#127404 - 14 October, 2006 10:15 AM
Re: alternative modmaking ideas and concepts
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 N.C.O.
Posts: 375
Loc: U.K.
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Interesting point here. I have been thinking, for a very long time, about the following:
A regime/government controlled by big business - eg. Kingpin, but in a far bigger way.
Obviously, the country is dependant on the relevant industry. As you steadily destroy this business, and take relevant proceeds/income for yourself, his/her ability to respond to your attacks is reduced(financially), but resorts to ever nastier methods. These would have a very negative effect upon your standing with the loyalty of the population , therefore, you would have to try to 'second guess' the next move you make.
This takes me back to something I posted ages ago.
Two scenarios - one leading into the other. First: Standard conquer the country/Island with as much detail as possible - eg: as you progress through the campaign, it becomes apparent that there is a bigger person behind everything - and it MUST be difficult, as there is big backing behind it. At this stage, money is no object and you are fighting an up-hill battle. Once this scenario is completed, there is no cut-scene, instead, you are immediately in the next scenario(country/Island) - new map and not necessarily towns/cities - could be blank - depends upon information gained from your previous campaign.
You would start this with the cash, mercs etc.. gained from the previous campaign - BUT - no income from it at all, therefore, you would have to be very careful about what you do initially (I would even suggest removal of the cheat mode if possible here!!), and progress through this scenario until you 'remove' the head.
If this was at all possible (one scenario leading into another) then with the development into 8 member teams - 24 total, then what is stopping this idea expanding into 2 teams of 6 doing the above, while the other two teams of 6 clobber an adjacent country/map? The adjacent country/map need not be controllable, but random results from what happens there are somehow affecting your own abilities to conduct the campaign at hand. It need not be the team sizes I laid out/scenario laid out - that is for discussion and input, but I am sure JA2 is nearly ready for a major divergance in campaign strategy.
My rambling is now over, please rip it to shreds as you deem fit!!
Regards.
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#127408 - 19 October, 2006 02:23 AM
Re: alternative modmaking ideas and concepts
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 Sergeant
Posts: 184
Loc: who wants to know ?
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Originally posted by Bearpit:
The one man team idea by Bone sounds kinda weird. I would oppose it mainly because the fun of hearing all the mercs speeches would no longer exist. It's just a killfest & soon enough so many corpses accumulate your solo character becomes a lonely superman. a rather small mod- 10- 16 maps will do it due to this the danger of turning the ae into a superman needs not to be a threat. (for the sake of playability there should be some RPC's in the maps)when info comes in a compressed format- every sentence can be important ;-) @Bear - in my book you're one of the good ones! But sometimes your way of thinking is rather conservative (no flame intended here). To "leave Arulco" with a mod ,creativity allways struggles with 2 arguments.... the first one is: "is it really possible this way? " the second one is: "that was never done like this"personal taste is nothing to argue about. Bone
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#127409 - 19 October, 2006 09:05 PM
Re: alternative modmaking ideas and concepts
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 Captain
Posts: 1552
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There's nothing wrong with being conservative,bonechucker, as long as there's something good or-in this case-great to conserve.And to add to.
"Is it possible to leave Arulco?" Yes, but IMO one has to go in another fictional country,preferably a neighbouring one(Tracona or "Karottistan","Kokofifiland",etc)The main reason for that is...the game world,the maps and the tilesets.Even admitting the modmaker does an enormous rework of the tilesets, things like sky-scrapers or very industrial environments are so not ja2 -like for that matter your proposition to play solo games.There are games where that can be done better than in ja2, so why would one modify ja2 for that? The "trashy well-worn charm" of the ja2 world,as Bearpit likes to put it,the combat system so not like anything else out there and the (almost-)alive chars,certainly look like something worth conserving.
