Author Topic: Beyond the Red Line feature requests  (Read 76832 times)

karajorma

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Beyond the Red Line feature requests
« on: February 11, 2007, 08:28:48 PM »
Okay guys. Here's a chance for you to bounce some ideas around.

The developers have our own thread in the internal for this where we can talk about secret stuff but on this thread I'd like you to post ideas for features you'd like to see in the full game.

Last time we did this someone mentioned having ships that were stealthed until you got within a certain range of them. This is actually quite hard to do in the FS2_Open engine as if you turn stealth on no one can see that ship regardless of the distance and if you turn it off everyone can. However if we have new coders joining us and looking for something to add that's something we wouldn't mind having. :)

So here's your chance to make some suggestions. The cooler and more reasonable the suggestion the better chance we have of finding someone who can code it. Knowledge of FS2 will help but isn't mandatory :)

BTW We'll do this again once the demo is out and you have a better idea what can be done. :)
« Last Edit: February 11, 2007, 08:34:40 PM by karajorma »

StarSlayer

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Beyond the Red Line feature requests
« Reply #1 on: February 11, 2007, 08:34:16 PM »
Oh i want a drunk Galactica pilot mode!, sorta like the hospital run mission in Vice City!
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Ender

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Beyond the Red Line feature requests
« Reply #2 on: February 11, 2007, 08:38:54 PM »
viper traiing missions like the ones where they use infrared lasers on other vipers, all that would really have to be done in my eyes is chagins the sounds and FX, then again i know as much about modding as george bush does about spelling b's

bsilver2988

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« Reply #3 on: February 11, 2007, 08:39:52 PM »
ok i've got a couple things i'd love to see.  

first, in the videos, we can see galactica firing off both her main salvo batteries, and her many anti-fighter turrets.  one thing we've seen galactica do on multiple occasions is flak fire, which explodes at a certain perimeter regardless of if it hits anything.  i'm not sure if you've put this in yet, people have eluded to it a few times, but i'd love to see it.

second...damage textures?? might be impossible..i'm not familiar with freespace 2, so idk...but when the weapons hit galactica and the basestar, nothing really happens to it.

Imperator

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Beyond the Red Line feature requests
« Reply #4 on: February 11, 2007, 08:44:28 PM »
Historical battles for multi.
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karajorma

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« Reply #5 on: February 11, 2007, 09:00:25 PM »
All do-able so far (or requiring code changes already in progress). Keep em coming. :yes:

Imperator

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« Reply #6 on: February 11, 2007, 09:50:57 PM »
Tactical FTL jumps for the Raider, Raptor and Blackbird (if it's in there).
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swiss gripen

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Beyond the Red Line feature requests
« Reply #7 on: February 11, 2007, 10:08:14 PM »
SAR missions using the raptor
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Unknown Target

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« Reply #8 on: February 11, 2007, 10:27:03 PM »
Quote from: bsilver2988;56792
ok i've got a couple things i'd love to see.  

first, in the videos, we can see galactica firing off both her main salvo batteries, and her many anti-fighter turrets.  one thing we've seen galactica do on multiple occasions is flak fire, which explodes at a certain perimeter regardless of if it hits anything.  i'm not sure if you've put this in yet, people have eluded to it a few times, but i'd love to see it.

second...damage textures?? might be impossible..i'm not familiar with freespace 2, so idk...but when the weapons hit galactica and the basestar, nothing really happens to it.



The damage textures are done, and as for the flak screen...




Anyway, please continue :)
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Roy Fokker

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« Reply #9 on: February 11, 2007, 10:39:29 PM »
The flak explosions look frakkin' amazing.:yes:

saruman178

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« Reply #10 on: February 11, 2007, 10:51:33 PM »
Yeah that's awesome.


I'm gona have to stick with Historical Campaign.

Which shouldn't be too hard to do and would be a good excuse to watch all the episodes.

Herra Tohtori

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Beyond the Red Line feature requests
« Reply #11 on: February 11, 2007, 11:03:49 PM »
-Dynamic cockpit viewpoint.

Meaning two things:

1. In-game adjustable field of view, similar in fashion to IL-2 Sturmovik's general view, wide angle view and aiming view, for example.

2. Forces (accelerations) that affect pilot's head will slightly move the point of view. Meaning that if you hit the afterburner, the viewpoint moves perhaps 5-10 cm behind, so that if "show ship" flag is in use, the viewpoint's changing location will give an impression of real acceleration. Same with reducing speed, but the viewpoint should then move a bit forward. Or, if you're driving with the "stick in the balls" ie, turning upwards, the viewpoint would go a few centimetres down, and vice versa.

The viewpoint could be (in code) attached to a single "spring constant" field that tries to return it to the zero-g point, where no acceleration is exerted on pilot's head. If the pilot pulls g's, the viewpoint should move within set boundaries according to the force exerted on it in ship's reference frame. That part should be easy, but obviously it would require that the point of view is no longer fixed in the POFs...

