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Re: MORE ideas
quote:
Originally posted by JudgeMental
My first post hereI actually had a few ideas myself. Some of them may already have been said, but that doesn't matter
Of course, I have no idea how feasible any of these ideas are, but here it goes...
- I like the idea of aspect locking beams. It would make it much easier.
- While we're on the subject of beams... Why not beams that track the target? We have the slash beams, so why not beams (perhaps an anti-fighter beam) that tracks and follows the target, instead of just three stationary beams. A balancing mechanism could be reduced damage. Another could be a slight "lag" or overshoot, much like what the aspect diamond does.
quote:
- Another beam thing, two actually. Damage decals or textures to indicate where a beam has hit on a cap ship. On the same line, ever notice that once a ship hits 0% hull, the beam goes right through it? Maybe, somehow, the model could be deformed so a hole appears then.
quote:
- People have been talking about having intrasystem jump, and someone else said that it would be complicated to design missions for. What about designing two missions, for two areas, combined by a file much like a campaign file, that dictates how the two interact? And I like the idea of a destination list. It's hard to decide how one place will act while you're at another... That might be the tricky part.
quote:
- For longer travel, what about a "flash" drive? It would be similar to an afterburner, and even use afterburner energy. But, instead of a long sustained burst of speed, you would travel a few clicks in a second or so (perhaps this could be defined on a ship-to-ship basis in the TBL file). While "flashing," you would be unable to maneuver or fire weapons. Perhaps it could be activated by double-tapping the afterburn button. A collision detection system could be used to prevent you from smashing into a ship at 1000+ MPS speedsThe AI would need to be fiddled with though... And regular afterburners would obviously still be there.
quote:
- A REAL cloak. I'm not totally sure how this could be implemented, but it would be nice if a ship could become completely invisible. Maybe a fourth allocation, with more power to the cloak resulting in greater invisibility (no power allocated by default, resulting in the cloak as 'off'). Or it could be fixed to a certain measure, activated with a button. Maybe even both, with each ship having a maximum cloak capability as defined in a TBL file. Once again, AI editing would be neccessary... *edit* To balance, shields and weapons could be inoperative while cloaked. *edit*
- Perhaps to balance all of the above, a third "weapons" slot could become available. This slot could house any extra equipment (such as the cloak or a flash drive) that isn't weaponry. This way, you would have to choose between what you want to use. If several other equipment ideas hit us, maybe two slots could be used, once again depending on the TBL files.
quote:
- An in-game cutscene ability would be AWESOME!
quote:
- People have been complaining about having multiple TBL files, one for each mod, but only being able to choose one of them. I was thinking of a "mod selection" on the startup screen that would allow you to choose a mod from all you have installed. The mods could be installed in the same fashion as the normal data files (e.g. having a table folder, etc), but instead of the directory being named "data", it could be labeled the name of the mod.
quote:
- The TBL file limit HAS TO GO!
quote:
- Additionally, it would be cool if the modifications made in a mission (for example, if you mess with the turret configuration of a Hades, as I like to do) could be saved in a special TBL file or something, so you can use it in another mission, without having to go through it and check everything off or anything.
__________________
Ace
There are old pilots, and there are bold pilots; but no old bold pilots.
-Chuck Yeager
Heh, I don’t like most my ideas myself. I think you’re right about the flash drive. I still like the idea, even if it just doesn’t fit. You’re also probably right about the cloak. However, there probably is a way to make cloaking of a cap ship feasible. If interstellar jump drives used to be confined only to cap ships (at least in the FS storyline), maybe the same could apply to an effective cloak. I don’t know why I’m fighting for the idea though, maybe I just want to see a cool ripple effect:-P
Cutscenes may be able to be done with HUD edits, but it’s rather limiting. Even being able to design a mission as a cutscene would be nice. The Machina Terra campaign (if it’s the one I’m thinking of) could be dramatically improved by a cutscene ability. Remember those few missions where you just watch the action occur, then you call in a repair ship and warp out? I think that the story telling could be much more dramatic with an effective cutscene system.
With in-game jumps though, it would be a tricky story. Can you not return to an area you’ve left (as what would most likely happen with Red Alert missions), or would you be able to return to one staging area, even if you’ve already been there. And if the second case holds true, how on earth do you determine what has happened while you’re gone from one area??? It’s enough to give me a headache… It would probably be best to stick with the RA missions.
While I was thinking of this, one more thing popped into my head. In some missions, you’re on your own with a battle group. Occassionally, a cap ship gets damaged, but the speed at which it gets repaired seems to be miraculous, considering that you’re always on the move, and multiple missions happen within a short period of time. At least, that should be the case in swift battlegroup operations that exist without much support. Eh, I’m rambling, I’ll get to the point of my idea.
