1 (edited by mechag2 2007-12-06 22:17:06)

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. wink

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. big_smile

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. wink


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. wink (I couldn't resist)

Updated: I deleted the 34th suggestion in the lore section (adding AT-STs on Endor). roll That wasn't suppose to be included. lol Sorry about that. wink

Artificial intelligence is no match for natural stupidity.

Re: A Comprehensive List of Suggestions & Critiques

Goodness, that's quite the list. Let's see what I can pull out of it:

Gameplay Suggestions:
1) Yes, this would be useful. There are currently little white lines, but they don't indicate which direction is up or down so much as tell you that you're not level. In vanilla, this is good enough - it doesn't really work for space fights so well.

2) Yeah, might be an idea, if it's possible. I don't know just how powerful the mod tools are... if it was easily possible, then it would have been done already. Still would be nice.

3) I don't like this one. There's no reason to not deploy the foils, seeing as the mod does its best to cut down on travel time. There are better things that our hotkeys could be linked to, and better things for the mods to be doing. At the very least, this should be under Lore suggestions.

4) I admit that I rarely use free look. Personally, I find many of the outside cameras to be a bit cheap - if the TIE doesn't have a rear-view mirror, why should you? Then again, as I say, I don't know how free look differs from normal cameras, so I'll try to shut up on this one. Hard for me to do, though smile

5) Yes! It's kind of hard to tell some vehicles apart, and knowing what vehicle you're looking at would be great. If it doesn't take too much artist time, then great.

6) This would be useful, but not crucial - just look at the orientation of your body on the minimap, relative to your line-of-sight cone. Still, a HUD indicator would be nice... we can make do until the art team can do it, though, and we'll survive if it doesn't happen at all.

7) Yeah, I'd really like to know what exactly I'm selecting. Would definately help out us new recruits to the mod - experts know what's what, but anyone who hasn't either a) played for months or b) hasn't memorized the manual will have no clue what the heck those items are.

8) Once again, this sounds so simple and so obvious that, if it was actually easy to implement, it would already be done. If it's something that's been overlooked, then add it already! If it's hard to do, though, then leave it for now. There are better things to do, and most new players will figure out that they can't launch the droid and forget about it. Either that, or they'll be told to squad up smile

9) Camera views are from Vanilla. Either it's something that the team hasn't worried about, or it's something hardcoded into BF2142 that can't be changed.

10) Locking on? There's something more interesting about actually having to aim weapons, rather than having them aim themselves. Lock-on systems tend to make fights long-range, because the weapons are more accurate - I kinda like up-close and personal battles (hence my suggestion for interior maps - shameless plug, I know). It wouldn't be much use for fighters, either - I have enough trouble keeping a foe in my sights long enough to fire blasters, let alone trying to lock on to a target first!

11) Vehicle explosions would be awesome. I really was saddened the first time I crashed a speeder bike, and all I got as a reward was a little flash and *poof!* the bike was gone. Capital ships have plenty of debris, and AT-ST's have great remains - now, let's get that for the rest of the mod! ...once the art team has time, of course.

12) I think the problem is that the map doesn't save any stats. The debriefing screen has nothing to show, because nothing was kept. If there's some way for the mod to have its own ranking servers, then this may be fixed - assuming that the rank servers and the like are hardcoded or otherwise unchangable, the debriefing screen will remain blank forever. Then again, most of us never even look at it smile

13) Yeah, there's a fair bit of trouble on the loading screens. Someone insisted on putting "quotes" around most of the text, and I always get bugged by the lack of apostrophies and other minor problems. For example, on Escape from Hoth: "Lucking, the bases crew" should have "base's". Let's use the possessive, people! Apostrophies FTW!

14) The AT-AT on Endor will probably get a new model once the model is finished. There's a dynamic model being designed for Hoth that, according to the main page article, should be better than the current static. Hopefully, this means that the current statics will be getting a bit of lovin' - but we may as well 'remind' the art team, in case they 'forgot.' tongue

15) More Star Wars-ish? How so? The little details (Like, "Deploying to Battle of Taaloran[sp?]") already make a different feel. I've said it before, but I'll repeat myself: I don't know how much the modders can actually change. Could we get the 2142 unlocks and ranks off the main page? The menus have already been rethemed somewhat. What do you think needs more work?

16) I believe the lack of a boost on those vessels is intentional, not an oversight. The B-Wing already has the most firepower of any Rebel vessel, and one of the (if not the) highest armour. Add in a boost function, and that thing will be soloing capital starships. The AT-ST is slow-but-powerful, which is nice. I admit that they did seem to move faster than AT-ATs in the movie rendition of Hoth... but that might have been perspective on my part. Either way, they don't need a boost. For the Imperial starships, having no boost on the Bomber, at least, is fine - I wouldn't mind it on TIE Fighters/Interceptors, or at the very least on Interceptors, which should be really fast... but they're pretty fast already. They compensate for the lack of a boost by having a great normal top speed.

