Good stuff so far. Some of it gives me ideas :yes:
@ Ender - The training mission in Exodus came just a little too late for us to use that style in the demo. It will be in the full game though.
@ bsilver2988 - Damage decals are on the way. We'll be getting them, pixel shaders and normal mapping in FS2_Open 3.7 with luck.
@ Imperator - Historical Battles - I have no intention of ignoring multi when it comes to these. The main issue is one of balancing them so that it's not Team 1 with one squadron of vipers against 4 Basestars. As long as we can make a fun mission out of an episode, it will appear in the game sooner or later.
Tactical jumping (and by that I assume you mean the ability for a raider to jump out and then reappear behind the enemy) doesn't appear in the show for either capships or fighters AFAIK. If Scar did it then maybe it would be in but until it's proved to me that it can be done, it's not worth the code changes to add it.
@ swiss gripen - SaR raptor missions - If we don't do it you can. I don't see anything in there that should tax a good FREDder. It might be cool to make this as a multiplayer TvT with both teams trying to recover pilots while the other side try to shoot them (or the stricken pilots) down.
@ saruman178 - Historical Campaign - Trust me it's not easy. The problem with a lot of episodes is that they look great on screen but they don't work as missions. Hand of God for instance is one that gave me many problems before we decided to make it a full release mission instead of demo.
If you watch the episode there's not much to it. Launch from the Colonial Movers. Fly to the asteroid (no Cylon Raiders so no resistance). Skim across the asteroid surface. Everyone has seen the episode so they'll all be heading straight for the tunnel. Once they get in they fly straight through, pop out of the opening and fire for the first time in the mission. One hit kill and the mission is over. Looked great in the show but apart from avoiding the flak before starting the run where is the challenge? Sure you can have the player help deal with the Cylon Raiders that were fighting the rest of Galactica's Vipers but that's a bit anti-climactic after you've completed the main objective.
Hand of God will appear as a mission sooner or later. You can trust me on that but the issues involved in making it into a proper playable mission rather than just a recreation of the episode in the game engine whilst not stomping all over canon mean that very few of the Historical Battles are easy to make.
@ Herra Tohtori - Interesting ideas. Obviously the last two would have to be player selectable if they were too annoying for most players. Especially black and redouts as given how quickly Starbuck says the Viper can turn the player should spend most of the mission blacked out
@ Dodger - FTL Torpedo. FS2 already has subspace missiles. These might be adaptable for the game. The main issue is whether they are in keeping with the show canon. I tend to feel that they aren't. We haven't seen either side use anything like that.
CTF missions. Doable.
Capture the Basestar. Doable
Convoy Escort Multiplayer. Doable
Cylon Raiding with upgrading ships - Would require code changes. Bear in mind I've already made experiments with similar ideas in FS2 though and this is something I'd like to see the FS2_Open engine able to handle.
Not certain about not having the lowest kill count ship unable to respawn though. Sounds pretty boring for that player.
Fighter selection based on kills - Not certain I like the idea. Maybe in certain missions it might be fun for a veterans only game (Or reversed for a newbies only game) but I'm not going to make that the standard.
Improvements to ping etc are very high on the list of things to improve.
@ LindemHerz - Limited Fuel. I tend to agree that it would suck to have that in every mission but it would be fun to have a mission were you're returning from a patrol and you have to worry about running out. This would require code changes to implement but it's quite a nice changes so there is a good chance of this one appearing.
Resupply Raptors and missions based on them would almost certainly be a part of the change. The game already has code for support ships. We'd need to fix this so that there was an option to prevent ammo being reloaded and subsystems repaired and instead have the fuel topped up. The idea has been brought up several times before but it wasn't the right time to get it implemented. But it's not the wrong time now and this is actually something I can hand over to a coder right now if someone is willing to implement it as they can work on FS2 data in order to get it working.
@ TP Independent Clusters and Swarms. Sounds good to me. Seems like something we could add to Backslashes multitargeting system. Have you brought this up with him?
@ Tikey - FS2 already supports 8 player Coop. We have missions that use it. The standard singleplayer missions do not lend themselves to easy conversion to Coop however. That doesn't mean we can't write some great new coop missions though.