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		<title><![CDATA[First Strike Forums — Some ideas to help improve the feel of the mod]]></title>
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		<description><![CDATA[The most recent posts in Some ideas to help improve the feel of the mod.]]></description>
		<lastBuildDate>Thu, 25 Oct 2007 08:45:28 +0000</lastBuildDate>
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			<title><![CDATA[Re: Some ideas to help improve the feel of the mod]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86584#p86584</link>
			<description><![CDATA[<p>I have a trick for the sound range. Ulph catch me on msn.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| Golden Dragon)]]></author>
			<pubDate>Thu, 25 Oct 2007 08:45:28 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86584#p86584</guid>
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			<title><![CDATA[Re: Some ideas to help improve the feel of the mod]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86567#p86567</link>
			<description><![CDATA[<div class="quotebox"><blockquote><p>1. StarWars style opening cutsceen/credit scrolling: This is kind of the hall mark of StarWars is that you get to read a bit about what your going to be doing in each game that has come out for it. Please add this as it would help people get the idea of what the mod is about.</p></blockquote></div><p>If they ever make an opening movie, I wouldn&#039;t be too much against seeing the &#039;STAR WARS&#039; logo fade into the distance. But I&#039;m undecided on the rolling text thing. I don&#039;t think the game needs it.</p><div class="quotebox"><blockquote><p>With some good StarWarsish music too!</p></blockquote></div><p>I think there are copyright issues with that.</p><div class="quotebox"><blockquote><p>2. StarWars style credit viewing option: Agian another thing that would help the game look that much more profesional.</p></blockquote></div><p>Again, I don&#039;t think the game needs it, even though it&#039;s in other SW games.</p><div class="quotebox"><blockquote><p>3. Removal of the BF2142 style X hairs. Please replace this with something more StarWarsish! it&#039;s annoys the heck out of me, and many other players and tells us we are playing a mod not a new game.</p></blockquote></div><p>Meh, crosshairs are for noobs <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /> . I disabled them altogether after jumping into this mod from <em>Project Reality</em> and haven&#039;t missed them for a second since. Might not do wonders for my kill/death rate but frankly I don&#039;t care too much.</p><div class="quotebox"><blockquote><p>4. Missile Trails: This is agian another issue. For both teams as well I might add. We can never tell where the missile was shot from because we never see a trail that leads us back to where the shot was fired from. I know this is StarWars but if you read the comics, and watch the Prequals you see that missiles do leave trails that lead back to the shooter.</p></blockquote></div><p>I wonder if Prequel missiles and Original Trilogy concussion missiles might not be different kinds of warheads entirely. Either way I can manage just fine not seeing missile trails.</p><div class="quotebox"><blockquote><p>5. Trails for speeder bikes/land speeders: This is only needed on maps where there is lots of dusty sand. But it would help the mod feel more realistic. It was a cool thing in the updated movies that you could see the dust kicked up by the land speeders as they drove by.</p></blockquote></div><p>Now, this, I think, is actually a very, very good idea. Maybe snowspeeders on Hoth could kick up snow behind them when they fly low, too? Don&#039;t know enough about physics to determine if they should.</p><div class="quotebox"><blockquote><p>I would like it to be more like it is in the BF2 Project Reality mod where I can hear the gunfire and know where all the action is even if I&#039;m half way across the map. It just adds to the feel of the game that it&#039;s loud and proud! you know what I mean?</p></blockquote></div><p>One thing I fell in love with very easily with PR was that you could hear helicopters from quite a distance away. It&#039;s menacing to hear a gunship in the distance and not know where it is, or when it will be upon you. Helicopters in PR can suppress infantry and vehicles just by being near them and scaring the Heck out of them with their rotor sounds <img src="https://forums.fsmod.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /> . I&#039;d definitely like something like this for FS. I think hearing blasters from way off could also add this feeling of &#039;gawd, there&#039;s a battle going on, I gotta get there!&#039;, helping to concentrate the fighting. Only problem is it might not do wonders for people who have to guard control points without seeing action <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /> .</p><p><em>[Pictures sitting, terrified, in a trench on Hoth and listening to the thunder of the approaching walkers]</em></p><p>One thing I&#039;d like to add is triggered ambient radio traffic and crew sounds. Don&#039;t know if this is possible, but I seem to recall that we planned this for the now-defunct <em>Warp</em> mod. Firstly, we considered implementing sounds of your crew in capital ships, and to have the crew sounds get more agitated and panicky when your ship was doing poorly, along with random things like &#039;We&#039;ve got a fire on board!