I think someone was asking for an air combat FPS mod
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I wake up Log on, and see that everything happened without me, thats cool. Maybe I should join up with KDR as a second helper. I'm still very sleepy.... Wait so KDR made a mod already, and Smoth is loaning his so i can finish it in his name, thats cool. I dunno I feel very stupid at the moment, i guess ill start by looking at KDR's and Smoths.
In your "fissure" mod:smoth wrote:it has been done for over 3 months now kdr. we just never released it.
- Planes fire even if not FPSed. So you can just give an attack order and go AFK. The whole point of the game is removed.
- Weapons are turreted with a rather wide arc, no needs to aim, again you remove the whole point of the game for the second time.
- Weapons can fire continuously, no need to assess the precise instant it's worth opening fire
- 9 mb for a one unit mod? WTF????
- Plus you have 3 movementclass, adding totally useless pathing time
- Yours was kept well secret
So, basically, KDR's mod is fun and playable, yours is a total failure at even grasping the basis of the concept.
Smoth's plane look awesome when seen from the top.
But in that mod you'll be looking at other planes from the rear half of the time. And from the rear smoth's plane is too thin, while KDR's all roundy design has a better ass to look at.
So, uh, ideally we'd need some crossbreed, combining the coolness of Smoth's plane with the fleshiness of KDR's planes.
Oh, and another thing that Smoth has over KDR, is the load screen. However, instead of just a picture, the load screen really should display some tips about how to play that mod, because the method in which planes are FPSed, with the direction planes and shots go being differrent from the camera, can be quite a problem to grasp during the first times. (Maybe using a lua'ed FPS cockpit could help newb realising that, btw.)
But in that mod you'll be looking at other planes from the rear half of the time. And from the rear smoth's plane is too thin, while KDR's all roundy design has a better ass to look at.
So, uh, ideally we'd need some crossbreed, combining the coolness of Smoth's plane with the fleshiness of KDR's planes.
Oh, and another thing that Smoth has over KDR, is the load screen. However, instead of just a picture, the load screen really should display some tips about how to play that mod, because the method in which planes are FPSed, with the direction planes and shots go being differrent from the camera, can be quite a problem to grasp during the first times. (Maybe using a lua'ed FPS cockpit could help newb realising that, btw.)
Last edited by zwzsg on 06 Jun 2007, 02:34, edited 1 time in total.
I'm not sure what version of Fissure was made public to you, zwzsg. The last version I used was, simply, amazing. The turrets worked as such, requiring aim and play, and weapons can not fire continuously with any efficacy. However, Fang and Smoth were both working on different forks at one point - I tested so many, I have no idea which one is the one I refer to. What I believe is that Smoth may have loaded up an early build, which would make it four or five months old.
Well, the one Smoth just posted in this thread.neddiedrow wrote:I'm not sure what version of Fissure was made public to you, zwzsg.
See? You said it! They are turrets. While in KDR's mod they are forward firing weapon. Requiring you to align your craft with the enemy. Which makes for much more compelling dogfights.The turrets worked as such, requiring aim and play,
See, I wrote down several sheets of ideas when Fissure was first shown to me, I may as well bring up a few here.
Upgrades with experience a la War Evolution.
On-screen HUD with Lua.
Multiple aircraft options.
Idling healing for landed aircraft.
Mixed weapon groups - low damage tracking, high damage blind, bombs as per rockets.
Air v Land or Air v Sea scenarios.
Upgrades with experience a la War Evolution.
On-screen HUD with Lua.
Multiple aircraft options.
Idling healing for landed aircraft.
Mixed weapon groups - low damage tracking, high damage blind, bombs as per rockets.
Air v Land or Air v Sea scenarios.
Question: is it possible to have weapons that can only be fired from FPS mode? Because if so, that would have interesting possibilities for mixing the FPS and RTS gameplay - that is, most offensive combat requires FPS-mode (and so combat units would have to be extremely upgradeable as the tech-level escalates), but RTS-style gameplay is still used for expansion, etc.
Well, yes, it's what KDR mods do! (To a certain extent, out of FPS they still fire sometimes a little burst when very close).
I think it would be great if there were mods that for game-enders late unit, instead of a nuke or something boring like that, had a Prototype MicroCorp Stalker 21.126, that only functions when FPSed. So that after hours long porcing, you get some "shooting the big defenses with ma super spacecraft last hope of humanity" phase.
I think it would be great if there were mods that for game-enders late unit, instead of a nuke or something boring like that, had a Prototype MicroCorp Stalker 21.126, that only functions when FPSed. So that after hours long porcing, you get some "shooting the big defenses with ma super spacecraft last hope of humanity" phase.
It is indeed, as Com Shooter clearly demonstrates.Pxtl wrote:Question: is it possible to have weapons that can only be fired from FPS mode? Because if so, that would have interesting possibilities for mixing the FPS and RTS gameplay - that is, most offensive combat requires FPS-mode (and so combat units would have to be extremely upgradeable as the tech-level escalates), but RTS-style gameplay is still used for expansion, etc.
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