You know,first time taking contact with the UBeditor,back when it appeared,and reading that pompous "I've got the power" they wrote in its manual...didn't know whether laughing or smiling bitterly was the right attitude.Power to do what?To make some beautiful maps and send them to Sirtech so that they make them come alive,setting enemies,triggers,adding hardcoded things?The power to realise the limits that using those tilesets imposes to mapmakers?To see you just can't do some things?
See,I'm all for "well-worn charm"-without necessarily the "trashy" part to be honest. A more than noticeable attempt was made by the Wildfire crew in that direction-and mind they stayed in Arulco!And actually did something "that was never done like this"...which actually only has lead to earning them the reputation of being "on the dark side" (for making money of it) and being "full of sh.."(mainly because Sirtech has kept the secret and the tools for doing some of the things that make this game great to themselves,and they decided to do something anyway)Initially,my Reconquista minimod was designed to be installed over Wildfire 5.0, and bring some new story into that Arulco; it actually worked, but I gave up on that because at that moment I saw no way to put faces in the game and set correct coordinates,plus I couln't fix some things so..rather let them be than cut them out.
This Renegade Republic project looks like the next step forward in ja2 modding, a blend of old and new, tried and true.With the right pedigree too,given by Scorp. And we're all hoping the 1.13 coding team can actually give us the power to make (some) things happen.I can already say some of the things will be spectacular, and already hear some conservative natures say "what happened to not too much,not too little, just enough?" Nevertheless,some things are IMO still not worth doing, like turning JA2 into something it was not designed to be,or not capable ever to be.Even greatness seems to have limits.
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#127411 - 20 October, 2006 05:55 AM
Re: alternative modmaking ideas and concepts
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 Sergeant
Posts: 184
Loc: who wants to know ?
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Originally posted by AZAZEL: There's nothing wrong with being conservative,bonechucker, as long as there's something good or-in this case-great to conserve.And to add to. ;-) excuse me AZAZEL but maybe you got something wrong- I did not say that being conservative is a bad thing. But beeing too conservative stops creativity... Originally posted by AZAZEL:
"Is it possible to leave Arulco?" Yes, but IMO one has to go in another fictional country,preferably a neighbouring one(Tracona or "Karottistan","Kokofifiland",etc)The main reason for that is...the game world,the maps and the tilesets.Even admitting the modmaker does an enormous rework of the tilesets, things like sky-scrapers or very industrial environments are so not ja2 -like for that matter your proposition to play solo games.There are games where that can be done better than in ja2, so why would one modify ja2 for that? The "trashy well-worn charm" of the ja2 world,as Bearpit likes to put it,the combat system so not like anything else out there and the (almost-)alive chars,certainly look like something worth conserving. Did I write something about making an ego shooter?......Did I ????? Where ????? Did I write about trashing the JA2 style ????? If you had read what I wrote.....and if you had understood it.....then ...maybe you've had a chance to understand that I talked about creating a mod with a storyline which only needs 10-16 maps....and tilesets needed would only be some furniture and such Originally posted by AZAZEL:
You know,first time taking contact with the UBeditor,back when it appeared,and reading that pompous "I've got the power" they wrote in its manual...didn't know whether laughing or smiling bitterly was the right attitude.Power to do what?To make some beautiful maps and send them to Sirtech so that they make them come alive,setting enemies,triggers,adding hardcoded things?The power to realise the limits that using those tilesets imposes to mapmakers?To see you just can't do some things? excuse me - what has this to do with this thread or my post ? Originally posted by AZAZEL:
See,I'm all for "well-worn charm"-without necessarily the "trashy" part to be honest. A more than noticeable attempt was made by the Wildfire crew in that direction-and mind they stayed in Arulco!And actually did something "that was never done like this"...which actually only has lead to earning them the reputation of being "on the dark side" (for making money of it) and being "full of sh.."(mainly because Sirtech has kept the secret and the tools for doing some of the things that make this game great to themselves,and they decided to do something anyway)Initially,my Reconquista minimod was designed to be installed over Wildfire 5.0, and bring some new story into that Arulco; it actually worked, but I gave up on that because at that moment I saw no way to put faces in the game and set correct coordinates,plus I couln't fix some things so..rather let them be than cut them out.
