Re: My top 10 Observations/design tweaks/ and wants

TY2D2 wrote:

Ok, I attempted to read that but I quit after paragraph two.

All I can say for now is that the hot fix will fix that confusion of capping flags in the right order.

Minimap will have visual aids.

The Rebel tank was not included in R1 because it was not finished in time. But I think it will make an appearance in Espa for R2 or an upcoming patch.

Of course the really funny thing was is if I seperated each paragraph into its own post, and changed my name each time, you wouldn't have any problems reading it...funny how that works huh...

Re: My top 10 Observations/design tweaks/ and wants

1. Arrows are drawn on the minimap in the 1.1 hotfix

2. Mos Espa is a push map in 1.1

3. The DEMP2 will come into its own on vehicle centric maps. 1.0 featured almost entirely infantry maps, so the weapons use is understated.

4. I agree that the psg should be descructable, especially the emitter thing.

5. I personally think firendly fire is part of the game.

6. We will have to look into this

7. This or a varaition of it is planned for some stage in the future.

8. Battle of Hoth will be in 2.0 (everything going according to plan), it will include working AT-ATs.

9. This is an ability I have never really bothered with, so my oppinion is moot.

10. We don't want to mirror balance our weapons.

11. This once again comes back to the lack of vehicle centric maps. On a more vehicle centric map there will be rebel tanks (from other SW games such as force commander), these will create more of a need for imps to use rocket launchers. Also the Land speeder is getting its HP upped for 1.1.

General Un-Co,
                         Signing off
http://www.fsmod.com/img/unco_sig.jpg

Re: My top 10 Observations/design tweaks/ and wants

FSDev| General Un-Co wrote:

1. Arrows are drawn on the minimap in the 1.1 hotfix

2. Mos Espa is a push map in 1.1

3. The DEMP2 will come into its own on vehicle centric maps. 1.0 featured almost entirely infantry maps, so the weapons use is understated.

4. I agree that the psg should be descructable, especially the emitter thing.

5. I personally think firendly fire is part of the game.

6. We will have to look into this

7. This or a varaition of it is planned for some stage in the future.

8. Battle of Hoth will be in 2.0 (everything going according to plan), it will include working AT-ATs.

9. This is an ability I have never really bothered with, so my oppinion is moot.

10. We don't want to mirror balance our weapons.

11. This once again comes back to the lack of vehicle centric maps. On a more vehicle centric map there will be rebel tanks (from other SW games such as force commander), these will create more of a need for imps to use rocket launchers. Also the Land speeder is getting its HP upped for 1.1.

/deepbow

Re: My top 10 Observations/design tweaks/ and wants

It's not that long, is it? XD

I agree with most of it, especially with the need for more advanced binoculars, along with the destructible shield point. I also think the rocket launcher needs more uses, as it currently stands there are never enough vehicles to justify bringing the AV weapons to the battlefield, every vehicle besides the small walker can be easily destroyed or have its pilots killed with any other normal weapon, and the walkers can still easily be taken out by the 10 second timed grenades and the anti-vehicle mines of the heavy weapons class. Give the EMP blaster some damage on infantry along with a larger blast radius (it says that it is deadly to most life forms but I've never gotten a kill with it and it seems to do no damage) and give the rocket launcher splash damage but a smaller area of effect (although more damage) than the EMP blaster.

Re: My top 10 Observations/design tweaks/ and wants

Sowaka wrote:

It's not that long, is it? XD

I agree with most of it, especially with the need for more advanced binoculars, along with the destructible shield point. I also think the rocket launcher needs more uses, as it currently stands there are never enough vehicles to justify bringing the AV weapons to the battlefield, every vehicle besides the small walker can be easily destroyed or have its pilots killed with any other normal weapon, and the walkers can still easily be taken out by the 10 second timed grenades and the anti-vehicle mines of the heavy weapons class. Give the EMP blaster some damage on infantry along with a larger blast radius (it says that it is deadly to most life forms but I've never gotten a kill with it and it seems to do no damage) and give the rocket launcher splash damage but a smaller area of effect (although more damage) than the EMP blaster.

I've only seen the demp kill if you get a dead on center hit with the projectile itself..the area effect does almost nothing if any...

13 (edited by mechag2 2007-10-01 19:44:41)

Re: My top 10 Observations/design tweaks/ and wants

I haven't yet had the chance to read the previous posts in this thread, but I wanted to post several of my personal observations and suggestions for this stellar mod (at least the ones off the top of my head wink).

Also, keep in mind I do realize gameplay takes precedence for anything lore related and my knowledge of modding and what's possible with BF2142's engine is quite limited (if not non-existent).

Alrighty then...

1) The ability to swing the B-wing's gyro in both directions. I understand this is most likely to do with limitations in implementing this feature properly, but it would none the less kick some serious butt to be able to do it. lol I'd also probably increase the rotate speed a bit. wink

2) The B-wing should really be equipped with 12 proton torpedoes & the Y-wing with 8.

3) The A-wing is missing it's 2 Dymek HM-6 concussion missile launchers (with 6 missiles each, of course).

4) There are various inaccurate sound fx (ion cannons, DL-44, proton torpedoes, etc.), but I don't know if that's because they can't be used or for some other reason.

5) The S3 model Y-wing's turret's ability to switch between ion & laser cannon fire (although, I must admit it's pretty cool and it does make for a rather good gameplay mechanic).

6) Not limiting the ion cannons with ammunition. I'd personally rather include a recharge rate or overheat function for gameplay purposes. Possibly for laser cannons as well, but with the state of the hit boxes, I'm not so sure.

