Topic: thinking through the possibility of porting FS to BF2

So, I started thinking about the possibility of porting FirstStrike to BF2. There is no one committed to this at this time.  I am just thinking about what it would could be done in BF2 and would it be worthwhile.   

First of all, BF2 is still playable and more stable than BF2142 ever was.
It does not have the game breaking issues that befell BF2142 when the master account server killed by EA.   There is still a large base of BF2 players.
Multiplayer and SP/Coop would be possible.  It would be a lot easier to get
players for First Strike as a BF2 mod as opposed to BF2142.   BF2 also has a
debugger which would make it easier to track down bugs.

FirstStrike uses fewer kits, which would not be a problem. BF2 can support
fewer kits and bots would be able to use all the kits. BF2 does not support
the kit customization that BF2142 offers, but that would not be a big issue
either.   For better singleplayer support, the kits have already been
reworked to customize the kits to the map.   Extra kits could be added to a
map as needed such as a sniper class.

Land maps would not be a problem. Someone has already ported over a
Tattooine map to BF2.   BF2 does not have the same weather systems as
BF2142, but fog could be used to simulate reduced visibility due to snow.

BF2 does not support EMP type weapons. FS has EMP type handweapon and
grenade. There are wide variety of other grenades and handweapons available
in the mod.

Space maps would be the biggest issue. DICE included in a BF2142 patch the
ability to have maps space maps just for FirstStrike.  BF2 maps have to have
land.  Water could be used, but it covers the land.  The alternatives for
BF2 are to use either black water or black textured land at the bottom of
the map to simulate space. This is the way space was handled in the BF1942
mod, Galactic Conquest. But there was also a grid added to help players
avoid flying into the bottom of the map, because it was hard to see.
Another option is to make all the space maps just above the surface of a
moon or a large asteroid.   This would provide a visible horizon that would
be easier to stay oriented on the map while flying, which would be helpful
since Battlefield does not support true 3d space combat.      With the
Deathstar map, Yavin IV, the Deathstar hull acts as an artificial surface so
any land underneath the Deathstar would never be seen.

The deployed droids would not be automated  in Bf2. Some droids could
still be deployed as resupply, repair or health station.  Perhaps even a
sensor droid to give  It may be possible to spawn bots into them to automate
the attack droids. 

Lack of autocontrollers in BF2: Autocontrollers are used in First Strike to
automate weapons and to auto pilot the cap ships on Taloran for SP/coop
modes. Bots could be spawned into weapons to automate the weapons. There are ways to automate the movement of vehicles, such as setting up on rotational bundles or using the force modifier. Getting them to stop, however, would be an issue.  There are other possible workarounds to set up a Capital ship combat map like Talloran.   

Mechs, such as the AT-PT and AT-ST, may not work,- and the AT-AT would not
even be worthwhile to even try to get working as a moving vehicle. There
were too many issues getting the AT-AT to work properly in BF2142. They may
be too complicated for BF2. However, the rest of the First Strike vehicles
should work, and there are plenty of land vehicles available.

The custom Game modes such as Push and the objective would need a python
coder to update in BF2. The game integration is different and the code would
need some adjustments. As a quick fix, the push and objective maps can be
converted into conquest. The objective maps can be made into conquest as
well.

Overall, it seems like it would certainly be worthwhile.  There is definitely enough content that could be ported over to play with.   The only big thing that you would lose would be the true space maps and possibly the AT-ST and AT-PT.

Re: thinking through the possibility of porting FS to BF2

It doesn't really sound worth it to me

Re: thinking through the possibility of porting FS to BF2

Well, my biggest hold up would be if the AT-ST won't work in BF2.   It is such an iconic vehicle, that it would not feel like Star Wars without it.

Re: thinking through the possibility of porting FS to BF2

I'm pretty sure it wouldn't work, or at best you'd have to code it like the ones from GC using rotational bundles, which yeah...

Also I don't think you could do the hovertanks the same either.

Re: thinking through the possibility of porting FS to BF2

Yeah, there were a number of reasons why BF2142 was chosen over BF2, the Walker enabling code being the major one, surprised you can't do hover tanks though, didn't GC have those?

I think looking to BF2 is the wrong approach anyway. If there is any future in the old girl (First Strike) yet you need to be looking forward and looking to new engines such as Unreal Engine, not looking back to a decades old engine, sure it polishes up nice due to being able to handle the higher end resolution textures that you can throw at current engines, but it is still quite rudimentary in other areas, lets be fair to it it is a few decades old now, what should we expect?

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: thinking through the possibility of porting FS to BF2

I am not interested in porting myself.  But if someone wanted to do it, I was just thinking about what could be done.   Someone from the PR team had asked for permission to do an infantry focused port to BF2. 

speeders and hover vehicles were done in GC with invisible wheels, which worked out well.   

But the walkers would bounce if they were knocked off balance, much like the problems we are having with the AT-ATs in First Strike.  So, even if walkers could be made to work with BF2, it would not be ideal.

It would be far more worthwhile to port to full game engine where everything can be supported, instead of a game mod that is not even sold or supported and where there are no current development tools available. 

IF the PR team wants to port what they can handle that will not take much effort,  I told them they could go for it.

Re: thinking through the possibility of porting FS to BF2

Dnamro wrote:

IF the PR team wants to port what they can handle that will not take much effort,  I told them they could go for it.

Yeah I'd be down to play it for sure