What MOD would you want but never make yourself?
Moderator: Moderators
What MOD would you want but never make yourself?
For me personally I'd love a Marvel Micronauts conversion. It would be Baron Karza versus Force Commander (Argon). You could even do races for the Acroyears, Microns, the Black Fleet, and insectoids; think Galactic Warrior aka Bug.
A nice writeup about them can be found here http://www.micro-outpost.com/comics/comics.html
What mod would you like to see but are afraid to do yourself?
A nice writeup about them can be found here http://www.micro-outpost.com/comics/comics.html
What mod would you like to see but are afraid to do yourself?
Indeed.Day wrote:balanced AA
The Goat offers wisdom in this matter - behold! How Caydr balances AA!
http://smuggoat.net/random.php?goat=14
I'd like to see:
1. A Revolutionary War or Napoleonic War period mod. Slow, grand-scale combat, where realistic ranges are practical. Somebody would have to make suitable maps, though.
2. A mod set in the world of the first two Mad Max films. The early, gritty, non-crappy ones. Metal-mines would be oil rigs.
3. A mod that emulated the Tankwars feel but with RTS gameplay. Each side could spawn different types of tanks, which would fire weapons on high arcs with various effects, such as damage, freeze, cratering, or impulse.
4. A mod set in the world of Warriors of the Wind. Really kewl steampunk / lost-future art style.
5. A mod involving privateers, pirate ships and animated, clothes-wearing foxes/wolves and rats/weasels as the two sides (yes, it's crazy, and yes, I have already done concept art for this one, just lack the time/art crew to get it done at the moment).
1. A Revolutionary War or Napoleonic War period mod. Slow, grand-scale combat, where realistic ranges are practical. Somebody would have to make suitable maps, though.
2. A mod set in the world of the first two Mad Max films. The early, gritty, non-crappy ones. Metal-mines would be oil rigs.
3. A mod that emulated the Tankwars feel but with RTS gameplay. Each side could spawn different types of tanks, which would fire weapons on high arcs with various effects, such as damage, freeze, cratering, or impulse.
4. A mod set in the world of Warriors of the Wind. Really kewl steampunk / lost-future art style.
5. A mod involving privateers, pirate ships and animated, clothes-wearing foxes/wolves and rats/weasels as the two sides (yes, it's crazy, and yes, I have already done concept art for this one, just lack the time/art crew to get it done at the moment).
Warlord_Zsinj had a project going set in the Revolutionary War era for OTA a while ago. I bet he still has most of the content he made (original models, maybe not, but 3dos for sure).Argh wrote:I'd like to see:
1. A Revolutionary War or Napoleonic War period mod. Slow, grand-scale combat, where realistic ranges are practical. Somebody would have to make suitable maps, though.
It fizzled out when he realized how horrible scripting 5-units-as-one-in-a-formation was, and didn't want single units because it would end up as a fairly small scale game. Melee was an issue too, although less so now with the improved upspring, and weapon firing/detonation via script.
- TheRegisteredOne
- Posts: 398
- Joined: 10 Dec 2005, 21:39
a complete mod with cool unit design, models, uv mapping, gui, missions etc about an apocalyptic war lasting thousands of years and spanning an entire galaxy. millions of worlds are decimated, and the resources of a galaxy are exausted in this struggle for domination. Both sides are now crippled beyond repair. The remnants of their armies continue to battle on ravaged planets. Their hatred fuelled by 4 thousand years of total war. This is a fight to the death. For each side, the only acceptable outcome is the complete elimination of the other.
I think that the individuals idea should work fine. I think that it's quite possible to make it so that you can just build large armies now, and just not have resources left afterwards, kind've like NanoBlobs and the fast-build with Lords, but without resources afterwards. Then the armies could be marched, on a somewhat-flat map, towards each other, using formation-move. The cool part is that now that I know how to use it, the new speed-change code could be made to turn on "charge mode" via On/Off for charging into HTH 

- Lindir The Green
- Posts: 815
- Joined: 04 May 2005, 15:09
I want many many mods, with new ideas popping up all the time.
(This list will include ideas I've had that are impossible for Spring, but possibly possible in OSRTS)
1) A modern day mod that's sorta a cross between advance wars and stickdeath. Intentionally simple and cartoony graphics, but semi-realistic gameplay.
2) A rebalancing reductionizing of OTA with the aim to make it as fun and fast paced as Starcraft but as strategic as TA.
3) A mod where insect-like robotic colonies fight each other for resources.
4) A mod that has the feel of reality. It would be based heavily on diplomacy, and there would be many incentives to not go to war. And when there is war, I want the tactics of the invading and defending armies to be realistic. In real life, there is no reason to engage an enemy army unless you think you can win, unless you are defending like a city or something. And in real life, there is nothing forcing an invading army to eliminate enemy armies instead of just burning undefended cities and stuff. This mod would definitely require OSRTS, and would probably feature a lot of TW style turnbased gameplay.
