Topic: Some ideas to help improve the feel of the mod

OK I know this may be low on the need to do list but how about these to help the mod look and feel more profesional:

1. StarWars style opening cutsceen/credit scrolling: This is kind of the hall mark of StarWars is that you get to read a bit about what your going to be doing in each game that has come out for it. Please add this as it would help people get the idea of what the mod is about.

With some good StarWarsish music too!

2. StarWars style credit viewing option: Agian another thing that would help the game look that much more profesional.

3. Removal of the BF2142 style X hairs. Please replace this with something more StarWarsish! it's annoys the heck out of me, and many other players and tells us we are playing a mod not a new game.

4. Missile Trails: This is agian another issue. For both teams as well I might add. We can never tell where the missile was shot from because we never see a trail that leads us back to where the shot was fired from. I know this is StarWars but if you read the comics, and watch the Prequals you see that missiles do leave trails that lead back to the shooter.

5. Trails for speeder bikes/land speeders: This is only needed on maps where there is lots of dusty sand. But it would help the mod feel more realistic. It was a cool thing in the updated movies that you could see the dust kicked up by the land speeders as they drove by.

6. Ambiant sounds:

Tatooine: This map could realy use some sounds to make it feel more like a city. How about some wind sounds? Also some dust flowing across the MosEspa map would help pervent snipers from the other team spawn camping the Empire as they attack. I realy think we should be able to hear the sounds of things like ships flying over head I mean it is a town after all right?

Endor: This map could use some sounds from widlife like what you hear in the movies. I mean some good bird sounds, mabe some non real life animal sounds of some type would help out too.

Effects:

I would like to see the map effects for the fallowing maps have better detail too them:

Encounter at MosEntha:

This map has a crashed Starship on it right? why is it the smoke from the impact only goes about a foot off the ground? I would like to see some taller smoke stalks comeing from the main part of the crash site, as well as better looking smoke. I mean it should be buring but it looks more like a set of bon fires than a buring hulk of a starship.

Sound effects:

Tjhe sound of blasters in the movies is almost defning when the sound is realy high. I would like it to be this way in the mod. Even with the weapon sounds turned all the way up if your more than 12 feet away you can barly hear the sounds of the guns shooting from even team mates.

I would like it to be more like it is in the BF2 Project Reality mod where I can hear the gunfire and know where all the action is even if I'm half way across the map. It just adds to the feel of the game that it's loud and proud! you know what I mean?

I hope these ideas help the mod team thanks for reading!

Long live the Empire!

Re: Some ideas to help improve the feel of the mod

I agree with most of it but not the scrolling opening sequence, I am realy sick of those. And another suggestion is to re record the imp radio commands (I made a topic about that)

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan

Re: Some ideas to help improve the feel of the mod

I think all the voice commands are kinda bland. they are all mono tone, and lack emotion. I mean Your under fire and you ask for backup the way both teams say it in the quick chat you think it's no big deal. But in BF2142 if I request for backup it sounds like I realy mean it!

Also for Space maps we need custom style commands that fit for a space map.

I should be able to mark targets for my team mates. Also I should be able to set way points for my team as well.

I would like there to be a squadron leader class, and of course the standard pilot class.

The Empire should also not be useing DLT-44 blaster pistols. They should only use Empire weapons like in the movies. No Empire Officer would use anything other than a standard issue Impreal blaster.

In fact if you need an idea for a plaster for them to use look at the StarWars Jedi Outcast line of games. They have a true officer pistol that would be perfict for this mod. I can't find a good shot of it but it's the perfict officer weapon, and is standard Impreal issue.

Also the Reble medic should have another blaster rifle to use other than that big slow shooting laser cannon. I think it would be better to give the Reble officer the fully automatic Blaster pistol and then give the medic the standard blaster rifle gut without the scope kinda like the Empire medic gets. It would work alot better for ballance.

Long live the Empire!

Re: Some ideas to help improve the feel of the mod

SC271 wrote:

OK I know this may be low on the need to do list but how about these to help the mod look and feel more profesional:

1. StarWars style opening cutsceen/credit scrolling: This is kind of the hall mark of StarWars is that you get to read a bit about what your going to be doing in each game that has come out for it. Please add this as it would help people get the idea of what the mod is about.

With some good StarWarsish music too!

Definitely not necessary at the moment. But hey, maybe someone will make one someday.


