Final Frontier Ressurection? - Page 3

Final Frontier Ressurection?

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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What would you like to see in a new generation Final Frontier mod?

TA-styled gameplay is fine, just balance everything and make it shiny
7
13%
Add a new resource system (like THIS by KDR)
3
5%
Allow customizable weapons (like in Battletech or Zpock's mod)
6
11%
Allow experience based upgrades (like WarEvo)
4
7%
Add objective-based gameplay (capture the planet, king of the system, etc.)
0
No votes
Add one or more of the above
18
32%
Add one or more of the above AND keep TA-styled gameplay as well
11
20%
FF sucks balls. Die.
7
13%
 
Total votes: 56

User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Final Frontier Ressurection?

Post by REVENGE »

Hoi wrote:
Ianmac, one of our team members before we faded, had started work for me on a multi-purpose space station. This was to be the command station, the center of your base. It was planned to be necessary for everything from unit production, to teching. Here's some preliminary model work he'd done, though he's disappeared now, so I don't know what's become of it. :cry:
I like FF, what about giving me that model (or if you don't have it, not really clear, a picture of it?) I'll try to finish it.

I do think that to let FF work all 3do's need to be replaced by or the stuff that cremuss did, or it should be redone, and better space maps are needed, also it needs to get interesting, something else than ta gameplay needs to be added.
Well, I don't know if those models are in SVN. Last time I checked, they're just gone. :cry:
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Final Frontier Ressurection?

Post by Pxtl »

If it is going to be a spiritual descendent of TA/FF, I'd rather see a TA-style resource model with a focus quickly getting to high-level units and mitigating the difficulties of the obscene numbers of low-level units often needed to support a high-level game. Things like good squad-control and formation support, auto-combining buildings (4 solars in a square become 1 big solar to keep unit count down, ditto nanotowers), avoiding micro-intensive gotchas like spreading out buildings to avoid death explosions, etc.
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Final Frontier Ressurection?

Post by Hoi »

Image

1580 tri's

Looked through my old models, and found this, some spaceship, I remember doing a tutorial to make this when I was learning about modeling.

So I finished it, don't know if FF could use it, maybe some drone carrier thing?

I'd really like to see FF being a spacemod with diffrent factions than arm and core (replace every ta thing in it!), and something else than just ta gameplay.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Final Frontier Ressurection?

Post by smoth »

REVENGE wrote:
smoth wrote:what ever happened to kovin?
Not certain, he quit Spring for 6-10 months after working on FF for 3-5 months, then came back about 3 months ago, then went away again.
It is a pitty, oh well, I guess RL(tm) gaf-ed him away
User avatar
overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Re: Final Frontier Ressurection?

Post by overkill »

Hoi wrote:
I'd really like to see FF being a spacemod with diffrent factions than arm and core (replace every ta thing in it!), and something else than just ta gameplay.
I agree.
User avatar
Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Final Frontier Ressurection?

Post by Hoi »

hmm, I'm home early tomorrow, I'll start thinking a bit about this.

btw, who are on the FF team?

Also, join #ff
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Final Frontier Ressurection?

Post by Hoi »

A few things:

What about giving units hitpoints? For example you have a frigate, it has 2 torpedo launchers and a laser, the enemy attacks the laser, and kills it, the laser won't work anymore, but the rest of the ship will. (ship will die when every part is destroyed)

Also, I'd really like to see better spacemaps, maps in which the skybox doesnt move with the camera.

And, I think it'd be interesting to do something with the resource system, maybe something like asteroids in the maps which an astroid mining facility can be build on, just an idea.
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azaremoth
Cursed Developer
Posts: 549
Joined: 17 Feb 2005, 22:05

Re: Final Frontier Ressurection?

Post by azaremoth »

smoth wrote:
REVENGE wrote:
smoth wrote:what ever happened to kovin?
Not certain, he quit Spring for 6-10 months after working on FF for 3-5 months, then came back about 3 months ago, then went away again.
It is a pitty, oh well, I guess RL(tm) gaf-ed him away
I guess is was not the RL that distracted him. Last time I talked to him he just had ordered WoW and the first addon somewhen in spring `08 ... :-)
User avatar
overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Re: Final Frontier Ressurection?

