Re: 'Gameplay' Queries

Okay, I'm not a developer, but you caught me on a bad day and got me angry, so if I sound unappreciative of your "queries" that's why.

Stevanyss wrote:

On a similar note...I read in my search something about someone wanting "no weapon to be better than another" or something to that effect.  While I think this is a good doctrine, I should like to inquire if you all are taking proper measures to see that each individual weapon does in fact (and I say this because often developers seem to think they're doing such when they're really not...or perhaps they're just crazy) have its unique strengths and weaknesses, which would mean that individual players would prefer one particular weapon over another because it's more suitable to that player's play style (example:  I like precision, so I would take a slower, precise weapon, such as a sniper rifle, to a powerhouse that has trouble hitting the broad side of an AT-AT...though I have my exceptions).  Specialization is something that falls under this, as well, in which I mean that a support weapon should be able to put out a lot of fire power with little accuracy in order to keep the enemies' heads down, snipers should simply be snipers and therefore have very precise primary weapons, and assault would have a more medium-range weapon that can very seldom (and as a result of chance) perform effectively at long ranger.  I think this issue of "balance of weapons" in this sort of sense, for lack of a better way to put it, is my chief concern...

So, your question is "will the weapons be different?" the answer is "yes"

- 2.  Moving on...One thing I've noticed from periodically visiting the site and checking out the news is that you guys are modelling and skinning a lot of of stuff...and much of this stuff, to me, seems to be capable of serving little or no purpose.

All right, tell me if this sounds like a good game experience to you: You have 4 different, balanced, precise weapons (pistol, rifle, sniper, rpg) that all have strengths and weaknesses and shoot where you're aiming no matter how you're moving. But, the rest of the game is just a bunch of textureless blocks for other people to hide behind.
Imagine if the Battlfield 2 devs did updates like FS. And each time they modelled a trash can, or a street lamp, or a poster, and showed it to you, you were like "That has NOTHING to do with warfare!!!" But it DOES have something to do with an IMMERSIVE and REALISTIC game experience.

There seems to be an incredible amount of weapons.

In the Star Wars movies, you may notice that not only do all stormtroopers not carry the same rifle, or pistol, but they are also different from the Rebel weapons. In other words, Rebs don't carry E11s. So they have to model not only all the weapons, but literally two sets of weapons.

Now, that could actually be a good thing, if you could modify the unlock system so that higher-ranking people would have access to more weapons (which makes sense.  Raw Stormtrooper gets a standard E11, and as he climbs the ranks, he gets a little more freedom in what he chooses to arm himself with).  But since I've read that you apparently can't do that, it seems...pointless.

So -- you think the only reason why there would be more than one type of each weapon class is for ranking purposes??? So, the normal Stormtrooper should only get an E11???
Most players ARE just a NORMAL STORMTROOPER!! That's the point! If a "Raw Stormtrooper gets a standard E11" then you'd be on here complaining you couldn't have your sniper rifle!! What happened to "individual players would prefer one particular weapon over another because it's more suitable to that player's play style"?

I've scrolled through screenshot after screenshot of weapon models, some of which seem like they're out-of-place, as if you've forgotten the genre the unaltered game is.

Okay, I think you've really missed the point of this mod. You keep comparing it the "the unaltered game" like this was OmniMod for JO or TSLRP for KOTOR2 and it had something to do with the original game. I always got the impression that FS wasn't a TRANSLATION of BF2142 to Star Wars (which is what you seem to be treating as) but rather just using the BF2142 engine to create and ENTIRELY NEW Star Wars game.

Perhaps a good example of that is the Ryyk blade I saw recenlty...I was totally like, "WTF?!!!?"  Unless there's a class whose model is a Wookiee, or perhaps a Wookiee faction, it might make sense that they'd carry a Ryyk blade in place of the knife (which I would imagine for both Empire and Rebellion would be a vibro-dagger).

Well, dude, I agree that the standard Rebel wouldn't have a ryyk blade. But imagine that there was a level on Kashyyyk, with Wookiee NPCs --- and you killed one of them with your super accurate never miss Imperial pistol! Wouldn't it be cool if you could TAKE IT'S RYYK BLADE? I mean, DUDE! IT'S A RYYK BLADE!