As for lore... I really know very little. I'll touch on the few I know something definitive, because I know that the lore experts (read: fanatics, but you didn't hear that from me) will probably be able to comment on the rest.

First, #34. I don't know what Endor you're fighting on, but I know that MY Endor already HAS an AT-ST. #32 is being talked about (the original problem was the lack of an animator),  but several people, myself included, kinda like weapons needing to recharge from a Support/Officer character. #14 is probably out, because of gameplay limitations - we don't have a second countermeasures key to bind to CC rotation. #17 seems wierd, because I was certain that someone mentioned that the ceiling was 10m on the speeder thread... but people can already make them fly high above that level via glitches. I'd rather leave it as a ground-based vehicle, not an air vehicle. #1 is problematic because it's already damn hard to see out of the bloody cockpit. Most people tend to turn off cockpit views altogether, which makes all the work on the art kinda pointless. Let's not encourage that by making the default view worse. #33 might be part of commander deployables, I can't remember... but simply having spontaneous orbital attacks sounds a little bit wierd. If the plot doesn't give you access to some sort of off-map support, then the game shouldn't either.

Well, that was kinda disorganized. Hope someone can manage to read through it... or not, because it looks more impressive in size before you read it and figure out how little I actually said wink

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Re: A Comprehensive List of Suggestions & Critiques

I had written a long list of answers, but it disappeared. I'll be back,.

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

4 (edited by Safe-Keeper 2007-12-05 09:40:56)

Re: A Comprehensive List of Suggestions & Critiques

The ones I want to comment on. Oh, and keep in mind that I am not a dev, and that my opinions do not necessarily reflect those of the development team.

1.    Include notches on the starfighter HUD's horizon line indicating which direction is "up" and "down".

Agreed. Very much agreed. That or an artificial horizon display like in BF:V. It's a bit annoying to not know which way you're facing, and, as a consequence, which way to turn to get to your destination.

2.    Smooth the performance and handling of the 74-Z speeder bike so it's much less erratic.

I do hate how it stops on a dime when you release the throttle. Other than that, it's fine with me. Perhaps if you elaborated a bit more on what you meant here, I'd be able to give you a better answer.

3.    Implement a toggle key for manual control over the X-wing's and B-wing's S-foil deployment/retraction.

I frankly don't see why. The devs don't adhere to the idea that s-foils in space have anything to do with max speed, so opening and closing them would have no effect. If you ask me, the s-foils should open when you start the fighter up, for then to never close, not even when you slow down. In space maps, at least. It looks silly to slow your fighter down and watch your s-foils close in the middle of a dogfight.

Think of it this way: B-Wings and A-Wings have two 'modes' - Cruise and Combat. Cruise Mode is for situations outside of combat, Combat mode is entered when the craft enters the battle area. In the case of the space battle over the Sanctuary Moon, for example, they opened their s-foils before even having made contact with the enemy. The s-foils weren't shut again until the battle was over. In First Strike, the fighter is in the battle area when it spawns, and as such should open its s-foils first thing upon being manned and started, and not close them until the round was over.

4.    Implement BF2142's free-look feature in all vehicles.

Definitely. Was it up to me and Ty, you'd also have no external cam tongue .

5.    Include easier to recognize craft/vehicle icons on the mini-map.

Definitely. Some are an odd angle (such as the probot which is just a circle, instead of seen from the side), and some don't have black outlines, making them harder to make out.

7.    Add weapon/item names to the weapon selection key and mouse wheel weapon scroll bar.

The mod overall needs to be more intuitive. I'm sure all this will be addressed eventually.

10.    Implement the ability to lock-on to targets for warhead launchers (especially for fighters and vehicles).

Depends. I'd like this only if you could enable/disable the lock-on system at will. Sneaking up on an enemy would become impossible if the missiles locked onto the target by themselves when you got behind the target and gave away your position by setting off missile threat alarms. If you can choose when to lock on, though, I'd be all for it smile .

I'm also pondering if you should be able to 'lock on' lasers. If you look at this video, at 2:44 Wedge shoots down a TIE Interceptor, with his lasers not firing straight forward. He just tracks the craft, his X-Wing's computer locks on the enemy fighter, and the lasers are fired so that they hit the target. You see the same thing in the trench run when Vader destroys X-Wings - he just pursues them and lets the computer do the job.

The big question here is whether or not it'd be good for gameplay. It'd certainly make dogfights far more lethal even if locking on took a significant time and you had to aim yourself until then.