This Renegade Republic project looks like the next step forward in ja2 modding, a blend of old and new, tried and true.With the right pedigree too,given by Scorp. And we're all hoping the 1.13 coding team can actually give us the power to make (some) things happen.I can already say some of the things will be spectacular, and already hear some conservative natures say "what happened to not too much,not too little, just enough?" Nevertheless,some things are IMO still not worth doing, like turning JA2 into something it was not designed to be,or not capable ever to be.Even greatness seems to have limits. you have an opinion....thats nice ...do you allow others an opinion of their own? ok folks -I thought this would become a platform for brainstorming and creative ideas ..... which can actually be done....instead of some wild dreams which are dreamed in other threads instead its turning to one of the "interesting discussion/flame-threads" So let's dance ! Bone p.s. @ Azazel - we're both not native english speaking ...so there might be the small chance that I misunderstood you....if so I apologise.... if not... hey, whats wrong about a nice and clean flame war :-) by the way Azazel.....what the heck was really new in wildfire...are you talking about the "not implemented drug-cartell idea" or are you referring to the number of bugs and crashes ? If you truly say that wildfire brought "new" ideas ...then nobody will ever accuse you to be "creative" ..... p.p.s. @ Scorpion - would you mind deleting some spam - or do you like the "flavour" of the thread ? ;-)
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#127415 - 25 November, 2006 08:00 PM
Re: alternative modmaking ideas and concepts
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 Captain
Posts: 1552
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Of course in theory it is possible, question is how much effort would this require and wheather it is worth it.Heh,I called on reinforcements once, and never did it since then-ok,the battle was spectacular,lots of noise and auto fire and also lots of work to save as many of those poor bastards called to help as possible. A very cool feature this one,only problem is it needs to be more controlable, too wild sometimes-needs to be tamed. BTW,ever wandered why Scorp sais he didn't like the way those soldiers were placed on the edges in the original maps?They were placed like that on purpose, so the player cannot enter the sector on a corner and exit on the other side,avoiding the battle and avoiding the "battle lost" written in the history log too.Now comes a cool new feature like this one, and someone finds the rebels and proceeds to Drassen for example.Enters the B10 map,heading for Drassen, and finds under a duzen soliers there;thinks"ok,I was cautious,wasn't craizy to choose insane,brought with me at least a long range gun,what the hell,let's trade amabilities with them.A couple of turns pass,and...  enemy reinforcements arrive-mercs are surrounded,some of them might even be injured... Result: 1)player saves-loads wildly,winning with no glory.Iron-man,huh?Insane,expert... 2)player reloads save game from after recruiting Ira(<shoot,they kicked my butt>),enters B10 in the N-E corner,thinking <eh,what is this battle for anyway?let's avoid it,immediately exiting on the East side,waist of my time>)and -of course  - 2-3 soldiers are there,right on the spot,placed on purpose in the original game with no reinforcements...Battle on immediately.Are we talking about a prudent player,who made a save after recruiting Ira?Are we talking about a bored veteran,or a novice?About one who wants to give 1.13 a chance?Or one of those that use alt+gabbi immediately,not even trying?About 6 IMPs squads with superguns and scopes?About one who edited the ini to hire at least 3-4 AIM aces with top notch guns,needing money?Or even about a player that doesn't want to start a fight unless he/she finishes it? Kind of an abrupt start(don't you think?)when a great new feature (in itself) doesn't have the space to be exerced properly/gradually.
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#127417 - 26 November, 2006 07:46 PM
Re: alternative modmaking ideas and concepts
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 Captain
Posts: 1552
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Hope to see some of your maps in RR,Vicky, and to hear more of what you feel about this game(and our craizy ideas)-be sure some of us are very interested. I mean,they had a Linda Currie as a "level designer" for ja2, not only a "Norma Meltdown".