Then I saw that WED Treadwell droid, and I couldn't imaging what it was  good for.  The sentry droid and the remote I could see as being replacements for the Accipiter drones,

Once again, this mod is using the engine to make a WHOLE NEW GAME. So! To reiterate: that means that not EVERYTHING in the game is an exact translation from the old game! In other words, THIS IS NOT A BATTLEFIELD GAME WITH STAR WARS ELEMENTS! THAT'S CALLED BATTLEFRONT --- AND IT SUCKS!

but a Treadwell...a utility droid...what war-time function could it possibly serve, and more relevantly, what role parallel to the Battlefield 2142 main game could it possibly fill?

Once again, maybe it doesn't NEED to be parallel? Maybe the devs could....I don't know....THINK OF SOMETHING NEW???? Or IMPROVE on something?????

Unless it's a sort of background thing, which again, seems like wasted effort.

So background detail, used to immerse you in the Star Wars universe to create a fully satisfactory game experience -- is a wasted effort??? Fine, then no game from now on will attempt to create anything that is NOT essential to gameplay. All games will consist of only the vehicles and weapons neccessary to kill the other player, and enough blocky shapes to take cover whenever your magicallly accurate pistol is out of ammo.

- 3.  Query three is short, I promise, because I realize now that it kind of goes with the first one:  Basically, replace "weapons" with "vehicles."  I'd like to know how the vehicles are going to perform in comparison with the 2142 vehicles.  Especially walkers.  Those things are so incredibly overpowering, and I certainly hope you folks won't do something like give the AT-ST anti-infantry, vehicle, and anti-air capacity equal to the walkers'.  It's good to have a variety of vehicle types, but if there's one vehicle that not only has the most armor and hitpoints, but also has unmatched killing capacity versus every unit type in the game, there's a problem.
Also sort of under this category is the question of the aircraft.  If memory serves, pretty much every aircraft in the Star Wars universe is capable of vertical take off and landing, as the gunships are in the unaltered game, but I wish to know if they'll manuever in the same way as the gunships.  It'd be very annoying if my TIE Fighter, as I was rolling it left, became stuck on its back because it thinks that, like the present gunships, it has permanent vertical thrust, which causes it to like to get stuck on its back if you roll it too far in either direction.
I'm also interested in how the different aircraft will vary in their "performance roles."  What I mean is the types of questions like, "what advantages and disadvantages does the TIE Interceptor have in relation to the standard TIE Fighter?"...You know..that sort of thing.

My hamsters man! You claim to have read the website, yet seem IGNORANT of the PURPOSE of the mod! Which is to create a game which is ACCURATE to Star Wars, yet fun!

So no, the AT-ST WON'T have ANYTHING it doesn't have in Star Wars!!! The advantage to a Interceptor over a Fighter would be the same as in Star Wars -- faster, more manoeuvrable, more lasers - DISADVANTAGE: There's less of them to fly. 

Sorry to yell. But you were asking
1) really irrelevant questions
2) questions with obvious answers
3) questions that exhibited an ignorance of the mod and it's purpose
4) you talked in a way that made you seem arrogant and snobbish

This probably wasn't your intent. But I'm having a bad day.

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Re: 'Gameplay' Queries

Time out guys, we hope to bring you all some really intresting and very relevant especially to this article videos and screenshots soon. Sorry its taking so long, but the guys are sweating blood and tears to get this out to you.

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Re: 'Gameplay' Queries

Cliffs?

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Re: 'Gameplay' Queries

TIE Fighters in GC worked so that when you hit "S", they went upwards like helicopters, and when you hit "W", they went forward like fighters. A bit like the Harrier jet in BF2.

Worked just fine, although if FS could have a second button be a "toggle" between sub-light and repulsorlift, I'd be even happier.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: 'Gameplay' Queries

FSDev| Bandu wrote:

However , I think your of the viewpoint that our mod will just be a reskin of BF2142. This mod is being built up ,from the ground . We are using the available code and restrictions but we arent thinking in terms of "what can we replace 'such 'n' such' with?"

Yeah?  I'd think that having to use the available code and restrictions would be incredibly close to a re-skin.  It's even been mentioned that the same general classes will be used.  It seems to me that although you're building this mod from the ground up, the product would (and should) turn out to be a sort of tweaked re-skin of the original game.  Don't you think?

I hope my selection of words was adequate on that...I feel like there's more I need to say on it, but I can't think of it.

FSDev| Bandu wrote:

As an example , you brought up the WED treadwell droid. This could be used as a vehicle repair droid ...