Red Alert campaigns carry over ships status from the previous mission. Why not have the campaign files retain ship status of several of the main ships? For example, if in one mission, the GTD Peace, an Orion destroyer, is damaged in an attack. Two missions later, the Peace hasn’t had an opportunity to repair the hull, so while the weapons and subsystems are repaired, the hull isn’t. So, upon arrival, the Peace shows the hull damage acquired two missions earlier.
This feature could be used in many ways. For example, let’s say in a mission, a secondary objective is to destroy a corvette, but instead it gets away. The campaign file logs this, along with the status that it left in. Now, think of a supply escort, a few missions later. The mission designer has added a SEXPT and a ship location (or however you want to describe it) that causes the mission to look in the campaign file. Since you didn’t destroy the corvette earlier, it will take place in this mission. However, the designer has indicated in the same SEXPT that I referred to earlier, that the corvette will be fully repaired, instead of partly damaged from the earlier mission.
That was just an example, and a confusing one at that:-P This feature could include many things. If debriefing frames are added and removed, based on mission performance, perhaps command briefings and mission briefings could reflect the outcome of previous missions, and not just the one before. Cap ships may be able to make surprise appearances, if you had managed to save it in an earlier mission.
All in all, I think it could be an extremely powerful tool (if I have managed to make my idea clear enough…). Unfortunately, it may make it difficult to keep the missions from spiraling out of control later on, though responsible use should lower this risk. Eh, done rambling now.
quote:
It's called notepad, copy over the ship's raw entries in the mission files.
__________________
Brains not included
Heh, I dont like most my ideas myself. I think youre right about the flash drive. I still like the idea, even if it just doesnt fit. Youre also probably right about the cloak. However, there probably is a way to make cloaking of a cap ship feasible. If interstellar jump drives used to be confined only to cap ships (at least in the FS storyline), maybe the same could apply to an effective cloak. I dont know why Im fighting for the idea though, maybe I just want to see a cool ripple effect:-P
Cutscenes may be able to be done with HUD edits, but its rather limiting. Even being able to design a mission as a cutscene would be nice. The Machina Terra campaign (if its the one Im thinking of) could be dramatically improved by a cutscene ability. Remember those few missions where you just watch the action occur, then you call in a repair ship and warp out? I think that the story telling could be much more dramatic with an effective cutscene system.
With in-game jumps though, it would be a tricky story. Can you not return to an area youve left (as what would most likely happen with Red Alert missions), or would you be able to return to one staging area, even if youve already been there. And if the second case holds true, how on earth do you determine what has happened while youre gone from one area??? Its enough to give me a headache
It would probably be best to stick with the RA missions.
While I was thinking of this, one more thing popped into my head. In some missions, youre on your own with a battle group. Occassionally, a cap ship gets damaged, but the speed at which it gets repaired seems to be miraculous, considering that youre always on the move, and multiple missions happen within a short period of time. At least, that should be the case in swift battlegroup operations that exist without much support. Eh, Im rambling, Ill get to the point of my idea.
Red Alert campaigns carry over ships status from the previous mission. Why not have the campaign files retain ship status of several of the main ships? For example, if in one mission, the GTD Peace, an Orion destroyer, is damaged in an attack. Two missions later, the Peace hasnt had an opportunity to repair the hull, so while the weapons and subsystems are repaired, the hull isnt. So, upon arrival, the Peace shows the hull damage acquired two missions earlier.
This feature could be used in many ways. For example, lets say in a mission, a secondary objective is to destroy a corvette, but instead it gets away. The campaign file logs this, along with the status that it left in. Now, think of a supply escort, a few missions later. The mission designer has added a SEXPT and a ship location (or however you want to describe it) that causes the mission to look in the campaign file. Since you didnt destroy the corvette earlier, it will take place in this mission. However, the designer has indicated in the same SEXPT that I referred to earlier, that the corvette will be fully repaired, instead of partly damaged from the earlier mission.
That was just an example, and a confusing one at that:-P This feature could include many things. If debriefing frames are added and removed, based on mission performance, perhaps command briefings and mission briefings could reflect the outcome of previous missions, and not just the one before. Cap ships may be able to make surprise appearances, if you had managed to save it in an earlier mission.
All in all, I think it could be an extremely powerful tool (if I have managed to make my idea clear enough
). Unfortunately, it may make it difficult to keep the missions from spiraling out of control later on, though responsible use should lower this risk. Eh, done rambling now.
quote:
It's called notepad, copy over the ship's raw entries in the mission files.
__________________
Brains not included
quote:
Originally posted by JudgeMental
I think allowing ships to re-enter the area even after they've left could be a good idea. At least, I can think of several ways it could be useful.