11.    Add debris and more dramatic vehicle explosions (particularly for space combat maps).

Oh yes. The AT-ST and Bulk Freighter explosion is breathtaking, if every explosion was that good and detailed the mod would be even more awesome than it currently is. The shrapnel should last longer, too, and do damage to you if you hit it. Think about it - shouldn't it hurt a bit to be hit by a huge piece of AT-ST armour flying through the air after you've nailed it? Explosions should do some damage, too, come to think of it.

Funny thing is, the explosions look great with graphics on a low level, but recently I played a space map with the graphics on high and then they just looked strange, not dramatic at all.

15.    Incorporate a more Star Wars-ish menu & interface design.

Could you elaborate on this one? I like the current one myself.

16.    Implement boost functionality for the AT-ST, B-wing, T.I.E. Fighter, Bomber, and Interceptor.

Agree with you on the Imperial fighters, disagree with the AT-ST. It's fast enough as it is.

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).

Yup.

3.    Implement the A-wing's 2 Dymek HM-6 concussion missile launchers (6 missiles each).

I think the reason they're not in might be that they'd make the A-Wing overpowered. It's enough of a threat in the battle of Taloraan as it is. Maybe in some maps, but not all?

7.    Correct the Y-wing's maximum proton torpedo payload capacity to 8 (racks of 4 in each launcher)

+

Correct the B-wing's maximum proton torpedo payload capacity to 12 (racks of 6 in each launcher).

Again, very likely a balance feature. Oh, and there's a torpedo shortage. Yeah, there you go, torpedo shortage! That's the ticket big_smile !

9.    Eliminate the Y-wing's ArMek SW-4 dual ion cannon's laser cannon functionality.

First of all, yes, I agree. Secondly, as a gunner, in my opinion you should be able to have two views to switch between (and external view, since the devs seem very fixed on those) - the view out of the cockpit windows (that is, their POV from where they sit in the cockpits) with mouselook, and the view they currently have, of what the turret sees.

16.    Increase the maximum speed of the 74-Z speeder bike by about 25% (it technically has a max speed of about 500kph/310mph).
+
Incorporate the 74-Z speeder bike's maximum flight ceiling of 25 meters/82 feet.

I frankly don't see a need. The bike is a beast as it is - it's ultra-fast, and you can jump just about anywhere with it, and in the hands of a good gunner, it mows down infantry with its laser cannon. It doesn't need to be made even more effective.

18.    Swap control over the AT-ST's light blaster cannon/concussion grenade launcher and twin laser cannons with the pilot and co-pilot.

I actually prefer to be able to lay down blaster and cannon fire on two different targets, myself, so no thanks.

20.    Increase the range of the AT-ST's concussion grenade launcher and change it to detonate on impact.

Making it a type of short-range artillery, you mean? I'm not against the idea, we need more long-range weapons in this game.

21.    Fire-link the T.I.E. Fighter's 2 SFS L-s1 laser cannons.

Yup. But wait, since the TIE Fighter and Interceptors don't have ion cannons or anything, couldn't the F key cycle between different modes of fire? Could be done by having single and linked fire be two different sets of weapons drawing on the same ammunition pool?

22.    Implement the dashboards and control consoles for the T.I.E. series' cockpit interiors (Fighter, Bomber & Interceptor) .

Yup. And the POV should be pretty far back in the cockpits.

23.    Increase the maximum speed of the starfighters, transports, frigates & cruisers by about 10-15%.

They're already very, very, very fast as they are. Try to keep up with a Gallofree with your freecam in Battlerecorder tongue .

26.    Implement Endor's signature ambient sound effects (the distinct bird calls and sounds of other indigenous animals).

Think it's already there, just not loud enough to notice. But then again, birds tend to stop singing and start fleeing for their lives when shooting and explosions start anyhow.

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).

Agreed. I'm looking forward to a map where you can access the second floor, too wink .

33.    Implement the ability to call in an orbital and/or air strike.

There's no commander in the mod. And even if there was, I'd be very careful with where I implemented artillery strikes. There was no ship giving orbital fire support over the Sanctuary Moon, for example.

34.    Implement AT-STs on Endor.

Do you mean moving AT-ATs? If so, they weren't in the battle. But then again, neither was 90% of the current map tongue . I'm looking more forward to being able to operate that huge turret, myself big_smile .

"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: A Comprehensive List of Suggestions & Critiques

I had said I agreed with most of it but not the b-wing laser part.

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan

Re: A Comprehensive List of Suggestions & Critiques

I have things to say, but I will return later to edit my post wink

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Re: A Comprehensive List of Suggestions & Critiques

A lot of them are not possible or done for gameplay balance.  I posted a more in-depth reply before, but don't really have the time to do so again.

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