SC271 wrote:

2. StarWars style credit viewing option: Agian another thing that would help the game look that much more profesional.

I dunno if that's even possible, they might have to change the font of the entire menu to get the credits a different font. And it's really unnecessary.


SC271 wrote:

3. Removal of the BF2142 style X hairs. Please replace this with something more StarWarsish! it's annoys the heck out of me, and many other players and tells us we are playing a mod not a new game.

They will probably be replaced someday, R2 perhaps. I agree they are really bland and boring.


SC271 wrote:

4. Missile Trails: This is agian another issue. For both teams as well I might add. We can never tell where the missile was shot from because we never see a trail that leads us back to where the shot was fired from. I know this is StarWars but if you read the comics, and watch the Prequals you see that missiles do leave trails that lead back to the shooter.

None of the current craft fire missiles, so what are you talking about tongue

The only things our fighters and bombers fire right now are lasers, bombs or torpedoes. Which as you can see IN THE MOVIES have NO TRAILS! TIE/b bombs seen in Asteroid scene with Millennium Falcon. Proton Torpedoes seen in the trench run.

The only missiles I have even heard about being added in would be concussion missiles for the A-Wings (and B-Wings?). But I am not sure when or IF they will ever be added.


SC271 wrote:

5. Trails for speeder bikes/land speeders: This is only needed on maps where there is lots of dusty sand. But it would help the mod feel more realistic. It was a cool thing in the updated movies that you could see the dust kicked up by the land speeders as they drove by.

I agree. A fast moving hovercraft would most likely kick up a considerable amount of dust, especially on Tatooine.

SC271 wrote:

6. Ambiant sounds:

Tatooine: This map could realy use some sounds to make it feel more like a city. How about some wind sounds? Also some dust flowing across the MosEspa map would help pervent snipers from the other team spawn camping the Empire as they attack. I realy think we should be able to hear the sounds of things like ships flying over head I mean it is a town after all right?

Endor: This map could use some sounds from widlife like what you hear in the movies. I mean some good bird sounds, mabe some non real life animal sounds of some type would help out too.

Mos Espa: Wind sounds would be nice. And some sounds from inside a few buildings too. But I think the idea is that the city was evacuated for the most part before the fighting takes place, so there wouldn't be any ships flying around.

Endor: There are ambient sounds on this map, maybe you just aren't listening for them? However, a little more couldn't hurt, more powerful triggered sounds could be added as well.

SC271 wrote:

Effects:

I would like to see the map effects for the fallowing maps have better detail too them:

Encounter at MosEntha:

This map has a crashed Starship on it right? why is it the smoke from the impact only goes about a foot off the ground? I would like to see some taller smoke stalks comeing from the main part of the crash site, as well as better looking smoke. I mean it should be buring but it looks more like a set of bon fires than a buring hulk of a starship.

You must take into account performance on this one. Those particle effects take a toll on your machines performance.


SC271 wrote:

Sound effects:

Tjhe sound of blasters in the movies is almost defning when the sound is realy high. I would like it to be this way in the mod. Even with the weapon sounds turned all the way up if your more than 12 feet away you can barly hear the sounds of the guns shooting from even team mates.

I would like it to be more like it is in the BF2 Project Reality mod where I can hear the gunfire and know where all the action is even if I'm half way across the map. It just adds to the feel of the game that it's loud and proud! you know what I mean?

I feel ya brother! Those distant firefight sounds are great for immersion. First Strike would benefit from it greatly. The maps do go quiet at times, even though there is a huge battle maybe 100-150 meters away.


SC271 wrote:

I hope these ideas help the mod team thanks for reading!

I can assure you all your ideas are considered by the devs, and everyone's opinions are taken into account for R2 smile Thanks for the feedback big_smile

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"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone

Re: Some ideas to help improve the feel of the mod

ambient sounds? there's plenty. Alltho the style and volume factor is another thing.

"i rar you with high compression alogrythems" - teh hobbit

Re: Some ideas to help improve the feel of the mod

There is actually wind sound on Mos Espa.  Listen carefully.

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7 (edited by Thomazz 2007-10-24 21:09:01)

Re: Some ideas to help improve the feel of the mod

I set ambient volume to 45 - Because there is some maps where it just blows your ears out -
Never put Ambient sound to 100. 62 should be the highest volume..

mappers!