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Posted: 05 Jun 2007, 22:30
by Noruas
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.

Posted: 06 Jun 2007, 00:02
by zwzsg
smoth wrote:it has been done for over 3 months now kdr. we just never released it.
In your "fissure" mod:
  • 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.

Posted: 06 Jun 2007, 01:03
by Boirunner
No surprises in this thread.

Posted: 06 Jun 2007, 02:13
by Crappage
I've only tested this mod so far, but it looks really fun. Can't wait to play with other people :D

Models are pretty ugly though, using those plane models in that screen would be great.

Posted: 06 Jun 2007, 02:31
by zwzsg
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.)

Posted: 06 Jun 2007, 02:33
by Neddie
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.

Posted: 06 Jun 2007, 02:36
by Crappage
Better yet, someone should get GroundZero's permission and use the plane models from World Domination, piloting an F-22 would be sweet. But, like zwzsg said, they are thin... still would be cool though.

Posted: 06 Jun 2007, 02:38
by zwzsg
neddiedrow wrote:I'm not sure what version of Fissure was made public to you, zwzsg.
Well, the one Smoth just posted in this thread.
The turrets worked as such, requiring aim and play,
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.

Posted: 06 Jun 2007, 02:40
by Neddie
Unless I'm much mistaken, that was a temporary choice for ease of testing.

Neither is better than the other. They both have desirable elements. Now calm down.

WHAT!?!?!

Posted: 06 Jun 2007, 02:45
by rcdraco
YEA WHAT? CRAPPAGE GOT FORUM ID? I like this mod, but as I said before, the planes move too fast, and the idea of lock-on eludes me. Oh we all just need a new plane right? HA!!

Image

Fear the junk.

Posted: 06 Jun 2007, 02:51
by Neddie
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.

Posted: 06 Jun 2007, 02:56
by Pxtl
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.

Posted: 06 Jun 2007, 03:06
by zwzsg
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.

Posted: 06 Jun 2007, 07:35
by LOrDo
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.
It is indeed, as Com Shooter clearly demonstrates.

Posted: 06 Jun 2007, 17:52
by LOrDo
*cough*
Image

:D

Posted: 06 Jun 2007, 18:08
by 1v0ry_k1ng
is that decent? i played that when i was like 10

Posted: 06 Jun 2007, 18:26
by Pxtl
1v0ry_k1ng wrote:is that decent? i played that when i was like 10
Yes, indeed, that's Descent. you do know that Descent is alive-and-well in kinda the same way TA is, in the form of D2X-XL, right?

Posted: 07 Jun 2007, 04:34
by smoth
zwzsg wrote: So, basically, KDR's mod is fun and playable, yours is a total failure at even grasping the basis of the concept.
Calm down z, we did it several months ago as a short test to see what it was like. It is not really called for to call it to a failure in such a way.

Posted: 07 Jun 2007, 08:35
by KDR_11k
I pretty much made this as a proof of concept because Smoth claimed it wouldn't work :P.

Posted: 07 Jun 2007, 17:30
by Neddie
KDR_11k wrote:I pretty much made this as a proof of concept because Smoth claimed it wouldn't work :P.
Fair enough. So... can we pool the resources and get a fully functional one out? Because I would like to see and play it.