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Re: LT Feature List Discussion Thread

#62
BFett wrote:I also like Cornflakes' idea about re-purposing the system map or a hologram of the destroyed ship to show exploration within a vessel (even if such exploration isn't actually shown in a 3d environment).
I think we could definitely make use of the holograms, sending out "crew" that are just icons/colored points moving throughout the different modules, or just click on a module of a destroyed ship and select "explore" which after a few moments changes the modules color and lists salvageable materials
I'm imagining it looking similar to the image below.
Spoiler:      SHOW
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This same technique could perhaps be used for a strategic-view sort of crew combat, sending in troops and watching the red,enemy dots disappear as the green,yours dots grow and then move module to module as commanded. but I suspect this would require some AI programming for the sort of realism players will come to expect from LT. Y'all be limiting yourselves to an FPS requirement when LT is easily suited towards RTS at any level
Miklos wrote:Salvaging and ancient/relic stuff is what I am after, I don't care about combat at all :geek:
Same, digging through the garbage heaps of battles past for shinies is somehow more compelling to my twisted mind than pew-pewing across the stars...

In regards to gas giants, I'd be satisfied with existing but non-functional gas giants for pretties but not a strong need for new mechanics, just throw in a moon around most of them for colonies. and sizewise, 5-10x the size of a normal planet should be fine, especially if the moon next to it was .6-.3x the size of a usual planet for greater contrast. We can mod in, or wait for 1.1 or 1.2 to get Joshbrand gas colonies :monkey: by that time he should have some $$$ from sales and the ability to bring on another programmer or 2 to make asset algorithms.
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Re: LT Feature List Discussion Thread

#64
Cornflakes_91 wrote:
Grumblesaur wrote: Boarding requires too much of a first person shooter aspect to make it properly interesting.
i dont see how boarding requires fps elements.
It could be a highly abstracted room/section based tactics game.
"Attack this room" "do x in room y"

Lore justification can be produced as needed (player being a heavily augmented "pilot" caste sophont and cant even remotely compete with the specialised soldier augments for example)
That sounds too much like FTL for my liking; I know that if I wanted to play a game with ship-to-ship boarding, I'd want to be in the action of it. Otherwise it feels too hands-off.

I wouldn't be opposed to a tactics-y boarding feature being added to LT later on, but I don't think I personally would use it much.
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Re: LT Feature List Discussion Thread

#65
I'm 100% with Josh on this one. The addition of a boarding mechanic is rather unnecessary and doesn't fit the game - or the gameplay - in any way. Any attempt would have to freeze combat or you risk your ship getting destroyed while you're preoccupied with boarding. Even if it wasn't, it hardly serves a purpose other than "steal the enemy's ships" which, by the way, is hopelessly overpowered. Done correctly you could double your fleet size with every battle - or more.

I could stand seeing some more exploratory things, though. I really hope we see artifacts/ruins/alien structures.
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Re: LT Feature List Discussion Thread

#66
Hmm. Maybe I misunderstood the aspect of boarding or how it would work then. I just always liked the idea of being able to "capture" ships let's say, like in the X-series. I wouldn't want an FPS aspect of it, but more of being able to take other NPC ships and add them to my roster/fleet.

As for salvaging, in my mind it would also just be similar to mining, not much else to it. Depending on the type of ship that was destroyed, or if you happen to stumble onto one of those "debris asteroid field" from an ancient battlefield, it would be an alternative to mining for metals.

I was thinking more simple versions of the features, not any mini-games or FPS elements.
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Re: LT Feature List Discussion Thread

#67
Ateerix wrote: I was thinking more simple versions of the features, not any mini-games or FPS elements.
This by itself makes a lot more sense to me. It'd be hard to balance but it could be done. Just make sure you don't win every time if you have a bigger ship. Sometimes you're repelled, sometimes the enemy ship gets destroyed instead... sometimes your own fleet's ship gets boarded.

There will undoubtedly be a mod for it very quickly.
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Re: LT Feature List Discussion Thread

#69
Victor Tombs wrote::think: I'm not really interested in seeing ship boarding in LT. There will be plenty of that kind of stuff in SC.

I didn't miss its absence in Freelancer. But, as always, that's just my opinion. :angel:
Nor I, Victor. Generally it's very poorly implemented and a pain in the ass.