__________________
Do Vasudans have teeth?
-Petrarch
[url=http://www.3dap.com/hlp/hosted/fsport/]Revisit the Great War at the Freespace Port![/url]
quote:
Originally posted by JudgeMental
I think allowing ships to re-enter the area even after they've left could be a good idea. At least, I can think of several ways it could be useful.
__________________
Palpy uber alles!
-Woolie Wool
Galemp, you should be shoved into the intake of a Boeing 777.
-Mikhael, upon seeing my [url=http://dynamic4.gamespy.com/~freespace/forums/showthread.php?s=&threadid=19105]FS uglies[/url]
[url=http://www.3dap.com/hlp/hosted/fsport/]Revisit the Great War at the Freespace Port![/url]
quote:
Originally posted by GalacticEmperor
Well, aside from the fact that a ship would have to get to its destination, turn around, re-energize its jump drives, and travel back to your position...
[/font]
__________________
Brains not included
quote:
Originally posted by GalacticEmperor
Well, aside from the fact that a ship would have to get to its destination, turn around, re-energize its jump drives, and travel back to your position...
[/font]
__________________
Brains not included
Bah. Ideas are what keep this community alive- not models or missions, but ideas. Without ideas, modding would have nowhere to go.
Here's an idea for the damage thing: have several sexp's set off for when the target's hull drops below certain levels (90%, 80%, 70% etc.) and use the sabotage-subsystem sexp to set the hull strength when it comes in. You can round down or up.
__________________
Do Vasudans have teeth?
-Petrarch
[url=http://www.3dap.com/hlp/hosted/fsport/]Revisit the Great War at the Freespace Port![/url]
Bah. Ideas are what keep this community alive- not models or missions, but ideas. Without ideas, modding would have nowhere to go.
Here's an idea for the damage thing: have several sexp's set off for when the target's hull drops below certain levels (90%, 80%, 70% etc.) and use the sabotage-subsystem sexp to set the hull strength when it comes in. You can round down or up.
__________________
Palpy uber alles!
-Woolie Wool
Galemp, you should be shoved into the intake of a Boeing 777.
-Mikhael, upon seeing my [url=http://dynamic4.gamespy.com/~freespace/forums/showthread.php?s=&threadid=19105]FS uglies[/url]
[url=http://www.3dap.com/hlp/hosted/fsport/]Revisit the Great War at the Freespace Port![/url]
Yeah, that would do it. I really should fiddle with the SEXPT's a little more... Even so...
[soap box]
My way is easier to implement
[/soap box]
I'm done now
__________________
Brains not included
Yeah, that would do it. I really should fiddle with the SEXPT's a little more... Even so...
[soap box]
My way is easier to implement
[/soap box]
I'm done now
__________________
Brains not included
quote:
Originally posted by GalacticEmperor
Bah. Ideas are what keep this community alive- not models or missions, but ideas. Without ideas, modding would have nowhere to go.
Here's an idea for the damage thing: have several sexp's set off for when the target's hull drops below certain levels (90%, 80%, 70% etc.) and use the sabotage-subsystem sexp to set the hull strength when it comes in. You can round down or up.

__________________
Questions about FS3? Questions about Fred? Questions about missions? Questions about adding new ships to your games?
[URL=http://homepage.ntlworld.com/karajorma/freespace/intro.html]Karajorma's Freespace FAQ [/URL] (now with added GE goodness)
Supreme Overlord of The Mercury Affair Campaign.
FREDder, Modder, Story design and general busybody for [URL=http://www.3dap.com/hlp/hosted/mindgames/Background.html] Mind Games[/URL]
quote:
Originally posted by GalacticEmperor
Bah. Ideas are what keep this community alive- not models or missions, but ideas. Without ideas, modding would have nowhere to go.
Here's an idea for the damage thing: have several sexp's set off for when the target's hull drops below certain levels (90%, 80%, 70% etc.) and use the sabotage-subsystem sexp to set the hull strength when it comes in. You can round down or up.

__________________
Questions about FS3? Questions about Fred? Questions about missions? Questions about adding new ships to your games?
[URL=http://homepage.ntlworld.com/karajorma/freespace/intro.html]Karajorma's Freespace FAQ [/URL] (now with added GE goodness)
Supreme Overlord of The Mercury Affair Campaign.
FREDder, Modder, Story design and general busybody for [URL=http://www.3dap.com/hlp/hosted/mindgames/Background.html] Mind Games[/URL]
I think we need to 380 kb limit on ship tbl to be lifted. And there has been much talk about being able to choose your mod. Why not have freespace look into more than one ships file, and compile it's ship database from all of the files, minus duplications of course.