7) The T.I.E. Fighter's laser cannons should really be fire linked.

8) Personally, I'd like to have manual control over the S-foils, but again, I don't even know if that's possible and I might be the only one. lol

9) The ability to look around the cockpit interior. I LOOOOOVE this feature. big_smile

10) Give the 74-Z it's correct flight ceiling (If I recall correctly, it's 25 meters). Again, don't know if that's possible. lol

11) The ability to lock the camera behind fighters and other flight craft.

Well, now that I've stated my ignorance toward modding while simultaneously critiquing and raving about this A-W-E-S-O-M-E mod (I've shown it to almost everyone I know and all their jaws hit the floor lol)... anyone have any thoughts?

Artificial intelligence is no match for natural stupidity.

Re: My top 10 Observations/design tweaks/ and wants

mechag2 wrote:

I haven't yet had the chance to read the previous posts in this thread, but I wanted to post several of my personal observations and suggestions for this stellar mod (at least the ones off the top of my head wink).

Also, keep in mind I do realize gameplay takes precedence for anything lore related and my knowledge of modding and what's possible with BF2142's engine is quite limited (if not non-existent).

Alrighty then...

1) The ability to swing the B-wing's gyro in both directions. I understand this is most likely to do with limitations in implementing this feature properly, but it would none the less kick some serious butt to be able to do it. lol I'd also probably increase the rotate speed a bit. wink

2) The B-wing should really be equipped with 12 proton torpedoes & the Y-wing with 8.

3) The A-wing is missing it's 2 Dymek HM-6 concussion missile launchers (with 6 missiles each, of course).

4) There are various inaccurate sound fx (ion cannons, DL-44, proton torpedoes, etc.), but I don't know if that's because they can't be used or for some other reason.

5) The S3 model Y-wing's turret's ability to switch between ion & laser cannon fire (although, I must admit it's pretty cool and it does make for a rather good gameplay mechanic).

6) Not limiting the ion cannons with ammunition. I'd personally rather include a recharge rate or overheat function for gameplay purposes. Possibly for laser cannons as well, but with the state of the hit boxes, I'm not so sure.

7) The T.I.E. Fighter's laser cannons should really be fire linked.

8) Personally, I'd like to have manual control over the S-foils, but again, I don't even know if that's possible and I might be the only one. lol

9) The ability to look around the cockpit interior. I LOOOOOVE this feature. big_smile

10) Give the 74-Z it's correct flight ceiling (If I recall correctly, it's 25 meters). Again, don't know if that's possible. lol

11) The ability to lock the camera behind fighters and other flight craft.

Well, now that I've stated my ignorance toward modding while simultaneously critiquing and raving about this A-W-E-S-O-M-E mod (I've shown it to almost everyone I know and all their jaws hit the floor lol)... anyone have any thoughts?

I've done some heavy modding but it was all in tribes 2..and i've not even seen the 2142 editor..so that being said coming from a programmers standpoint heres my thoughts on your thoughts about thoughts =p

1). The rotate speed can possibly be changed...but having it rotate both directions would probably require an extra button to be used...and theres seems to be a limit on chooseable buttons for this task. but a fsdev would have to answer that one.

2) Easy change to do if its balance is required.

3) I noticed this as well, however since the missles aren't really used for anti fighter(ie there are no lock-on targets), the a-wing on most of these maps would just be another extra vehicle used to attack capitol ships just like the x-wing is both a bomber/fighter type setup...Granted they have stated in some situations they don't want to mirror weapon sets between the rebel and imperial side...giving every single vehicle a way to bomb on the rebel side and only one on the imperial side would be a little imbalancing...the a-wings goal was to be an interceptor/anti-fighter...and since the concussions woudn't currently lock onto a fighter it wouldn't help support that role. but it is do-able.

4) Dunno about that one, can be anywhere from a lack of actual sound files to just not being able to fit them in properlly.

5) I thought this was already in the game? or was it the primary turret only...you can switch with x or f or something...its in the manual...

6) They could be put in, and probably should at some point, but the amount of drain or the speed of how fast it goes up can be adjusted so that you can still get plenty of shots off...just not hold the button down for the entire flight...

7) Agreed. However from what i've seen every single weapon except for the flechette and cr1 all fire single shot at a time...even the at-st...so being as no other weapon in 2142 has the same capability it might be an issue of either making it a single shot or a shotgun type effect...and the engine itself limits the capability of firing 2 shots at once...

8) Comes with the same problem with the x-wing...it prossibly could be done...but you run out of useable keys quickly...

9) Unknown...typically in 2142 you can only do this as a gunner type position so being able to fly and change the view is probably something the engines not designed for...unless you rebind the fighters to fly via wasd keys purely and the mouse to aim your camera...which would be harder to fly and even more annoying...

10) If you give a flight ceiling can be hard to do because you have to run a check for the Y(often referred to as Z) distance to the actual ground altitude plane which changes constantly...0 on the y access is really well below the ground, and since altitudes change constantly, ie endor strike map. It would require alot of checking to see if you hit that flight ceiling at any given point on the map...just another thing to cause lag. Really just changing the rate that it can even climb is probably easier...and as far as lore was concerned look at the pod race in sw1, anakin got it way the heck up there but coudn't maintain it...only got so high because of a ramp...so really theres no real need for the change other then maybe tweaking the ability to climb altitude down just a tad.

11) You can hit C to change the view when your piloting a vehicle to be in 3rd person....why they would put in an ability to lock a view around another fighter in-game is really more of a cheat to see where they are...unless you are using some wierd spectator mode...in which case its no where near a high priority change...