&#039; and &#039;Medical teams to aft quarters!&#039; when you took sufficient damage.</p><p>The triggered radio chatter is something which would greatly add to the feel of the space maps, which due to their size can get a bit... dull if you&#039;re away from the action. In <em>Falcon 4.0</em> you know when there&#039;s a battle going on near you because the radio channels are full of kill reports, maydays, orders, reports on spotted enemies, situation reports, and communication between the pilots of planes taking off or landing and air traffic control. FS could benefit greatly if ambient radio messages went off whenever set things happened, such as when a fighter was destroyed, a cap ship took damage, when a friendly was lost or in trouble, when a transport got away, when a freighter initiated repairs, and so on.</p><p>I&#039;d love to be in a dogfight near a friendly ship and hear things like &#039;Splash one TIE Fighter!&#039;, &#039;That Carrack Cruiser is on her last leg, finish her off!&#039;, &#039;I can&#039;t shake hi-- [cut off when fighter explodes]&#039;, and so on. Think about how much radio traffic adds to <em>X-Wing Alliance</em>.</p><p>It&#039;d have to be different, random voice lines, though, so that you don&#039;t hear, for example, &#039;TIE Down!&#039; every single time a TIE Fighter, Interceptor, or Bomber dies. That&#039;d just get extremely irritating.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Thu, 25 Oct 2007 02:27:16 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86567#p86567</guid>
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			<title><![CDATA[Re: Some ideas to help improve the feel of the mod]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86557#p86557</link>
			<description><![CDATA[<p>I set ambient volume to 45 - Because there is some maps where it just blows your ears out -<br />Never put Ambient sound to 100. 62 should be the highest volume..</p><p>mappers!</p>]]></description>
			<author><![CDATA[null@example.com (Thomazz)]]></author>
			<pubDate>Thu, 25 Oct 2007 01:08:38 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86557#p86557</guid>
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			<title><![CDATA[Re: Some ideas to help improve the feel of the mod]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86551#p86551</link>
			<description><![CDATA[<p>There is actually wind sound on Mos Espa.&nbsp; Listen carefully.</p>]]></description>
			<author><![CDATA[null@example.com (Imperial)]]></author>
			<pubDate>Thu, 25 Oct 2007 00:11:43 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86551#p86551</guid>
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			<title><![CDATA[Re: Some ideas to help improve the feel of the mod]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86550#p86550</link>
			<description><![CDATA[<p>ambient sounds? there&#039;s plenty. Alltho the style and volume factor is another thing.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| Ulversial)]]></author>
			<pubDate>Wed, 24 Oct 2007 23:51:29 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86550#p86550</guid>
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			<title><![CDATA[Re: Some ideas to help improve the feel of the mod]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86527#p86527</link>
			<description><![CDATA[<div class="quotebox"><cite>SC271 wrote:</cite><blockquote><p>OK I know this may be low on the need to do list but how about these to help the mod look and feel more profesional:</p><p>1. StarWars style opening cutsceen/credit scrolling: This is kind of the hall mark of StarWars is that you get to read a bit about what your going to be doing in each game that has come out for it. Please add this as it would help people get the idea of what the mod is about.</p><p>With some good StarWarsish music too!</p></blockquote></div><p>Definitely not necessary at the moment. But hey, maybe someone will make one someday. </p><br /><div class="quotebox"><cite>SC271 wrote:</cite><blockquote><p>2. StarWars style credit viewing option: Agian another thing that would help the game look that much more profesional.</p></blockquote></div><p>I dunno if that&#039;s even possible, they might have to change the font of the entire menu to get the credits a different font. And it&#039;s really unnecessary. </p><br /><div class="quotebox"><cite>SC271 wrote:</cite><blockquote><p>3. Removal of the BF2142 style X hairs. Please replace this with something more StarWarsish! it&#039;s annoys the heck out of me, and many other players and tells us we are playing a mod not a new game.</p></blockquote></div><p>They will probably be replaced someday, R2 perhaps. I agree they are really bland and boring.</p><br /><div class="quotebox"><cite>SC271 wrote:</cite><blockquote><p>4. Missile Trails: This is agian another issue. For both teams as well I might add. We can never tell where the missile was shot from because we never see a trail that leads us back to where the shot was fired from. I know this is StarWars but if you read the comics, and watch the Prequals you see that missiles do leave trails that lead back to the shooter.