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#127425 - 02 January, 2007 12:46 PM
Re: alternative modmaking ideas and concepts
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 Major
Posts: 2389
Loc: Bavaria - Germany
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The one who knocks
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yay this is a fun thread!
well then, here i go:
how about the following scenarios:
1. you and your small mercenary unit are stationed on a border post between two rivaling countries. one day, your post is getting attacked by unidentified and unmarked soldiers, obviously coming from the territory of the other country.
the stationed regular soldiers are killed, as well as some of your mercenary buddies. but a few of them got captured and taken away, including your best friend. you are getting knocked out cold but survive somehow unharmed.
when you awake, the incident has brought the two countries at the brink of an all out war, allthough the one country dements all responsibility for the attack.
after a little talk with the government of your employing country as well as your contractor company, you are given the critical task to take a small commando unit on the search for your kidnapped comrades and the identity of the kidnappers.
the task is time-critical since the diplomatic confusions and accusations are about to lead to a full scale war, which would destabilize the whole region, involving some other neighbouring countries as well.
so you assemble your small team and take up the trace of the enemy, leading into the other country. on your way, you have to avoid any regular military opposition and detection through the armed forces, so you decide to disguise yourself as a hunting party, carriying only civilian grade equipment.
after following the trace a little while by asking a few NPCs, another incident triggers the war between the two countrys and you find yourself right in the middle of a warzone.
now your primary task is to survive on your own, eliminating all enemy resistance and taking on some crucial objectives by new orders, but still following the trace of your kidnapped comrades.
this trace finally leads you into the vicinity of a third country, where you find out, that the responsible force behind the attack and kidnapping is another mercenary unit and that your comrades are being held in a hidden prison camp on the third countryīs territory, for interrogation purposes.
so you head off to that camp, fighting your way through border patrols and finally rescuing your surviving comrades from that camp, only to find out, that the whole incident was staged, to provoke the now ongoing war by
alternative A: a huge international arms dealer corporation which sells to both involved countries in order to maximize profits or
alternative B: a rivaling mercenay firm which wanted to create new demands for their services, dealing a devastating blow to your own company through letting it look like your own unit provoked the incident by brainwashing your comrades and obtaining confessions through torturing techniques.
in any case you will have to secure the evidence of that conspiracy by capturing the head of the enemy mercenaries and (alternative A) the agent of the arms dealer organization for a international war crimes court trial and to stop the war.
so you attack the secret, heavily defended base of the enemy mercenaries and either capture or kill their leader, finding the incriminating evidences you need, plus alernatively finding and capturing the arms dealer companyīs agent through a little hunt, while he tries to escape to a small airfield for extraction.
when you accomplish both, you take your prisoners to a UN post where their confessions and the evidences are being broadcasted immediately, thus stopping the war and allowing you to finally return to your own base, where you are being celebrated and honored. or not. but at least paid well for your efforts.
great, intricate plot with some surprises and some critique on the mercenary and whole war fueling business!
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#127426 - 02 January, 2007 02:08 PM
Re: alternative modmaking ideas and concepts
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 Major
Posts: 2389
Loc: Bavaria - Germany
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hereīs the second scenario:
you are part of a larger mercenaries platoon, operating in a ongoing war between two or more smaller countrys, i.e in an african or eastern european scenario.
on a crucial mission, your company gets attacked and mostly slaughtered, getting you captured and taken away for interrogation and execution, since mercenaries are not protected by any international laws.
with you, another comrade get captured, the rest of your unit is slaughtered, including the commanding officer. but a few others can escape and go into hiding in small groups.
so you find yourself in a prison cell after the first interrogation sessions. but since you and your comrades wonīt break, your execution is being prepared.
luckily, your comrade is a lockpicking and knifing expert and in a lucky moment, he can manage to break out of his cell, freeing you too.