__________________
Extraordinary people do extraordinary things, normal people stay home and do nothing.
[URL=http://freespace.virgin.net/combat.federation/index.htm]Combat Federation[/URL] Control....is just an illusion
Caualties of War
I think we need to 380 kb limit on ship tbl to be lifted. And there has been much talk about being able to choose your mod. Why not have freespace look into more than one ships file, and compile it's ship database from all of the files, minus duplications of course.
__________________
Extraordinary people do extraordinary things, normal people stay home and do nothing.
[URL=http://freespace.virgin.net/combat.federation/index.htm]Combat Federation[/URL] Control....is just an illusion
Caualties of War
quote:
Originally posted by ShadowWolf_IH
I think we need to 380 kb limit on ship tbl to be lifted. And there has been much talk about being able to choose your mod. Why not have freespace look into more than one ships file, and compile it's ship database from all of the files, minus duplications of course.
[URL=http://www.volitionwatch.com/vwbb/showthread.php?s=&threadid=6132]Look Here[/URL] 
__________________
Questions about FS3? Questions about Fred? Questions about missions? Questions about adding new ships to your games?
[URL=http://homepage.ntlworld.com/karajorma/freespace/intro.html]Karajorma's Freespace FAQ [/URL] (now with added GE goodness)
Supreme Overlord of The Mercury Affair Campaign.
FREDder, Modder, Story design and general busybody for [URL=http://www.3dap.com/hlp/hosted/mindgames/Background.html] Mind Games[/URL]
quote:
Originally posted by ShadowWolf_IH
I think we need to 380 kb limit on ship tbl to be lifted. And there has been much talk about being able to choose your mod. Why not have freespace look into more than one ships file, and compile it's ship database from all of the files, minus duplications of course.
[URL=http://www.volitionwatch.com/vwbb/showthread.php?s=&threadid=6132]Look Here[/URL] 
__________________
Questions about FS3? Questions about Fred? Questions about missions? Questions about adding new ships to your games?
[URL=http://homepage.ntlworld.com/karajorma/freespace/intro.html]Karajorma's Freespace FAQ [/URL] (now with added GE goodness)
Supreme Overlord of The Mercury Affair Campaign.
FREDder, Modder, Story design and general busybody for [URL=http://www.3dap.com/hlp/hosted/mindgames/Background.html] Mind Games[/URL]
Thanks for the info on the table.
As far as different versions of the same ship, i guess someone should have put distinguishing marks on em right? My idea would be to have it set up to use whichever file containing the dupe was older. ie, in the case of dupe names, use the older file. This sets the stock tbl file as the standard, if you want to redo those ships go for it, just give em a new name or they won't be recognized. It's not hard to copy and paste then change the name, even with an X, MKII, Var A, or whatever to distinguish it form the original.
something like that is what i was thinking.
__________________
Extraordinary people do extraordinary things, normal people stay home and do nothing.
[URL=http://freespace.virgin.net/combat.federation/index.htm]Combat Federation[/URL] Control....is just an illusion
Caualties of War
Thanks for the info on the table.
As far as different versions of the same ship, i guess someone should have put distinguishing marks on em right? My idea would be to have it set up to use whichever file containing the dupe was older. ie, in the case of dupe names, use the older file. This sets the stock tbl file as the standard, if you want to redo those ships go for it, just give em a new name or they won't be recognized. It's not hard to copy and paste then change the name, even with an X, MKII, Var A, or whatever to distinguish it form the original.
something like that is what i was thinking.
__________________
Extraordinary people do extraordinary things, normal people stay home and do nothing.
[URL=http://freespace.virgin.net/combat.federation/index.htm]Combat Federation[/URL] Control....is just an illusion
Caualties of War
quote:
Originally posted by ShadowWolf_IH
Thanks for the info on the table.
As far as different versions of the same ship, i guess someone should have put distinguishing marks on em right? My idea would be to have it set up to use whichever file containing the dupe was older. ie, in the case of dupe names, use the older file. This sets the stock tbl file as the standard, if you want to redo those ships go for it, just give em a new name or they won't be recognized. It's not hard to copy and paste then change the name, even with an X, MKII, Var A, or whatever to distinguish it form the original.
something like that is what i was thinking.
__________________
Questions about FS3? Questions about Fred? Questions about missions? Questions about adding new ships to your games?
[URL=http://homepage.ntlworld.com/karajorma/freespace/intro.html]Karajorma's Freespace FAQ [/URL] (now with added GE goodness)
Supreme Overlord of The Mercury Affair Campaign.
FREDder, Modder, Story design and general busybody for [URL=http://www.3dap.com/hlp/hosted/mindgames/Background.html] Mind Games[/URL]
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