</p></blockquote></div><p>None of the current craft fire missiles, so what are you talking about <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p><p>The only things our fighters and bombers fire right now are lasers, bombs or torpedoes. Which as you can see IN THE MOVIES have NO TRAILS! TIE/b bombs seen in Asteroid scene with Millennium Falcon. Proton Torpedoes seen in the trench run. </p><p>The only missiles I have even heard about being added in would be concussion missiles for the A-Wings (and B-Wings?). But I am not sure when or IF they will ever be added. </p><br /><div class="quotebox"><cite>SC271 wrote:</cite><blockquote><p>5. Trails for speeder bikes/land speeders: This is only needed on maps where there is lots of dusty sand. But it would help the mod feel more realistic. It was a cool thing in the updated movies that you could see the dust kicked up by the land speeders as they drove by.</p></blockquote></div><p>I agree. A fast moving hovercraft would most likely kick up a considerable amount of dust, especially on Tatooine. </p><div class="quotebox"><cite>SC271 wrote:</cite><blockquote><p>6. Ambiant sounds: </p><p>Tatooine: This map could realy use some sounds to make it feel more like a city. How about some wind sounds? Also some dust flowing across the MosEspa map would help pervent snipers from the other team spawn camping the Empire as they attack. I realy think we should be able to hear the sounds of things like ships flying over head I mean it is a town after all right?</p><p>Endor: This map could use some sounds from widlife like what you hear in the movies. I mean some good bird sounds, mabe some non real life animal sounds of some type would help out too.</p></blockquote></div><p>Mos Espa: Wind sounds would be nice. And some sounds from inside a few buildings too. But I think the idea is that the city was evacuated for the most part before the fighting takes place, so there wouldn&#039;t be any ships flying around. </p><p>Endor: There are ambient sounds on this map, maybe you just aren&#039;t listening for them? However, a little more couldn&#039;t hurt, more powerful triggered sounds could be added as well. </p><div class="quotebox"><cite>SC271 wrote:</cite><blockquote><p>Effects:</p><p>I would like to see the map effects for the fallowing maps have better detail too them:</p><p>Encounter at MosEntha:</p><p>This map has a crashed Starship on it right? why is it the smoke from the impact only goes about a foot off the ground? I would like to see some taller smoke stalks comeing from the main part of the crash site, as well as better looking smoke. I mean it should be buring but it looks more like a set of bon fires than a buring hulk of a starship.</p></blockquote></div><p>You must take into account performance on this one. Those particle effects take a toll on your machines performance. </p><br /><div class="quotebox"><cite>SC271 wrote:</cite><blockquote><p>Sound effects:</p><p>Tjhe sound of blasters in the movies is almost defning when the sound is realy high. I would like it to be this way in the mod. Even with the weapon sounds turned all the way up if your more than 12 feet away you can barly hear the sounds of the guns shooting from even team mates.</p><p>I would like it to be more like it is in the BF2 Project Reality mod where I can hear the gunfire and know where all the action is even if I&#039;m half way across the map. It just adds to the feel of the game that it&#039;s loud and proud! you know what I mean?</p></blockquote></div><p>I feel ya brother! Those distant firefight sounds are great for immersion. First Strike would benefit from it greatly. The maps do go quiet at times, even though there is a huge battle maybe 100-150 meters away.</p><br /><div class="quotebox"><cite>SC271 wrote:</cite><blockquote><p>I hope these ideas help the mod team thanks for reading!</p></blockquote></div><p>I can assure you all your ideas are considered by the devs, and everyone&#039;s opinions are taken into account for R2 <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /> Thanks for the feedback <img src="https://forums.fsmod.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /></p>]]></description>
			<author><![CDATA[null@example.com (TY2D2)]]></author>
			<pubDate>Wed, 24 Oct 2007 21:37:53 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86527#p86527</guid>
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			<title><![CDATA[Re: Some ideas to help improve the feel of the mod]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86520#p86520</link>