now the two of you have a chance to escape and survive, so you manage to overwhelm a guard with a self made knife, obtaining a pistol and a nightstick plus a uniform and some pepper spray plus some keys.
you then take on the next two guards, obtaining a second pistol, nightstick and uniform, without sounding the alarm.
now you have to stealth your way out of your prison wing and ultimately out of the military prison you are in, since the enemys are too many to take them head on.
but on half the way, your previous victims are found an the alarm is sounded, leaving you no other choice as to fight your way out.
luckily you manage to get hold of some silenced SMGs and a tranquilizer gun plus some body armor, tear gas and gasmasks from a weapon rack nearby and now stand a chance against the first incoming guards.
you manage to get out into the surface area, now swarming with enemy patrols on full alert.
you now need to find a silent way out of the prison compund and escape to a somewhat secure location.
then you have to find a way to contact your headquarter to inform them what happened and that you are still alive.
just outside the prison camp you meet another of your previously escaped comrades, who has tracked your trace to that prison camp, trying to find out if youīre still alive.
he tells you, where you can find a radio transmitter nearby to contact hadquarters.
itīs a small military post with only a few guarding soldiers. your comrade is a sniper and managed to keep its rifle and most of his gear, so you stand a good chance against the guarding garrison.
you then head off together, avoiding the searching patrols of the enemy, making it to the transmitter post.
you manage to take out the guards, getting hold of their equipment and managing to contact your people.
they give you some infos about the suspected whereabouts of some of your surviving comrades and give orders, to try to meet up with them and then extract to a safe location for regrouping.
so you quickly head off, since the enemy patrols are already on your trail.
you fight your way through the enemy territory, finally meeting up with 3 more of your lost comrades.
then you fight your way through the enemy lines to friendly troops, and finally getting back to a forward base.
there, you recieve new orders from your headquarters: first, rest and recover. then, since you are the highest ranking surviving officer of your company, use the funds given to you to recruit and outfit a second group mercenaries of your choice to finaly carry out your primary mission.
that is, to destroy a huge forward military fortification ( or SAM/missilebase) of the enemy, allowing your sides airforce to attack and you getting extracted by helicopter.
so you head off a second time with your new team with you on the lead now.
you manage to get dropped behind the enemy lines once more, only to find another of your comrades thought dead.
he tells you, that one of your first companys mercs was a traitor, who was paid by the enemy to give away the position of your company, leading them into a trap.
now your second objective is, to find that traitor and find out, who the mole is in your mercenary firm, who is the double agent for the enemy and paid the traitor.
you are given the information, that he presumably still is in the military prison you escaped earlyer, since he was captured on purpose together with you.
a great coincidence, since now you have a good reason to get some revenge on those who tortured you earlyer!
so you head off to the prison manage to storm it and have your revenge, liberating some captured friendly soldiers whilst at it.
but the traitor merc isnīt there anymore. you are being told, that he was driven away to that very enemy stronghold which is your primary target anyway.
so you head off, now aided by a platoon of friendly soldiers (militia), which manage to guide you to a hidden camp, which now serves as your home base of operations for a limited time, before it gets found and overrun by the enemy. there you have the chance to grab some supplies and rest, before heading off towards the enemy stronghold.
with a direct head on assault, you would stand no chance against the massive fortifications.
but nearby (two tiles away) happens to be a important power plant, which is also guarded by the garrison of the stronghold.
so you decide to stage a diversion attack on the power plant, to draw out a big portion of the enemys garrison and towards the plant.
when successful, your main group attacks the fortification at a weak spot, eventually succeeding in overwhelming the remaining garrison and manning the stronghold, using its defenses against the returning enemy mainforce.
doing so, you manage to kill off the huge attacking enemy force plus reinforcements, keeping the stronghold, cutting the enemy frontline troops from supplies and thus allowing your own troops to ultimately break through to you.
additionally, you manage to find your traitorous comrade within the stronghold, get hold of him and finally extract into safety, fullfilling your mission and helping to finally find the mole in your organisation. great praise from your employers, a huge promotion and payment raise are your well earned treats!