Ah, now I really like that idea.  Your seemingly uncryptic crypticness leads me to believe that that would in fact be its function (or one of its functions), but if it's not, I think I should urge you folks to consider it.

Forgive me if it's perhaps irritating to relate the potential outcomes of components of the mod to 2142, but it really seems to me that because you're using the same engine and apparently considering many of the same things in terms of structure, you are in fact re-skinning, but also tweaking and according to RedMonkey are adding stuff.

But anyway, what you've sparked in my mind that I want to get at with this treadwell droid...Think in terms of supply crates.  It always seems odd to me that there's one all-purpose magical box that heals, re-arms, and repairs.  A treadwell seems an excellent element in making that more...well, "realistic" I suppose.  I like it...I definitely like it.

THX-1138 wrote:

So, your question is "will the weapons be different?" the answer is "yes"

Well, that's part of that question, sort of.  I was never really under the assumption that they'd be identical to the 2142 weapons.  But the exact thing I'd like to know is whether or not they'll be different in such a way that they'll not be too accurate, too inaccurate, too jumpy, too weak, or too powerful.  There're few weapons in 2142 which I can say perform as they ought to, and I'm very hopeful that such won't be the case for your mod.


THX-1138 wrote:

In the Star Wars movies, you may notice that not only do all stormtroopers not carry the same rifle, or pistol, but they are also different from the Rebel weapons. In other words, Rebs don't carry E11s. So they have to model not only all the weapons, but literally two sets of weapons.

Yes, I understand that the two factions are equipped differently and that therefore the modellers/skinners need to create the appropriate models/skins for two different factions.  But that definitely wasn't what I was referring to.

Perhaps a better example:  I saw there were several different types of grenades, a couple off the top of my head which I think I recall being the cryoban and glop grenades.  Those seem to be without purpose or function.  Especially in the case of a glop grenade, 'cause that thing's supposed to make you incapable of moving.  Would that be a useful tool in war?  Yeah.  But for a game, the purpose of which is not to agitate the players but to entertain, it's sort of a different story;  it'd only be irritating, like the present anti-air EMP missiles.

THX-1138 wrote:

So -- you think the only reason why there would be more than one type of each weapon class is for ranking purposes???

I think perhaps you need to re-read my post.  In there somewhere I'm quite sure there's something about the variety of weapons allowing player-to-player customization according to preferred playing styles.

Example:  I read somewhere something about an E11 and an E11b being implemented, the E11 being a medium-range carbine, and the E11b being the 'sniper rifle.'  Now, let's assume that these two variations are available to the 'assault' class.  It would be silly to give the E11b a sniper-class scope, but what you could do is tweak it in such a way that it's more accurate than the standard E11 (which is, if I recall correctly, notoriously inaccurate).  You may also want to modify its rate of fire to be a little slower, or maybe even eliminate the possibility of a fully-automatic setting altogether.  That may or may not violate the functions of canon (I'm not aware of the exact details on the E11 and E11b), but that sort of thing is what one needs, I think, to make a shooter of the 2142-style breed more fun and more fair.  And, you'd see that your various weapons for the various classes would all be used, because there are several different styles of play from person to person.  I'd probably end up using what I've just now described as the E11b, because again, I'd rather be precise at the sacrifice of all else (though again with exceptions).

THX-1138 wrote:

So, the normal Stormtrooper should only get an E11???

No.  Perhaps I should clarify that my view of a "normal Stormtrooper" is someone of the 'assault' class.  He could have a variety of different sorts of blasters, or even other weapons such as a flechette launcher...the Star Wars universe is full of weapons!  But, if you do something to that effect, you may end up allowing players to violate canon.  I, for one, think that's just fine, as long as everything is as close as it can be to canon while still operating in an acceptable, reasonable, fun and fair sort of way.

THX-1138 wrote:

If a "Raw Stormtrooper gets a standard E11" then you'd be on here complaining you couldn't have your sniper rifle!!

No...I wouldn't be complaining because there are different classes.  The sniper is a class.  If I wanted a sniper rifle, I'd have spawned as a sniper, or taken the kit off of someone's body.

