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Posted by aldo_14 on 05-17-2002 08:51 PM:

Plot, i guess.... once you can actually make new ships, they don't seem that special anymore (unless they are absolutely top-grade).

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Posted by hayabusa on 05-18-2002 09:32 AM:

I like new ships, especially brand newmodels , not only reskinned.
But without good plot there`s no good campaign. And it is good to see new ships IN a campaign, not created by you.

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Posted by hayabusa on 05-18-2002 09:32 AM:

I like new ships, especially brand newmodels , not only reskinned.
But without good plot there`s no good campaign. And it is good to see new ships IN a campaign, not created by you.

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Posted by Barrage on 05-18-2002 10:58 AM:

I think you forgot one...

Originality

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Posted by Barrage on 05-18-2002 10:58 AM:

I think you forgot one...

Originality

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Posted by NukebombOverkill on 05-21-2002 02:53 AM:

i picked missions, because that is what brings everything together. take nehahra for quake, you had to sit through 4 hours of machinima before you even got to the part that you could play (for the record the nehahra quake mod is one of my favorate for that game). and new ships are useless unless you have missions that were designed specificly for them, a few tweaks to the templar campaign are not enough to display the true potential of any of my ships (by the way, i threw together a new shivan fighter, pics at [URL=www.angelfire.com/ak3/nukewar]nukewar[/URL] ). sound and music is good too but they are to enhance the missions. if you better convey information for the missions they will be alot better. but the missions must first exist.

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Posted by hayabusa on 05-21-2002 03:10 PM:

Priginality is also important, you`re right.
but with really good plot there`s no need to be orginal at any price - how many brad new ideas can you have? And there are some which work good, so all you have to do is to improve them.

When the campaign is not interesting, there`s almoust nothing that can help.

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Posted by hayabusa on 05-21-2002 03:10 PM:

Priginality is also important, you`re right.
but with really good plot there`s no need to be orginal at any price - how many brad new ideas can you have? And there are some which work good, so all you have to do is to improve them.

When the campaign is not interesting, there`s almoust nothing that can help.

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Posted by Bri_Dog on 05-21-2002 06:04 PM:

New everything.
Missions, ships, weapons, sounds, music.

Though not all of that can be done easily.


Posted by Bri_Dog on 05-21-2002 06:04 PM:

New everything.
Missions, ships, weapons, sounds, music.

Though not all of that can be done easily.


Posted by Mr. Fury on 05-21-2002 07:04 PM:

BS, your gaming experience hovers around music and sounds?
Oh well...

I say they all are important, but quality is more important than quantity.

I like to see a good plot and storyline, which gives me a reason to play it and see what comes next. Also new stuff like ships and weapons are of course a plus, but only when they are finely balanced and fits well to the campaign.

If this campaign is for original FS2, then original music is more than enough, but if this campaign is a total conversion, then new music is a must. Same goes with sound effects.

And missions then, of course one needs nice number of mission to play. But quality is needed here, you just can't toss a mission together by putting a ship here and there and adding a goal to do something. Also "Battle of Endor syndrome" should be avoided at all costs, unless the mission is some sort of "Endgame" thingy. But you can still build a very active and action packed mission by using few ships, point is in creating atmosphere and illusion.

What I voted then? Nothing, there was no suitable answer.

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Posted by Mr. Fury on 05-21-2002 07:04 PM:

BS, your gaming experience hovers around music and sounds?
Oh well...

I say they all are important, but quality is more important than quantity.

I like to see a good plot and storyline, which gives me a reason to play it and see what comes next. Also new stuff like ships and weapons are of course a plus, but only when they are finely balanced and fits well to the campaign.

If this campaign is for original FS2, then original music is more than enough, but if this campaign is a total conversion, then new music is a must. Same goes with sound effects.

And missions then, of course one needs nice number of mission to play. But quality is needed here, you just can't toss a mission together by putting a ship here and there and adding a goal to do something. Also "Battle of Endor syndrome" should be avoided at all costs, unless the mission is some sort of "Endgame" thingy. But you can still build a very active and action packed mission by using few ships, point is in creating atmosphere and illusion.

What I voted then? Nothing, there was no suitable answer.

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Posted by Black Sheep 2000 on 05-21-2002 09:06 PM:

quote:
Originally posted by Mr. Fury
BS, your gaming experience hovers around music and sounds?



Of couse not, you Fury...but I always like to compare my work and see how to improve


quote:
Originally posted by Mr. Fury
What I voted then? Nothing, there was no suitable answer.


See...question was, what you look in a mod for...so...it has nothing to do with game experience....

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Posted by Black Sheep 2000 on 05-21-2002 09:06 PM:

quote:
Originally posted by Mr. Fury
BS, your gaming experience hovers around music and sounds?



Of couse not, you Fury...but I always like to compare my work and see how to improve


quote:
Originally posted by Mr. Fury
What I voted then? Nothing, there was no suitable answer.


See...question was, what you look in a mod for...so...it has nothing to do with game experience....

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Posted by Mr. Fury on 05-22-2002 06:59 AM:

quote:
Originally posted by Black Sheep 2000


See...question was, what you look in a mod for...so...it has nothing to do with game experience....



Yes, and I am looking for new gaming experiences in a mod or total conversion. All the answers are on-par with each other to make a mod interesting.

But if I really have to choose one, then it would be plot, including a good storyline as well.

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Posted by Mr. Fury on 05-22-2002 06:59 AM:

quote:
Originally posted by Black Sheep 2000


See...question was, what you look in a mod for...so...it has nothing to do with game experience....



Yes, and I am looking for new gaming experiences in a mod or total conversion. All the answers are on-par with each other to make a mod interesting.

But if I really have to choose one, then it would be plot, including a good storyline as well.

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Posted by Xaphod_x on 06-08-2002 04:55 PM:

Well I voted "ships and weapons", mainly because those would be the first things I'd look for.. but you're right about the plot.

One thought occurs: if someone retold FS2 with a better plot - or at the very least the same one, but with a decent conclusion and filled in plot holes, but with the SAME ships, weapons, sounds, etc.. would people still play it?

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Posted by Xaphod_x on 06-08-2002 04:55 PM:

Well I voted "ships and weapons", mainly because those would be the first things I'd look for.. but you're right about the plot.

One thought occurs: if someone retold FS2 with a better plot - or at the very least the same one, but with a decent conclusion and filled in plot holes, but with the SAME ships, weapons, sounds, etc.. would people still play it?

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Posted by Fry Day on 06-11-2002 06:28 PM:

The plot kinda missed the point - there's no "Good, fun missions" option. Gameplay is what makes or breaks a game. All the rest is just what turns a game from good to great, but it can't save a game that doesn't play good. The same applies to campaigns. You should make new ships to make the missions better, more fun, not for the sake of creating new ships.
You shouldn't just do lots of missions, you should do good missions - just look at twilight.

To sum everything I said up, the features should be built to around a good campaign, not the other way around.

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Posted by Fry Day on 06-11-2002 06:28 PM:

The plot kinda missed the point - there's no "Good, fun missions" option. Gameplay is what makes or breaks a game. All the rest is just what turns a game from good to great, but it can't save a game that doesn't play good. The same applies to campaigns. You should make new ships to make the missions better, more fun, not for the sake of creating new ships.
You shouldn't just do lots of missions, you should do good missions - just look at twilight.

To sum everything I said up, the features should be built to around a good campaign, not the other way around.

__________________
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