In addition to creating more authentic immersion by increasing the feel of acceleration, collisions would also become more violent and believable - when your craft would hit something, the rapid acceleration would result in fast yank of the viewpoint to some direction before safety harness/belts stopped its movement. Just like in reality. Obviously, this feature should perhaps only be enabled when the cockpit view is in use. This feature would be extremely useful in standard FS2 too. The collisions particularly have always lacked the feel of mass behind the impact.


Another thing is obviously (optional) blackouts and redouts, which should definitely be somewhat easier to accomplish than dynamic viewpoint. They would add to the immersion significantly, and they would give the Raiders some edge because they would be able to withstand higher vertical acceleration than human pilots. Perhaps the blackout/redout critical acceleration value and the time for them to take effect should vary depending on difficulty setting?


Ender

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« Reply #12 on: February 12, 2007, 02:40:36 AM »
Quote from: Unknown Target;56802
The damage textures are done, and as for the flak screen...




Anyway, please continue :)



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moving on, how about a battlestar with chicks and booze and guns and fire trucks

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« Reply #13 on: February 12, 2007, 02:50:40 AM »
Quote from: Imperator;56799
Tactical FTL jumps for the Raider, Raptor and Blackbird (if it's in there).

a must have:naughty:

i know that there have been discussions before so i'll just summ up and mix it with some other ideas!

how about creating a "FTL missile (torpedo)" (like UT Translocator), it only has one shot , after shot it moves straight at med speed, press sec-fire again and you'll FTL to its location and ammo regenerates! but it could be targeted and shot by the enemy! if you try to  ftl to a dead missile your "lost in space" aka dead!
so much for the theory, no idea if its doable in FS2

that would lead to a BR (bombing run) mode: every side tries to capture an ancient probe and return it to their mothership or try to capture a "bomb" and plant it on enemy mothership! (possible option: only hvy-raider and raptors can load it! raiders and vipers are  only escort/hunters. if ftl possible probecarrier can't ftl without loosing the probe/bomb) if the bomb-carrier is killed he'll drop its cargo on current location raptors/hv-raiders AI or player controlled!

or a possible CTF-classic mission: Adama vs Cain: a raptor tries to land on Peg/Gal to capture Chief and Helo/ Adama and Tigh and return them to Gal/Peg. Vipers try to shoot down enemy raptor and protect their own! raptor AI or player controlled! if a raptor gets shot down he drops its cargo at current location  where they can be picked up again (lol helo, tigh, chief and adama drifting in eva suits lol)
Loosing teams mothership blows up at the end :)

another one: capture the mother ship: land X# Raptors/hvy-raiders on enemy mothership and board it!

oh and cylon specials like convoy raids! cylon only game mode. erase an enemy convoy(with ai-viper escort, and continously civ-ships), every player starts in a raider, after X# kills his ship changes into the next better cylon ship (if it's possible in fs2 multi to fred in shipchange by score)  after a certain total bodycount the weakest ship explodes and can't respawn! and so on! it's kind of last man standing without shooting eachother!

convoy battles (fighters and civ ships only): the party that destroys enemy convoy wins, they also have to protect their own civ-ships

i'm no RPG fan ( i really hate RPG games!!!) but would it be possible to limit the available ships via fsnet stats? for example: Player A has 10000 points, B has 50000; A can only choose MK2 and Raider for missions, B can choose MK2,MK7,MK7E,Raider,.....,Reaper  
to be honest i only came up with this to make sure that there will be more victims available, rpg games allways attract  hardcore-grinders (and sometimes even girls :P) :lol:

oh, another one: capture the booze! rob a cylon brewery to "refuel" the fleet!
(you guys are really lucky that i never tried to FRED hehe)

oh and really important (even if its more a scp thing, you guys will have the largest FS2 comunity alive!) is there something going on to improve the FS2 multiplayer engine to optimize it? it still sucks to play an intercontinental game with a ping 200+, it's unplayable!!
« Last Edit: February 12, 2007, 03:10:47 AM by Dodger »


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« Reply #14 on: February 12, 2007, 05:55:35 AM »
Limited fuel and inflight refueling/rearming of Vipers and Raiders. Not something really limiting, in normal conditions having something like an hour/hour and a half of fuel at full throttle (with fuel consumption varying with throttle setting); but when maneouvering heavily you eat fuel a lot faster, going bingo in half an hour.

Of course, normal missions won't have a 30 minutes dogfight to death, but it could make for real interesting special situations, like being in a half hour all out furball to protect a Colonial One stranded with a faulty FTL - if anyone has played X-Wing Alliance, think about the mission where you had to protect two battlegroups that were to rendezvous with the main fleet in preparation of the assault on the Death Star II, that mission could easily last a half an hour coming and going between groups - in which you really had to plan ahead and using any break to run to the ressuply Raptor or make a combat landing to get more fuel and ammo.

Or an atmospheric mission where you had to make multiple visits to the Raptor to keep looking for certain missing pilot while dealing with adverse flight conditions - or where you couldn't, and you had 20 minutes to deal with the whole airwing of a colonized planet protecting fleeing ships before you had to get into orbit for recovery in the middle of a fight to the death between capital ships.

On the other hand, of course in reconnaissance straight burn and keep burning missions, people won't even realize there is such thing as fuel - just go ahead and run through it and your indicator won't even mark yellow when you land back at the Galactica.
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