5) A generic mod set in a few hundred years with aliens fighting humans fighting other aliens. But the mod would be designed by me, which would make it fun.
6) A mod based on a dream I had a while ago about playing Supreme Commander. It was awesome. And I'm sure nothing like the real Supreme Commander. Gameplay sorta revolved around starting out with a single building for your base, and then instead of building factories and stuff just upgrading the base with like an airport on top of it or a few more lasers. But then there were still like mexes and stuff, connected to the base by pipes.
(This list will include ideas I've had that are impossible for Spring, but possibly possible in OSRTS)
1) A modern day mod that's sorta a cross between advance wars and stickdeath. Intentionally simple and cartoony graphics, but semi-realistic gameplay.
2) A rebalancing reductionizing of OTA with the aim to make it as fun and fast paced as Starcraft but as strategic as TA.
3) A mod where insect-like robotic colonies fight each other for resources.
4) A mod that has the feel of reality. It would be based heavily on diplomacy, and there would be many incentives to not go to war. And when there is war, I want the tactics of the invading and defending armies to be realistic. In real life, there is no reason to engage an enemy army unless you think you can win, unless you are defending like a city or something. And in real life, there is nothing forcing an invading army to eliminate enemy armies instead of just burning undefended cities and stuff. This mod would definitely require OSRTS, and would probably feature a lot of TW style turnbased gameplay.
5) A generic mod set in a few hundred years with aliens fighting humans fighting other aliens. But the mod would be designed by me, which would make it fun.
6) A mod based on a dream I had a while ago about playing Supreme Commander. It was awesome. And I'm sure nothing like the real Supreme Commander. Gameplay sorta revolved around starting out with a single building for your base, and then instead of building factories and stuff just upgrading the base with like an airport on top of it or a few more lasers. But then there were still like mexes and stuff, connected to the base by pipes.
That actually sounds really interesting. If you ever want to get it off the ground I would be keen to help make models and (when I finally figure out how to do a decent job of it ) UV map and texture.Argh wrote:I'd like to see:
5. A mod involving privateers, pirate ships and animated, clothes-wearing foxes/wolves and rats/weasels as the two sides (yes, it's crazy, and yes, I have already done concept art for this one, just lack the time/art crew to get it done at the moment).
Let me know if you can just model and UV... I don't have any use for people who can only model, but I don't require expert painters- I'm more than fast enough, generally... but models without UVs set up is like telling me that you need this picture of a nude girl finished, but you've only managed to draw one eye and one foot
When you learn how to unwrap things properly and do some painting, you'll see what I mean... modeling, at least on the low-poly level, is the easy part.

A remake of Outpost 2. Of course, this can't be done "properly" at the moment since Spring lacks researching, resource convoy, and most of all Outpost's unique method for manufacturing buildings. (A Structure Factory unit would build structure kits internally, a construction vehicle on the loading dock would have that swapped into its cargo, and the vehicle could then drive to the construction site and begin building.) Oh, not to mention the structures-need-to-be-connected-with-tubes-to-work thing. And ideally the nanospray effect would be replaced with a serious construction animation.
What's really amusing is that upon recent investigation, the Outpost 2 fan community are basically "pulling a Spring"--writing a brand-new 3D engine with the goal of remaking a great, but outdated, strategy game.
Yet more amusingly is that the "Green" tileset from TA was somehow ported to the Outpost 2 engine. Honestly I think it'd be awesome if all those new Outpost devs simply switched to putting all their code into the Spring engine, which desperately needs to move away from the "TA way or no way" model. Unfortunately I doubt they'd be thrilled about abandoning an engine they're working on to deal with this...well, mess. It's a great mess, but it's definitely something of a mess. But sadly I think their project will never make it to completion at this rate.
And if not that, then definitely some sort of Nadesico game. It's a little short on vehicles but it has robots and spaceships aplenty.
Actually, once a good, advanced unitlimits system comes out, I'd love to see mods based on collections of totally unique units--you can't build more than one of anything per game. Optimally you couldn't even build something that another person in the game built. Then...my ultimate project would be an ultimate mechanized combat deathmatch. Everything from the Black Selena and Vandread to Knight Rider and Airwolf.
If I had any capacity to model using programs that aren't Rhino (and time) I'd work on this. I just can't deal with modellers like Wings that have you plop down primitives and bang them into shape.
What's really amusing is that upon recent investigation, the Outpost 2 fan community are basically "pulling a Spring"--writing a brand-new 3D engine with the goal of remaking a great, but outdated, strategy game.