But on the 'rank-and-unlock' system (because I think that here is a good point to place this), I don't really care for it.  I'd rather have access to everything the game has to offer from the start.  While I like the concept of "earning things," the way it's done in Battlefield is so silly, so arbitrary, that I find it just annoying or stupid or pointless.  But it's tolerable, and at the same time, it gives people a sort of goal to work towards.  Some get some kind of strange joy out of collecting badges and pins, and others get a kick out of ranking up.  My goal is to win battles and ultimately the war, but to each his own, I suppose.  I only referred to the potential good in utilizing the ranking system to implement the many weapons because the system is there, and people would probably expect you to put it to use anyway.

THX-1138 wrote:

What happened to "individual players would prefer one particular weapon over another because it's more suitable to that player's play style"?

See two 'sections', for lack of a better term, above.  I think either you're misinterpreting my words, or I didn't write coherently enough to get my desired point across.  Generally, it tends to be the latter or a mixture of the two.

THX-1138 wrote:

Okay, I think you've really missed the point of this mod. You keep comparing it the "the unaltered game" like this was OmniMod for JO or TSLRP for KOTOR2 and it had something to do with the original game. I always got the impression that FS wasn't a TRANSLATION of BF2142 to Star Wars (which is what you seem to be treating as) but rather just using the BF2142 engine to create and ENTIRELY NEW Star Wars game.

And I think that perhaps you're just missing the point.  smile

You're using the 2142 engine..
You're using the 'available code and restrictions' of the game..
You're using the same general class set-up., to my understanding.
And you're making it of the same genre, obviously.  Or so I hope.

Now, I see perfectly that you're making an entirely new game.  But I think that what you don't see is that it'll be very much like 2142.  There are shooters, and there are different styles of shooters, such as deathmatches and team deathmatches.  The Battlefield series has introduced a squad-based, 'modern-ish' style of shooter.  But perhaps it's just the way I think that tells me that your mod can only turn out to be either a better version or a worse version of the 2142 style of shooter.  Sure, it will look different, and apparently there are things you all are trying to implement that haven't been seen in any Battlefield, but I think that ultimately, those things will matter very little, for me at least, and I'll see either a better or worse rendition of Battlefield 2142 with a Star Wars skin.  I think perhaps there's more on that I should say, but again, I can't think of it.  I hope you get my meaning, though.

THX-1138 wrote:

Well, dude, I agree that the standard Rebel wouldn't have a ryyk blade. But imagine that there was a level on Kashyyyk, with Wookiee NPCs --- and you killed one of them with your super accurate never miss Imperial pistol! Wouldn't it be cool if you could TAKE IT'S RYYK BLADE? I mean, DUDE! IT'S A RYYK BLADE!

I don't care about NPCs; it's a multiplayer game, and so I imagine that your mod will be the same.  Though there is that "conquest co-op" which has bots, and which no one ever plays for reasons I can only speculate on.

But, if there were a Wookiee on one of the factions, and I killed one, I suppose I would be neat to take his Ryyk blade.  But that certainly doesn't mean you should put forth effort into making sure that I can do just that.  The specific case seems an insignificant thing;  sure, it's a Ryyk blade and looks more nifty than my knife, but they're both going to kill a target with one stab/slash (probably, unless you folks alter that.  Again I use the word 'alter').

THX-1138 wrote:

Once again, this mod is using the engine to make a WHOLE NEW GAME. So! To reiterate: that means that not EVERYTHING in the game is an exact translation from the old game! In other words, THIS IS NOT A BATTLEFIELD GAME WITH STAR WARS ELEMENTS! THAT'S CALLED BATTLEFRONT --- AND IT SUCKS!

Well, I'm getting a little bored with repeating myself, but I think you know generally what I'd say in response to those first two sentences.  smile

But, in response to your second sentence, excluding the last three words, which ought not be commented on because they're opinion and it would only be a cyclical bunch of arguments: 

"THIS IS NOT A BATTLEFIELD GAME WITH STAR WARS ELEMENTS! THAT'S CALLED BATTLEFRONT"

You couldn't be further from the truth.  Battlefront is a completely different style of shooter.  I don't know if you're one of the several 'THX' variants I saw playing that game for two years since the day of its release, but I should hope that you're not, and that you're rather just one of the several folks who played it for a short while and abandoned it for whatever reason.

Bottom line, here...one-hundred percent, irreputable fact:  The Battlefield series and Star Wars Battlefront are two entirely different styles of shooter.  Their biggest and almost only similarity is that they both have weapons in them.

THX-1138 wrote:

Once again, maybe it doesn't NEED to be parallel? Maybe the devs could....I don't know....THINK OF SOMETHING NEW???? Or IMPROVE on something?????

