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Whats most important in a MOD?
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| Lots of missions |
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4 |
10.81% |
| Characters and plot |
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15 |
40.54% |
| New ships and weapons |
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15 |
40.54% |
| New sound effects and music |
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3 |
8.11% |
| Total: |
37 votes |
100% |
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aldo_14
Hannibal
Registered: Jul 2001
Location: Glasgow, Scotland
Posts: 882 |
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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05-17-2002 08:51 PM |
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hayabusa
Murdock
Registered: Jun 2001
Location: Warszawa Polska
Posts: 385 |
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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05-18-2002 09:32 AM |
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hayabusa
Murdock
Registered: Jun 2001
Location: Warszawa Polska
Posts: 385 |
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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Lasciate ogni speranza... Dante Alighieri
I`m not the king of your minds...
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05-18-2002 09:32 AM |
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Barrage
I'm New! Laugh At Me!
Registered: Mar 2001
Location: Sacramento, CA
Posts: 28 |
I think you forgot one...
Originality
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05-18-2002 10:58 AM |
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Barrage
I'm New! Laugh At Me!
Registered: Mar 2001
Location: Sacramento, CA
Posts: 28 |
I think you forgot one...
Originality
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05-18-2002 10:58 AM |
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NukebombOverkill
I'm New! Laugh At Me!
Registered: May 2002
Location: Arizona
Posts: 35 |
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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05-21-2002 02:53 AM |
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hayabusa
Murdock
Registered: Jun 2001
Location: Warszawa Polska
Posts: 385 |
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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05-21-2002 03:10 PM |
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hayabusa
Murdock
Registered: Jun 2001
Location: Warszawa Polska
Posts: 385 |
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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Lasciate ogni speranza... Dante Alighieri
I`m not the king of your minds...
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05-21-2002 03:10 PM |
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Bri_Dog
Face
Registered: May 2002
Location: Sigma 957
Posts: 162 |
New everything.
Missions, ships, weapons, sounds, music.
Though not all of that can be done easily.
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05-21-2002 06:04 PM |
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Bri_Dog
Face
Registered: May 2002
Location: Sigma 957
Posts: 162 |
New everything.
Missions, ships, weapons, sounds, music.
Though not all of that can be done easily.
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05-21-2002 06:04 PM |
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194 |
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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05-21-2002 07:04 PM |
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194 |
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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05-21-2002 07:04 PM |
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Black Sheep 2000
Sound Wannabe

Registered: Jan 2001
Location: Mönchengladbach, NRW, Germany
Posts: 2886 |
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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Last edited by Black Sheep 2000 on 05-21-2002 at 09:10 PM
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05-21-2002 09:06 PM |
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Black Sheep 2000
Sound Wannabe

Registered: Jan 2001
Location: Mönchengladbach, NRW, Germany
Posts: 2886 |
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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Last edited by Black Sheep 2000 on 05-21-2002 at 09:10 PM
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05-21-2002 09:06 PM |
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194 |
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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05-22-2002 06:59 AM |
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Mr. Fury
Babylon Project

Registered: Feb 2001
Location: Finland
Posts: 3194 |
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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05-22-2002 06:59 AM |
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275 |
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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06-08-2002 04:55 PM |
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Xaphod_x
Babylon Project

Registered: Jun 2001
Location: England
Posts: 2275 |
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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06-08-2002 04:55 PM |
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Fry Day
Face
Registered: May 2001
Location: Israel
Posts: 144 |
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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06-11-2002 06:28 PM |
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Fry Day
Face
Registered: May 2001
Location: Israel
Posts: 144 |
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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Spathi prayer, Star-Control 2
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06-11-2002 06:28 PM |
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