Topic: First Strike 1.6 Feedback

Hi everyone, we've had a good release with quite a lot of downloads and new people on, hope it is a bit busier tonight, we had a steady flow of people on the server all night, but it never quite filled up which is a surprise with a 16 slot server, but hopefully we'll get more on tonight.

The reaction so far has been largely positive with new players commenting on the uniqueness of the gameplay and how much fun they had. If they thought it was good last night I can't wait for them to experience First Strike on a full server.

A few bugs have crept up, but this is to be expected with a new release, and so far they have been minor and we should be able to deal with them presently.

Anyhow, please post your feedback here so we can see what you guys think work, and what doesn't work so well. Though with some maps you won't really get a proper feel for them until we have the greater numbers they were designed for.


Hope you all enjoy the mod.


cool

http://img.photobucket.com/albums/v600/TALON_TAW/TALONSIGNEWB-1.jpg
http://stats.fsmod.com/fssig.php?player=Talon-UK
http://stats.fsmod.com/sig/pilot.Talon-UK.png

Re: First Strike 1.6 Feedback

Loving the new stuff. (What I've seen so far of it.)

Am I mistaken in thinking that players cannot pilot Cap Ships in the Co-op and Single Player Taloraan? (Bots only?)

I'd just like to mention that if there is any way to make that a reality, even if it is only 1 of each ship per side, ( as long as it's not the freighters, please tongue ) that would be awesome.

http://i37.photobucket.com/albums/e67/CAAM-1/SigWIP4.gif

Re: First Strike 1.6 Feedback

Yeah, bots only in capital ships on co-op Taloraan, so basically live players are providing the fighter support for the capital ships, though obviously standard Taloraan still allows you to pilot the cruisers. It is just our way of getting you that Taloraan experience in the co-op singleplayer portion of the mod. I suppose it might be possible to put one or two player driven cap ships in there, but this would result in all the cap ships on either side bar one moving into battle in formation which would look a little weird, and disrupt the flow of the gameplay somewhat with all ships in the center engaging and just one a side left behind on the outskirts if live players don't decide to take them.

http://img.photobucket.com/albums/v600/TALON_TAW/TALONSIGNEWB-1.jpg
http://stats.fsmod.com/fssig.php?player=Talon-UK
http://stats.fsmod.com/sig/pilot.Talon-UK.png

Re: First Strike 1.6 Feedback

To get the bots to move to a certain area you have to give them an objective, which are normally flags. For Taloraan, what we did was to make two invisible flags in the center of the map, which is why the fight is concentrated there. If we made player only cap ships, the map would always be one sided, since the bots won't venture towards the uncap flags.

We did try cap ships that allowed live players to spawn in them, even if only to man the guns, but that often resulted in a server crash. For that reason it was decided that it would be best to only have players spawn in fighters. If we do get a method of allowing players to spawn in to the ships we might get that in a later fix, but allowing them to pilot the ships would result in a map that will always be unbalanced.

Bite my shiny metal Tie Fighter!
http://img.photobucket.com/albums/v600/TALON_TAW/TwigsSIG.jpg
http://stats.fsmod.com/sig/pilot.JE_Twigs.png

Re: First Strike 1.6 Feedback

First I have to say I love this update! alot of content for such an awesome mod!

And now some feedback for what is mostly my personal opinion;

Nesmazzda Conflict

- Very nice map with alot of intense infantry action! not much more to add, I think.

Parmel Invasion

-Now this is a very cool map! very thrilling to defend and attack. A disturbing thing, however is when an Imperial soldier runs past the rebels defense and goes for objectives way behind the defending lines. (probably less likely with more people) making it quite a mess and rather boring running up those long ramps to the top smile

-Had an issue where I spawned under the X-wing in the hangar and coulnd't get out.

-Although I never lagged, the game felt more choppy the longer I was in this particularly map (around 20min+)

Silver Station
   
-At first I just ignored the satellites but oh boy I was wrong. Getting perma-stunned and lazed wasn't fun so I became very cautious and cleared all those out before moving into a objective.

-Sometimes satellites takes alot of firepower to take out(is it because friendly ones takes less damage?) and respawns quickly?

-Really like the effects on stuff, The moving debris in space and turning station. Happened to fly into it sometimes tongue.

Weapons
-I remember this mod had some rocket launchers for infantry and Checking the wiki finding HH-15 and Krupx MiniMag. I wonder what happend with those weapons?

-UrbrakN

Re: First Strike 1.6 Feedback

Thanks for the detailed feedback. Yeah, running around the station on Parmel can get a bit choppy, we might need to look at further optimising that asset.

It certainly is a mistake to ignore the Satellites on Silver Station, though there is a subtle way to tell if they're friendly or not, but do you risk getting close enough to find out? Or just blast them all to hell? It is funny how when ever you're in a good tactical position vs an enemy, that tends to be the exact time that a weapons platform will DEMP you, then you're really in trouble.

Yeah, we had missile launchers, and still do, but a pesky bug that has crept up just prior to release has removed them. We'll have a fix out ASAP which will return them to their rightful place.

Right, thanks for the feedback, and hope to see you in game again soon.

http://img.photobucket.com/albums/v600/TALON_TAW/TALONSIGNEWB-1.jpg
http://stats.fsmod.com/fssig.php?player=Talon-UK
http://stats.fsmod.com/sig/pilot.Talon-UK.png

Re: First Strike 1.6 Feedback

Bot flying cap ships - I have extensively playtested with bots flying cap ships.    The biggest problem is that BF2142 bots were only designed to fly the small aircraft and not the much bigger and slower Titans.    In BF1942, which the BF2142 AI is based on, DICE added a LargeBomber vehicle type in a patch so bots could fly the large bomber in the Secret Weapons expansion pack.  Unfortunately, that AI capability was not carried over to BF2 or BF2142 and we would need access to the game engine to add that capability.

What happens is that The bots try to make tight turns but overshoot the targets and end up usually diving towards the bottom of the map in the attempt to make the turn and often going off the edge of the map.   The bot pilots of the cap ships never reach the intended target.

RestNPit had to change the Titans in his 'Rise of the Titans' mod to fly them like fighter jets - able to make tight turns.    That is not an acceptable solution for First Strike cap ships, even if it were to be only changed for coop or SP modes.   

As was mentioned, we had already tried a hybrid player pilot with automated gunners but that caused server crashes.     Frankly it's a matter of where we focus our efforts.   If we had enough feedback that players really wanted to fly cap ships in coop on Talloran, we could look at adding additional cap ships as a 'reserve force' which would not be game objectives.    Realistically, there are many reasons to have a reserve force that is not part of the main attack.
It's a common practice in battle  to plus up your main attack force by taking parts and men from your reserve force.    Frequently, the more experienced men will go into the main attack, leaving the reserves with the new recruits and ships not fully manned.  So, having cap ships on both sides for players only as a reserve, would be realistic.