Post by overkill »

what do you guys think about this:
http://i128.photobucket.com/albums/p186 ... Plant1.jpg
http://i128.photobucket.com/albums/p186 ... Plant2.jpg
http://i128.photobucket.com/albums/p186 ... Plant3.jpg
http://i128.photobucket.com/albums/p186 ... Plant4.jpg

Around 230 tris atm, very basic. I am thinking of ideas to "spruce it up". as you can (hopefully) see, it is for core, im thinking it could be a pocket fusion or an e storage. I think i should make it a tad rounder to blend in more with azares awesome stuffs and make the "core" area more interesting, but i dont know. Please comment.

P.S. It IS a coincidence it looks like the core logo.
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Hoi
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Joined: 13 May 2008, 16:51

Re: Final Frontier Ressurection?

Post by Hoi »

Hmm, there's some bad geometry, we should talk on the lobby tomorrow :P
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: Final Frontier Ressurection?

Post by Pressure Line »

Hoi wrote:Hmm, there's some bad geometry, we should talk on the lobby tomorrow :P
oh gawd.

and i couldnt see any corrupted geometry on that :|
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overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Re: Final Frontier Ressurection?

Post by overkill »

I think he is talking about the top. I was lazy and just beveled some vertex, The "bad geometry" has already been fixed if that is the case. :P
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Final Frontier Ressurection?

Post by REVENGE »

Sorry overkill, but I think Hoi's progressed farther as a modeler than you. 8)

Ianmac was doing a good job with those initial concepts tbh, I'm trying to contact him again.

Also, a big problem we had was that Azaremoth's new models didn't really adhere to a finalized style for either side.
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overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Re: Final Frontier Ressurection?

Post by overkill »

uhm, REV, there may or may not be a difference between a low poly spam eco building and a large ship...you cannot fairly make a decision based on two different thing, especially since one is a mere BASE that i am working off of....yeah. you need to give me your "finalized design schemes", cause frankly, i love azares style. Also, i want feedback, not just lolololo his model of ship is bettar than your fus loololol.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: Final Frontier Ressurection?

Post by smoth »

actually, I didn't say anything but Iamamac's models hurt my eyes in a bad way and I am at a lack for words to generate a helpful critique beyond scrap them and start over.
User avatar
REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Final Frontier Ressurection?

Post by REVENGE »

overkill wrote:uhm, REV, there may or may not be a difference between a low poly spam eco building and a large ship...you cannot fairly make a decision based on two different thing, especially since one is a mere BASE that i am working off of....yeah. you need to give me your "finalized design schemes", cause frankly, i love azares style. Also, i want feedback, not just lolololo his model of ship is bettar than your fus loololol.
Well I'm sorry the sarcasm was lost somewhere in my comment there. XD

Ye smoth, those models aren't usable, but they have certain conceptual qualities that I like.
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Hoi
Posts: 2917
Joined: 13 May 2008, 16:51

Re: Final Frontier Ressurection?

Post by Hoi »

oh gawd.

and i couldnt see any corrupted geometry on that :|
Hmm, you're right, is just that some of it is in smooth shading mode :roll:
Andromeda
Posts: 60
Joined: 01 Oct 2008, 03:59

Re: Final Frontier Ressurection?

Post by Andromeda »

Keep the TA style gameplay, and:

Allow customizable weapons (like in Battletech or Zpock's mod)
Allow experience based upgrades (like WarEvo)
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: Final Frontier Ressurection?

Post by Pxtl »

Alternate thought: make it as a new set of factories for CA. Obviously, I'm not a CA developer and can't speak for them... but at th very least I'd love it as a mutator.

And alternately, I'd love to see modular spaceships with customisable hardpoints. Instead of building a squad of lugers and reapers, you build a spaceship with some cannons, some artillery missiles, and two armor-regen buffs.
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: Final Frontier Ressurection?

Post by REVENGE »

Pxtl wrote:Alternate thought: make it as a new set of factories for CA. Obviously, I'm not a CA developer and can't speak for them... but at th very least I'd love it as a mutator.
So like a CA in space type of thing?
Pxtl wrote: And alternately, I'd love to see modular spaceships with customisable hardpoints. Instead of building a squad of lugers and reapers, you build a spaceship with some cannons, some artillery missiles, and two armor-regen buffs.
Yes, that'd be the idea, but I don't want to make things overcomplicated and/or hard to balance.
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