Again, not going to repeat myself.  Though there's nothing wrong with thinking of something new, as long as it's not as silly as a battle walker.  And improvement...well, that would still be a sort of parallel, only a better parallel.

THX-1138 wrote:

So background detail, used to immerse you in the Star Wars universe to create a fully satisfactory game experience -- is a wasted effort??? Fine, then no game from now on will attempt to create anything that is NOT essential to gameplay. All games will consist of only the vehicles and weapons neccessary to kill the other player, and enough blocky shapes to take cover

And another "no."  Perhaps you should re-read my last post, here, where I take back the statement about making it immersive being wasteful.  Just as long as the gameplay is in order.

Now, as for this...it's, ehh..worrisome:

"...whenever your magicallly accurate pistol is out of ammo."

...And so I have a question specifically for you:  What is your role, exactly, amidst the developers?

THX-1138 wrote:

My hamsters man! You claim to have read the website, yet seem IGNORANT of the PURPOSE of the mod! Which is to create a game which is ACCURATE to Star Wars, yet fun!

I have read the website.  I was ignorant to the exact purpose of the mod.  Now I understand the purpose of the mod.  And I'm happy you've said this, because now I'm going to keep your exact words in mind when it's released:  "ACCURATE to Star Wars, yet fun!"  I'm glad to hear that, though I wish "fair" was included, because as the concept of "fun" is relative, the quality of the final product arouses worry.

THX-1138 wrote:

So no, the AT-ST WON'T have ANYTHING it doesn't have in Star Wars!!!

Oh, the crack about the AT-ST and the battle walker was supposed to be sarcastic/jokish;  I didn't really expect an occurrence like that, since I've been aware that accuracy to the universe is important to you folks.  I really...really...really...really hate battle walkers.

THX-1138 wrote:

The advantage to a Interceptor over a Fighter would be the same as in Star Wars -- faster, more manoeuvrable, more lasers - DISADVANTAGE: There's less of them to fly.

Eh, your disadvantage listing is a bit of a worry.  If I recall correctly, they're also a lot more fragile than your standard TIE fighter, and that, I'm positive, would be an appropriate, and probably sufficient, disadvantage.

THX-1138 wrote:

Sorry to yell. But you were asking
1) really irrelevant questions

Relevance is relative.

THX-1138 wrote:

2) questions with obvious answers

Your perception of my questions, after reading this one fragment, appears extremely flawed.

THX-1138 wrote:

3) questions that exhibited an ignorance of the mod and it's purpose

Indeed.  But how else do you expel ignorance than by asking questions?  Though, I admit to not being fully aware of the mod's purpose;  I was initially under the assumption that it was going to be a project intended only to be accurate and immersive in regard to the Star Wars universe, but, as you so kindly informed me...

"ACCURATE to Star Wars, yet fun!"

...there's more to it than just that.  smile

THX-1138 wrote:

4) you talked in a way that made you seem arrogant and snobbish

For that, I apologize.  I attribute it to the fact that intent is often hard to deccipher in text, but in my case I think it's especially so;  even when I speak, it tends towards monotony, which is often perceived as arrogant or snobbish.  Such has never, even in this reply, been the case.

THX-1138 wrote:

This probably wasn't your intent. But I'm having a bad day.

Mmmhmm, bull's-eye.  I bet it seems silly to respond to this portion after the one just above, but the reason is that the way I reply is that I read, find something I want to respond to, write my response to it, and then continue reading.  But I assure you, there're no hard feelings on my end!  big_smile

Safe-Keeper wrote:

TIE Fighters in GC worked so that when you hit "S", they went upwards like helicopters, and when you hit "W", they went forward like fighters. A bit like the Harrier jet in BF2.

Worked just fine, although if FS could have a second button be a "toggle" between sub-light and repulsorlift, I'd be even happier.

What is "GC" the abbreviation for?

- Stevanyss \steh-VAN-iss\ or \STEH-vuh-niss\
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Re: 'Gameplay' Queries

What is "GC" the abbreviation for?

Galactic Conquest. Star Wars Total Conversion for Battlefield 1942. Inspired SW Battlefront.

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Re: 'Gameplay' Queries

Ohhh, right, right.  Heard about that, but I've only played 2142 and Battlefield 2 (and the Special Forces expansion) out of the series.

- Stevanyss \steh-VAN-iss\ or \STEH-vuh-niss\
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