			<description><![CDATA[<p>I think all the voice commands are kinda bland. they are all mono tone, and lack emotion. I mean Your under fire and you ask for backup the way both teams say it in the quick chat you think it&#039;s no big deal. But in BF2142 if I request for backup it sounds like I realy mean it! </p><p>Also for Space maps we need custom style commands that fit for a space map.</p><p>I should be able to mark targets for my team mates. Also I should be able to set way points for my team as well.</p><p>I would like there to be a squadron leader class, and of course the standard pilot class.</p><p>The Empire should also not be useing DLT-44 blaster pistols. They should only use Empire weapons like in the movies. No Empire Officer would use anything other than a standard issue Impreal blaster.</p><p>In fact if you need an idea for a plaster for them to use look at the StarWars Jedi Outcast line of games. They have a true officer pistol that would be perfict for this mod. I can&#039;t find a good shot of it but it&#039;s the perfict officer weapon, and is standard Impreal issue.</p><p>Also the Reble medic should have another blaster rifle to use other than that big slow shooting laser cannon. I think it would be better to give the Reble officer the fully automatic Blaster pistol and then give the medic the standard blaster rifle gut without the scope kinda like the Empire medic gets. It would work alot better for ballance.</p>]]></description>
			<author><![CDATA[null@example.com (SC271)]]></author>
			<pubDate>Wed, 24 Oct 2007 20:39:56 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86520#p86520</guid>
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			<title><![CDATA[Re: Some ideas to help improve the feel of the mod]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86516#p86516</link>
			<description><![CDATA[<p>I agree with most of it but not the scrolling opening sequence, I am realy sick of those. And another suggestion is to re record the imp radio commands (I made a topic about that)</p>]]></description>
			<author><![CDATA[null@example.com (Stardestroyersarecool)]]></author>
			<pubDate>Wed, 24 Oct 2007 20:06:13 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86516#p86516</guid>
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			<title><![CDATA[Some ideas to help improve the feel of the mod]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=86508#p86508</link>
			<description><![CDATA[<p>OK I know this may be low on the need to do list but how about these to help the mod look and feel more profesional:</p><p>1. StarWars style opening cutsceen/credit scrolling: This is kind of the hall mark of StarWars is that you get to read a bit about what your going to be doing in each game that has come out for it. Please add this as it would help people get the idea of what the mod is about.</p><p>With some good StarWarsish music too!</p><p>2. StarWars style credit viewing option: Agian another thing that would help the game look that much more profesional. </p><p>3. Removal of the BF2142 style X hairs. Please replace this with something more StarWarsish! it&#039;s annoys the heck out of me, and many other players and tells us we are playing a mod not a new game.</p><p>4. Missile Trails: This is agian another issue. For both teams as well I might add. We can never tell where the missile was shot from because we never see a trail that leads us back to where the shot was fired from. I know this is StarWars but if you read the comics, and watch the Prequals you see that missiles do leave trails that lead back to the shooter.</p><p>5. Trails for speeder bikes/land speeders: This is only needed on maps where there is lots of dusty sand. But it would help the mod feel more realistic. It was a cool thing in the updated movies that you could see the dust kicked up by the land speeders as they drove by.</p><p>6. Ambiant sounds: </p><p>Tatooine: This map could realy use some sounds to make it feel more like a city. How about some wind sounds? Also some dust flowing across the MosEspa map would help pervent snipers from the other team spawn camping the Empire as they attack. I realy think we should be able to hear the sounds of things like ships flying over head I mean it is a town after all right?</p><p>Endor: This map could use some sounds from widlife like what you hear in the movies. I mean some good bird sounds, mabe some non real life animal sounds of some type would help out too.</p><p>Effects:</p><p>I would like to see the map effects for the fallowing maps have better detail too them:</p><p>Encounter at MosEntha:</p><p>This map has a crashed Starship on it right? why is it the smoke from the impact only goes about a foot off the ground? I would like to see some taller smoke stalks comeing from the main part of the crash site, as well as better looking smoke. I mean it should be buring but it looks more like a set of bon fires than a buring hulk of a starship.</p><p>Sound effects:</p><p>Tjhe sound of blasters in the movies is almost defning when the sound is realy high. I would like it to be this way in the mod. Even with the weapon sounds turned all the way up if your more than 12 feet away you can barly hear the sounds of the guns shooting from even team mates.</p><p>I would like it to be more like it is in the BF2 Project Reality mod where I can hear the gunfire and know where all the action is even if I&#039;m half way across the map. It just adds to the feel of the game that it&#039;s loud and proud! you know what I mean?</p><p>I hope these ideas help the mod team thanks for reading!</p>]]></description>
			<author><![CDATA[null@example.com (SC271)]]></author>
			<pubDate>Wed, 24 Oct 2007 19:14:55 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=86508#p86508</guid>
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