homepage[/URL] <> [URL=http://freespace.volitionwatch.com/babylon/faq.php]The Babylon Project FAQ[/URL] <> [URL=http://freespace.volitionwatch.com/fsscp/]Please support FreeSpace Source Code Project[/URL]


Posted by Mr. Fury on 02-06-2003 12:50 PM:

quote:
Originally posted by CptWhite
you can blow various bits of the god sat up though,

Wasn't destroyable geo removed because of unstability?

__________________
[URL=http://freespace.volitionwatch.com/babylon/]The Babylon Project homepage[/URL] <> [URL=http://freespace.volitionwatch.com/babylon/faq.php]The Babylon Project FAQ[/URL] <> [URL=http://freespace.volitionwatch.com/fsscp/]Please support FreeSpace Source Code Project[/URL]


Posted by IPAndrews on 02-06-2003 01:22 PM:

quote:
Originally posted by Mr. Fury

Wasn't destroyable geo removed because of unstability?



Just the live debris hopefully, as that was the only problem (I got carried away and put too much in)

__________________
bsc Ian Andrews

"I have a lot of projects in the fire." - my mate Jules


Posted by IPAndrews on 02-06-2003 01:22 PM:

quote:
Originally posted by Mr. Fury

Wasn't destroyable geo removed because of unstability?



Just the live debris hopefully, as that was the only problem (I got carried away and put too much in)

__________________
bsc Ian Andrews

"I have a lot of projects in the fire." - my mate Jules


Posted by BabProj Team on 02-06-2003 09:49 PM:

I think you can only have 3 pieces of live debris or something limited like that. Its pretty good tho...and I think it could perhaps be expanded in the source effort...not real geo-mod but at least some destroyable stuff.

__________________
- The Babylon Project Team


Posted by IceFire on 02-06-2003 09:49 PM:

I think you can only have 3 pieces of live debris or something limited like that. Its pretty good tho...and I think it could perhaps be expanded in the source effort...not real geo-mod but at least some destroyable stuff.

__________________
- IceFire
Volition Watch Project Manager
[url=http://www.volitionwatch.com]Volition Watch[/url], [url=http://freespace.volitionwatch.com/blackwater]BlackWater Operations[/url], [url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url], [url=http://terra.sourceforge.net]Machina Terra[/url], [url=http://www.3dap.com/hlp/hosted/ott/]Over The Top[/url]


Posted by ShadowBoy on 02-08-2003 06:00 AM:

If not actual moddable geometry, then perhaps damage models? As an example: The game Star Trek: Klingon Agademy had models qwith specific areas that could be damaged to indicate a hull breach, or even entire sections of the ship being blown off.

It was all part of the original model, and was not true real-time geomodding. It still looked impressive to hit a ship with a hoton torpedo, and have a hole punched all the way through the saucer section.

Could something along those lines be implemented?

And do not take my suggestions as my being ungrateful. I am quite impressed with the work you guys have been done, and patiently await release 2. Well, maybe not patiently.....

__________________
Blessed be the Lord, my Rock, who trains my hands for war, my fingers for battle. -Psalm 144:1

May He be with our troops, as they defend others' right to freedom.


Posted by ShadowBoy on 02-08-2003 06:00 AM:

If not actual moddable geometry, then perhaps damage models? As an example: The game Star Trek: Klingon Agademy had models qwith specific areas that could be damaged to indicate a hull breach, or even entire sections of the ship being blown off.

It was all part of the original model, and was not true real-time geomodding. It still looked impressive to hit a ship with a hoton torpedo, and have a hole punched all the way through the saucer section.

Could something along those lines be implemented?

And do not take my suggestions as my being ungrateful. I am quite impressed with the work you guys have been done, and patiently await release 2. Well, maybe not patiently.....

__________________
Blessed be the Lord, my Rock, who trains my hands for war, my fingers for battle. -Psalm 144:1

May He be with our troops, as they defend others' right to freedom.


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