Yet more amusingly is that the "Green" tileset from TA was somehow ported to the Outpost 2 engine. Honestly I think it'd be awesome if all those new Outpost devs simply switched to putting all their code into the Spring engine, which desperately needs to move away from the "TA way or no way" model. Unfortunately I doubt they'd be thrilled about abandoning an engine they're working on to deal with this...well, mess. It's a great mess, but it's definitely something of a mess. But sadly I think their project will never make it to completion at this rate.
And if not that, then definitely some sort of Nadesico game. It's a little short on vehicles but it has robots and spaceships aplenty.
Actually, once a good, advanced unitlimits system comes out, I'd love to see mods based on collections of totally unique units--you can't build more than one of anything per game. Optimally you couldn't even build something that another person in the game built. Then...my ultimate project would be an ultimate mechanized combat deathmatch. Everything from the Black Selena and Vandread to Knight Rider and Airwolf.
If I had any capacity to model using programs that aren't Rhino (and time) I'd work on this. I just can't deal with modellers like Wings that have you plop down primitives and bang them into shape.
- Michilus_nimbus
- Posts: 634
- Joined: 19 Nov 2004, 20:38
An epic futuristic mod with emphasis on strategy rather than tactics where games average 2-4 hours apiece. Enormous maps. Massive amounts of destruction, and huge rewards for working with your teammates. A mod where clicks per second is a meaningless statistic. A mod that encourages feints and counterfeints, with dozens of effective means of attack, and where defense is more powerful than attack by at least 4 to 1 (so that you can always trivially defend against an opponent that you have good intel on, but lose to the attack you didn't see coming). IE what Chris Taylor's original vision was.
- BlackLiger
- Posts: 1371
- Joined: 05 Oct 2004, 21:58
A world war 3 as it should have occured (AKA an actually FINISHED version of World Domination, but with MUCH different resource setups.)
A semi scifi post apocalyptic mod written and designed by me, but we'd need CQB support first.
A High Tech (IE lasers, machineguns, power armour) vs Low Tech (Thrown spears and stones, n such, but with IMMENCE force) and magics.
A semi scifi post apocalyptic mod written and designed by me, but we'd need CQB support first.
A High Tech (IE lasers, machineguns, power armour) vs Low Tech (Thrown spears and stones, n such, but with IMMENCE force) and magics.
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
As Nemo said, I'd love to see a revolutionary era mod. I loved playing games like Cossacks, and having these huge armies squaring off at each other - but I don't think any game yet has really managed to couple the big battles with solid gameplay dynamics.
I tried in OTA, but the scripting engine just really wasn't up to it.
It would be easier in Spring, because of the in-built formation system. And damn, I want to see some big man o' war action. However, I'm committed to other things.
I tried in OTA, but the scripting engine just really wasn't up to it.
It would be easier in Spring, because of the in-built formation system. And damn, I want to see some big man o' war action. However, I'm committed to other things.
I'm not a buff for setting, I prefer to focus on the gameplay.
1) a mod about super-simplified factions, with as many factions as you can make. Each faction is simple: 2 factories, a set of defenses, and an upper-tier of porcbreaker gear. Gameplay is otherwise AA-style, but without L2 defenses. Focus on each faction having a wierd feature or two, but still general enough that a player can use them on their own without Team-Fortress-style play.
2) Hyper-rush oriented gameplay - as in, moreso than EE. Z is the good template here. In Z, all you do is grab territory - each territory you hold improves the output of each factory you own, and many territories provide factories, so there is a squared-relationship between your territory and your power. This made the game all-out offensive. No fog of war, no exploration, only minimal defenses - the game was usually only 15 minutes, tops. Not really doable in spring.
3) a single-screen game. Try and make TinyMe-style gameplay into a viable game. Don't have to use TinyMe - just the goal is to make an RTS you can play without scrolling. Then get it up onto a projector and play on the sofa, console-style.
1) a mod about super-simplified factions, with as many factions as you can make. Each faction is simple: 2 factories, a set of defenses, and an upper-tier of porcbreaker gear. Gameplay is otherwise AA-style, but without L2 defenses. Focus on each faction having a wierd feature or two, but still general enough that a player can use them on their own without Team-Fortress-style play.
2) Hyper-rush oriented gameplay - as in, moreso than EE. Z is the good template here. In Z, all you do is grab territory - each territory you hold improves the output of each factory you own, and many territories provide factories, so there is a squared-relationship between your territory and your power. This made the game all-out offensive. No fog of war, no exploration, only minimal defenses - the game was usually only 15 minutes, tops. Not really doable in spring.
3) a single-screen game. Try and make TinyMe-style gameplay into a viable game. Don't have to use TinyMe - just the goal is to make an RTS you can play without scrolling. Then get it up onto a projector and play on the sofa, console-style.