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#181268 - 13 April, 2008 10:50 PM
Re: alternative modmaking ideas and concepts
[Re: AquaFight]
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Posts: 5492
Loc: CH
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there's no appropriate thread for these things... this thread's been dead for a while so i like bayonetting  and i'd like some new cursors, at least something for sniping would be cool  (i also made a new cursor for shooting with just "iron sights" but can't find a screenshot right now) there's so many little additions that would be fun. Cursors, tileset/0 stuff, animations...
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#181334 - 14 April, 2008 01:28 PM
Re: alternative modmaking ideas and concepts
[Re: the scorpion]
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 General
Posts: 6167
Loc: Pleasantville, NJ
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Rock and roll!!!
The bayonetting looks cool as does the sniper cursor. We'd also need a thrusting bayonetting animation but even without it - very freakin' cool.
Now for the hard part.
Where are the coders to do this stuff?
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#181461 - 15 April, 2008 02:41 PM
Re: alternative modmaking ideas and concepts
[Re: the scorpion]
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Posts: 6167
Loc: Pleasantville, NJ
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I think bayonetting holds a lot of possibilities for mods set in vintage eras and even opens the door to weapons being used as bludgeons.
If you were rushed at close range by someone with a jammed gun or no gun at all I'm sure you would use whatever was in your hand to whatever advantage you could.
Noone thinks about possibly damaging their gun when being bum rushed.
But the other use for bayonetting as a feature is that it opens the door to polearms, and generally using your weapon in a way the game currently does not offer. The tricky part for coders would be that some weapons would suffer more damage than others when used in this manner so that would mean another tag in the weapons.xml or perhaps a whole new .xml.
But the potential rewards and subsequent mod possibilities make this feature very much worth the effort.
I think it is high time we get a few new features into the game instead of endless gunporn and mocromanagement features. Bayonetting is right at the top of my animation wish list at the moment (assuming the crouching and law animations are included already).
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#181467 - 15 April, 2008 03:05 PM
Re: alternative modmaking ideas and concepts
[Re: Khor1255]
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Posts: 1552
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Oooh-yeah! Me wants the bayonetting too. Y'know, I'm 5 maps away from finishing a revision of all the maps from SOG69...BeX had a fixed idea with those tropical maps from 'Nam. I'm only saying that from a technical point of view: the shores there in those maps are a little more than rudimentary. They got *pretty well with the lens of an old monitor like from 10 years ago, but now, on my 19" they look BAD.
Coming back to "bayonettes" - they should have been there, instead of the lasers that never got in...CQB at it's best, all in one weapon. That SOG 69 of mine desearves a 1.13.1000.
Who has it? Doesn't matter, it's not for sale. Nor release! Anyway, not yet...
Edited by AZAZEL (15 April, 2008 03:08 PM) Edit Reason: writing mintor instead of monitor...right?
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#181470 - 15 April, 2008 03:11 PM
Re: alternative modmaking ideas and concepts
[Re: Will Gates]
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Posts: 1552
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Could.Distance bad. No pay, anyway. Out of job these days, Ozaziel 
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#181472 - 15 April, 2008 03:13 PM
Re: alternative modmaking ideas and concepts
[Re: Khor1255]
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Posts: 6758
Loc: Scotland
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Noone thinks about possibly damaging their gun when being bum rushed. except for , possibly , the Village people .  I know , terrible really .
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#181477 - 15 April, 2008 03:21 PM
Re: alternative modmaking ideas and concepts
[Re: el_ozaziel]
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Don't forget to tinker. I'm gonna release, this week maybe. To at least 5 of those (of us) that see modding.
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#181621 - 16 April, 2008 01:29 AM
Re: alternative modmaking ideas and concepts
[Re: the scorpion]
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Loc: Pleasantville, NJ
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Noone seems to be concerned with anything other than gunporn and inventory micromanagement these days.
