One of the most intersting reads I have had on a forum for a long time.
Some excellent questions and points of view Stevanyss, and some excellent replies from the Devs.
In response to the PR game play post, I like to play 2 types of game depending on what mood I'm in, which is why most people have multiple mods loaded on their pc.
Realism - to the real world or to a movie, in this case Star Wars and FirstStrike
Arcade - fly or run around shooting the hell out of anything that moves (except for team mates of course lol)
I for one am very impressed with the levelheadidness of the responses from the devs and have a lot of respect in the fact that this mod will be a great one.
Re. modding and comparing to 2142.
As a modder myself, I think I can safely say that each mod team hates the way that bf2/2142 works, plays and is being improved from the manufactured released version.
Most mod teams look to build outside of the restrictions that the manufacturer imposes on us.
As an example, RoK had zero gravity flight for all space maps and 6 degrees of control using keyboard/mouse or joystick. This had never been done in any game released on the battlefield engine (as far as I know). And i'm supremely confident that space maps within FS will be equally as impressive.
The game engine and Python coding are very powerful indeed and what you see in the manuafacturers released versions of the game just scratches the surface of what the game engine can actually do.
There are a lot of mods out there that just 'plug' themsleves on top of 2142, keeping the original hitches, bugs and inaccuract of weapons.
This does not seem to be the case for FS (and others) and therefore comparing against vanilla 2142 is unfair to the mod team.
I look forward to reading more of your well thought our questions/suggestions and the responses from the dev team.
Best regards,
Ells.