Topic: My little list of pros and cons
Figured I, too, should make one of these, but never got around to actually do it. Here you go .
-- Pros --
• The music - you've managed to make an all-new soundtrack that still sounds like that of John Williams. This does a lot for the game's atmosphere.
• The space maps - both are well-made and offer a whole new dimension of play, especially now that the beginners are starting to get the hang of them.
• I like the deployable shield and weapons (and deployables in general).
• The Withering Fire system actually works pretty well, but could perhaps be tuned down a bit so that blasters are less effective.
• The scale of the space maps - and the fact that every ship is the right size - is incredible.
• I like both the Rebel Assault and Escort game modes. Keep it up!
• I love how you're not afraid to sacrifice graphic quality for quantity (for example by placing a brazillion low-polygon trees on Endor rather than only a few high-polygon ones). This should open for lots of possibilities in the future, too (asteroid fields with lots of asteroids, for example, or maybe a shipyard with lots of vessels or containers or whatever).
• I love how you have several 'sub-classes' within each class, courtesy of the unlock system.
• Thank you so much for dynamic lighting.
• I like how the heavy blaster requires a generator to fire.
And more. Can't think of more at the moment, though.
-- Cons --
Here I tried to leave out things that'd been said already.
• The mod can be a bit uninvolving at times, particularly in the space maps. I miss the feeling of purpose that I got from playing Project Reality. I don't quite know why, but it's probably the far less rigid teamplay in First Strike - in PR, players were far more disciplined and team-oriented. This'll probably get better as time passes. It may also be that increasing the distance sound carries would improve things, as players far away from the battle would still know there was fighting going on.
• I still feel that at least some maps should have a Commander. There has to be SOMETHING for him to do, and Commanders add A LOT to the organization of a team.
• The capital ships need an artificial horizon. It's very easy to get disoriented after 'dogfighting' another capital ship.
• I think the fighters and bombers should have their speed indicators back.
• Is there a way to set the altitude indicator so that the height when spawning shows as somewhere around 0, as opposed to 14 000+? I assume not, but it'd be nice.
• The Gallofree Medium Freighter's captain's HUD looks like an aiming reticule and gives the impression that the captain's position has weapons.
• Mouselook is still not implemented. Space combat would benefit greatly from this.
• I was setting up shop near the northern-most control point on Mos Entha and actually found myself blowing up the Gonk with an anti-tank missile every time it spawned - its very short sound loop was that annoying. Sorry for being harsh, but the gonk sound loop HAS TO be lengthened.
• The mod would greatly benefit from every weapon and tool in the weapon selection bar having a name shown, like in Project Reality The same goes for the various weapons of vehicles, cap ships, and fighters.
• While there is deployable stuff for ground maps, I miss them in space maps. I made a thread long ago asking for things like deploying mine fields, dropping off containers which would repair/rearm ships near them, satellites scanning their surroundings, weapon platforms shooting at things near them, etc. Would give capital ship and freighter/transport crews more to do, so it'd be nice if we could have an update on this.
• The speeder bike stops on a dime when you release the accelerator. Is that intended?
--the awesomeness that is Boatmurdered.