It's a shame because some really cool projects are already started that just need the attention they deserve. Bigmaps and movable quest sectors come immediately to mind here.
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#181637 - 16 April, 2008 03:06 AM
Re: alternative modmaking ideas and concepts
[Re: Khor1255]
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 Major
Posts: 2389
Loc: Bavaria - Germany
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The one who knocks
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youīre absolutely right Khor1255. thereīs so much more mod relevant and fresh that could be done.
externalizations still are top priority and would require all the attention they could get.
another very useful thing for modding would be a moddable projectile animation. only then you could do things like lasers, plasma weapons and arrows.
also, the information content of the UI could be improved, especially through extended tooltips.
AI could be improved a lot more, make it use team tactics and use the sourroundings more, maybe even stick to certain tactical combat roles. revamping the detection and awareness system, so stealth gameplay really gets interesting.
new interesting tilesets also would be most welcome, but thatīs mostly modders work.
and yes, things like bigger maps are most important and far reaching improvements that extend the modding possibilities to completely new levels and scales.
but what we definitely need the most is a stable milestone release as a somewhat stable and fixed modding base. you just cannot plan to take on a bigger modding project when you got a constantly changing base engine with new features added or changed almost daily.
personally, i like those new cursors by the idea, but i also think they could be somewhat impractical.
but 1.13 project should really watch out not to stry too much from its roots - to provide solutions to make JA2 engine more moddable.
all this cosmetic stuff and the new weapons are nice and dandy, but itīs the engine and core functions that are really important.
adding new features or improving existing ones is fine and all, but externalizations and corresponding modding tools are still the heart and soul of 1.13 project.
we need the means to build different storys and scenarios more easily, especially with all the small things that really provide the immersion. this is just crucial for really superb and fresh mods.
we need more scripting possibilities for more complex ingame events and triggers.
so cosmetic changes should be of the very least concern.
but itīs also a fact, that the community consists of many different people with many different interests and talents. some can only do the graphical and cosmetics stuff.
good coders are rare. so we basically have to take what we can get gratefully, even if itīs only less important tinkering.
because still every little bit helps to improve the project and everything that gets done can serve as a base and inspiration for others to pick up and expand on.
Edited by Mauser (16 April, 2008 03:23 AM)
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#181749 - 16 April, 2008 10:31 PM
Re: alternative modmaking ideas and concepts
[Re: lockie]
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this is a fairly minimal change to the cursor used during bursts it should indicate the use of iron sights  just because i refered to it earlier on. cheers
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#182314 - 20 April, 2008 10:09 PM
Re: alternative modmaking ideas and concepts
[Re: the scorpion]
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another idea is to have mercs look/ peak around corners. it is one of the features that many modern games have and that make some sense.   there would be some additional code required to shift the char a few pixels to the left. such a feature itself would have to be developed step-by-step. At first because it would be an extreme advantage for the player side to actually "see" around a corner. so what should be done is to soften down the effectivity of such a feature. Rather than seeing perfectly, the merc would only see partly and momentarily. There would only be a certain chance of the merc spotting any enemies, and depending on levels etc, the enemies would have a chance at seeing the merc and even interrupt (tossing a grenade comes to mind) camouflage should play a role as well. next steps would be to teach the AI to use this themselves, and then maybe move on to allow "blind" shooting around corners ;-D this would have to be there because it is one of the few cheesy action movie elements that actually lack in ja2 ;-D
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#182321 - 21 April, 2008 01:08 AM
Re: alternative modmaking ideas and concepts
[Re: the scorpion]
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actually iīd like this feature very much.
and also add the possibility to throw grenades around corners.
which is a primary combat tactics in urban and inhouse environments. if you suspect an enemy around a corner, send a grenade too greet him first.
weīd also need one or two new buttons or hotkeys for this feature.
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