Topic: A Comprehensive List of Suggestions & Critiques
Well, I had created a thread for a comprehensive list of suggestions and critiques I developed mid last week and for some bizarre reason... the thread disappeared! Which bums me out because there were quite a few responses to my suggestions I was aching to address, but wasn't able to get to them as soon as I had hoped. So to you guys who posted those responses, I'm terribly sorry I wasn't able to get back to you in time (it's been crazy for me lately). I don't know what happened to the thread, but I'm reposting the list and I'd really appreciate it if you'd do it again.
Again, please keep in mind I have almost no knowledge of modding, what 2142's engine is capable of and what it will even allow. So please be gentle. lol This list of suggestions and critiques is based on improving existing game content and, of course, the mod in general. I didn't want to do a "New maps, vehicles, etc. I want" list just yet. There were also one or two things that, while not technically accurate to Star Wars lore, do make for some pretty good gameplay mechanics. So I wasn't sure if I should leave them alone or if I should go ahead and include my thoughts on them. After thinking about it, for the sake of being definitive (for the obsessive completist in me), I decided to include them anyway.
This is a lengthy list, but please read it through and feel free to critique my suggestions and offer any insight or additional suggestions you might have.
I) Gameplay & Presentation Related (16 Total)
1. Include notches on the starfighter HUD's horizon line indicating which direction is "up" and "down".
2. Smooth the performance and handling of the 74-Z speederbike so it's much less eratic.
3. Implement a toggle key for manual control over the X-wing's and B-wing's S-foil deployment/retraction.
4. Implement BF2142's free-look feature in all vehicles.
5. Include easier to recognize craft/vehicle icons on the mini-map.
6. Add indicator to AT-ST HUD showing which direction the "body" is facing.
7. Add weapon/item names to the weapon selection key and mouse wheel weapon scroll bar.
8. Dim weapons and items that are not available to use (regarding those which require being in a squad with a specific amount of team members in order to use).
9. "Fix" the 3rd person "chase" & "look back" cameras for fighters and starships so it maneuvers with the craft. For example: when you roll your craft left, the camera rolls left with it or when you pull up, the camera stays level with your craft as if you were in cockpit or HUD view (like in X-wing, Starfighter or Rogue Squadron).
10. Implement the ability to lock-on to targets for warhead launchers (especially for fighters and vehicles).
11. Add debris and more dramatic vehicle explosions (particularly for space combat maps).
12. Include pics of trooper, weapon, and fighter/vehicle classes for the debriefing menu.
13. Some grammer, punctuation, and terminology needs to be corrected in the mission briefing menu.
14. Replace the old AT-AT model on Endor with the new one.
15. Incorporate a more Star Wars-ish menu & interface design.
16. Implement boost functionality for the AT-ST, B-wing, T.I.E. Fighter, Bomber, and Interceptor.
II) Technical/Lore Related (33 Total)
1. Player's X-wing cockpit interior point of view needs to be lower. The pilot sits deeper in the X-wing's cockpit (the forward fuselage shouldn't be visible from the pilot's perspective).
2. Close up the open landing skid hatches on the A-wing's underside.
3. Implement the A-wing's 2 Dymek HM-6 concussion missile launchers (6 missiles each).
4. The A-wing's surrounding fuselage should be visible from the player's cockpit interior point of view.
5. Because the Y-wing currently in First Strike is suppose to be the two seater BTL-S3 model, the cockpit module needs to be corrected by elongating it a bit for the gunner's station (obviously, this doesn't apply to the single seater BTL-A4 Y-wing when it's implemented).
6. Allow the Y-wing's gunner to be visible from exterior view (the pilot and gunner sit back-to-back a la T-47 Snowspeeder).
7. Correct the Y-wing's maximum proton torpedo payload capacity to 8 (racks of 4 in each launcher).
8. Correct the rear of the Y-wing's cockpit canopy by making the aft facing metal plate transparent (it's suppose to be a transparisteel rear window).
9. Eliminate the Y-wing's ArMek SW-4 dual ion cannon's laser cannon functionality.
10. Correct the placement of the Y-wing's forward landing skid. It needs to be moved up further toward the nose (this really isn't a bid deal right now because currently player's can't land).
11. Correct the B-wing's maximum proton torpedo payload capacity to 12 (racks of 6 in each launcher).
12. Slow the B-wing's laser cannon's firing rate to that of the Y-, X-, & A-wing's (it appears you guys have implemented one of the B-wing's alternate weapon configurations of 3 Gyrhil R-9X heavy laser cannons instead of just one R-9X and the Gyrhil 72 twin auto-blasters).
13. Give the B-wing's laser cannon's the same sound fx as the Y-, X-, & A-wing's.
14. Allow the B-wing's gyroscopic stabilization system to swing both 360* clockwise & counter-clockwise as well as increasing the spin rate a little.
15. Make the B-wing's cockpit canopy transparent so the pilot and cockpit interior are visible from exterior view.
16. Increase the maximum speed of the 74-Z speederbike by about 25% (it technically has a max speed of about 500kph/310mph).
17. Incorporate the 74-Z speederbike's maximum flight ceiling of 25 meters/82 feet.
18. Swap control over the AT-ST's light blaster cannon/concussion grenade launcher and twin laser cannons with the pilot and co-pilot.
19. Add strafe functionality to the AT-ST.
20. Increase the range of the AT-ST's concussion grenade launcher and change it to detonate on impact.
21. Fire-link the T.I.E. Fighter's 2 SFS L-s1 laser cannons.
22. Implement the dashboards and control consoles for the T.I.E. series' cockpit interiors (Fighter, Bomber & Interceptor) .
23. Increase the maximum speed of the starfighters, transports, frigates & cruisers by about 10-15%.
24. Slow the ion cannon's rate of fire a bit.
25. Correct the sound fx for the weapons & engines where needed. Here are several examples:
a. ion cannon
b. proton torpedo launcher
c. Y-, X-, A-, and B-wing's engines
d. DL-44 blaster pistol
e. DLT-19 blaster rifle
26. Implement Endor's signature ambient sound fx (the distinct bird calls and sounds of other indigenous animals).
27. Implement the S-foil deploy/retract sound fx for the X-wing and B-wing.
28. Incorporate the various Imperial designed control consoles, lighting systems, technical readout displays, Comm/scan systems, etc. throughout the Imperial facilities on Endor (right now, the building interiors feel barren, like empty store houses and very un-Imperial like).
29. Correct the Lambda-class shuttle's interior design & layout.
30. Adjust all blaster pistols, rifles, etc. so the first shot fired of however many consecutive shots fired in quick succession has an accurate aim (naturally, for semi & fully automatic weapons before recoil kicks in).
31. Include 1 or 2 Sentinel-class shuttles at the Imperial insertion points on the Tatooine Mos Espa map.
32. Implement the ability to reload/recharge weapons where applicable (with animations).
33. Implement the ability to call in an orbital and/or air strike.
And there you have it (again lol). After much blasting and getting blasted, these are the points I have pondered and wanted to mention in an effort to make this Star Wars mod, "THE" Star Wars mod! If I remember anything I had forgotten to include or if something new comes to me, I'll be sure to post them as soon as possible.
May the force be with us. (I couldn't resist)
Updated: I deleted the 34th suggestion in the lore section (adding AT-STs on Endor). That wasn't suppose to be included.
Sorry about that.