Topic: Elevators

Heh, trying to write this without violating the NDA. tongue

After walking around for a bit on Null Sensor Station, I was wondering if in the not too distant future (*cough* After Hoth *cough*) we might possibly see player controlled elevators in places like the Landing Platform, The Imperial Main Base and  the Null Tower?

I was thinking of combining two features already in place on Ryloth.

We already have the elevator cars on Ryloth which work pretty good.
And also the hangar door which is controlled remotely.(sort of)

My idea being to have a control panel to the side (not on the elevator)
that controls a single direction open sided elevator going either up or down.

The controls would have to be manned otherwise the platform would return to it's starting position. (top or bottom of shaft)

Having 2 elevators per structure and the control panels off the platform(one upstairs, one downstairs) would prevent a team from totally denying access.

I'm sure this has been exhaustively discussed in the past but I could not find anything via the forum Search.

So, is this even possible? What do you think?

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Re: Elevators

I would love to have elevators, we even seem some unused ones in the mod, such as those Imperial outposts.

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Re: Elevators

There are issues with the development of elevators in First Strike, as you already mention there are elevator shafts already in a few of our assets such as the Imperial Outpost. I can't remember off the top of my head what the exact issue was, but it was exhaustively looked at back in the day and abandoned. Would be nice to see some way of getting up to the second floor in that building, and up the shafts of the Imperial Landing Platform.

We do have an elevator type affair on Ryloth near the Mines CP, but that rarely sees use. It could be something we look at again at some point, but to be honest it isn't very high on our list of priorities right now.

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Re: Elevators

FSDev| TALON wrote:

We do have an elevator type affair on Ryloth near the Mines CP, but that rarely sees use. It could be something we look at again at some point, but to be honest it isn't very high on our list of priorities right now.

Elevators are cool and all since its super futuristic starwars, and in the future they will have elevators and doors that open as you approach!
The problem is the practicality of an elevator anywhere that is not indoors.

There are very few maps that would benefit greatly from powered lifts- ladders are fine for a lot of places, such as the Imperial outposts.

For places like Null, it makes sense that the first thing the Imperials would do when under attack is lock down the express elevator to the control room!

For a map where a starship or station is boarded, it also makes sense that the elevators would be disabled by either side to prevent invaders/reinforcements moving freely around vital areas.

My advice would be to model disabled elevators, possibly throwing out sparks from half opened doors and have the players rely on our other scifi staple, the man accessible ventialtion shafts/sewer tunnels/ jeffries tubes

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Re: Elevators

RSF Angel wrote:

For places like Null, it makes sense that the first thing the Imperials would do when under attack is lock down the express elevator to the control room!

For a map where a starship or station is boarded, it also makes sense that the elevators would be disabled by either side to prevent invaders/reinforcements moving freely around vital areas.


Yeah, but we have Him

* Points to the little blue Astromech Droid in the corner.
big_smile

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Re: Elevators

Some stuff I can remember being told about elevators before.

The BF2142 came with some improvements over the BF2 engine, however it also lost some pretty cool stuff.  IIRC, one of the things which were lost going into BF2142 were Triggerables, which is basically a map object which if condition X happens (someone standing in a certain area), then outcome Y will take place (elevator moving up).  Because triggerables no longer exist, elevators in the Imp Outpost structure would no longer work.

Elevators for the Landing platform were originally meant to be in the design I believe (it makes sense, looking at the thing), however it was probably either decided that they'd take too much time, or be too difficult to get working.

There's one issue with having an elevator controlled by someone at the top/bottom, and that is how boring it'd be for the person controlling.  To allow everyone else up the stairs then have to walk themselves? Bah.  There's also the fact that it'll take 2 models to do elevators in this case: one with the controls up the top, the other with controls on the bottom.


The primary issue that exists right now in FS, regarding elevators, is that there isn't a music guy.  Without a music guy, how are the devs meant to make realistic elevators, considering there won't be the catchy lounge music playing as the things rises/descends?

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DUKE815: Teamwork's complicated.  I've found that ramming a Lambda with a Y-wing at full boost is most effective.

Re: Elevators

Gwynzer wrote:

Without a music guy, how are the devs meant to make realistic elevators, considering there won't be the catchy lounge music playing as the things rises/descends?

http://www.youtube.com/watch?v=3-Mp7Ev1qf8

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