I haven't seen you around for a while victor, been busy?
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Re: LT Feature List Discussion Thread

#70
Black--Snow wrote:I haven't seen you around for a while victor, been busy?
Hello Black--Snow! :) Real life has been rather hectic this year. I've taken advantage of this short break in the work schedule to show my face both here and in IRC. :angel:

I still lurk occasionally but I thought i'd give Josh some sort of "Proof of Life" in case he was under the mistaken belief that this Elder had finally died. No such luck for you Mr Parnell. *chuckle*
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Re: LT Feature List Discussion Thread

#71
I'd like everyone to remember that, while this is indeed officially from me, things are generally not written in stone unless they're in the first or last category.

I'd also like everyone to remember that I have busted my *** in a thousand different ways to make LT ultra-moddable. So if we had a category "coming to a mod near you soon after release," I imagine a lot of the non-1.0 features would be in that list. :angel:

Also, please do keep in mind that my definition of some of these features may be different from your definition. Talv made this all possible in the first place by making it very easy for me -- he provided the feature list, I provided a checkmark in the column where I thought that feature belonged. That necessarily means that the wording & inclusion of content isn't 100% precise. But we never would have gotten a 100% precise list from me because I would have tried to write an engine to generate it for me instead :ghost: So major thanks to Talv for making it happen.
CSE wrote:Now I did not care for the years of delay. But this. This. THIS! :evil:

I want my money back - or alternatively an idiot-proof procedure to install whatever linux is required on my MacOS hardware to make it run. Plus excuses. And a box of chocolate. With mint.
I am sincerely sorry about it CSE :cry: I will be happy to send chocolates your way. I really will try to support it as soon as possible..just don't see that realistically happening before 1.0. In the mean time, do see if you can't get one of our many fine linux experts around here to help you out :)
Victor Tombs wrote:I still lurk occasionally but I thought i'd give Josh some sort of "Proof of Life" in case he was under the mistaken belief that this Elder had finally died. No such luck for you Mr Parnell. *chuckle*
Aha!!!! Fresh V! I was indeed slightly worried by your absence. Thanks for this proof and happy to see that the Orange Coat still wanders these halls :)
“Whether you think you can, or you think you can't--you're right.” ~ Henry Ford
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Re: LT Feature List Discussion Thread

#73
JoshParnell wrote:Aha!!!! Fresh V! I was indeed slightly worried by your absence. Thanks for this proof and happy to see that the Orange Coat still wanders these halls :)
Only slightly worried! :lol: You've already given me your word that I will get my Freelancer 2 so I felt little need to comment on your recent postings about LT. I'm happy to read of any progress you are making and it's always good to know that you are finding life more bearable nowadays. :angel:
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Re: LT Feature List Discussion Thread

#74
Talvieno wrote:
Ateerix wrote: I was thinking more simple versions of the features, not any mini-games or FPS elements.
This by itself makes a lot more sense to me. It'd be hard to balance but it could be done. Just make sure you don't win every time if you have a bigger ship. Sometimes you're repelled, sometimes the enemy ship gets destroyed instead... sometimes your own fleet's ship gets boarded.
Ok, so in the X games (for this example I'm talking about X3) there are two mechanisms to capture ships.
Number one: get the shields of that ship down and send a boarding pod that will send in some marines to board the ships. Generally, you have to do this fro large ships. Because they will not be affected by the second technique.

And this technique is to scare the pilot of a small fighter so much (nearly destroy his ship, repeatedly give little shots at him, treat him over com) that he will eject out of his ship.
Then you can simply capture the pilot (and sell him as a slave although this is illegal, or send him to a military training facility to make a Marine out of him).
After that and after you secured the area, you fly near the abandoned ship, get out of your ship, get near the other ship in your spacesuit, hop into the other ship and transfer the controls.
Now you own this ship. You can return to your previous ship and send the captured ship (via autopilot) to the nearest dock to get it repaired and re-equipped.

But it has to be noted, that the first variant is risky, and you have to have good trained marines, and the second variant is based on a little bit of luck, because not all pilots will abandon their ship.
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Re: LT Feature List Discussion Thread

#75
JanB1 wrote:
Talvieno wrote:
Ateerix wrote: I was thinking more simple versions of the features, not any mini-games or FPS elements.
This by itself makes a lot more sense to me. It'd be hard to balance but it could be done. Just make sure you don't win every time if you have a bigger ship. Sometimes you're repelled, sometimes the enemy ship gets destroyed instead... sometimes your own fleet's ship gets boarded.
Ok, so in the X games (for this example I'm talking about X3) there are two mechanisms to capture ships.
Number one: get the shields of that ship down and send a boarding pod that will send in some marines to board the ships. Generally, you have to do this fro large ships. Because they will not be affected by the second technique.

And this technique is to scare the pilot of a small fighter so much (nearly destroy his ship, repeatedly give little shots at him, treat him over com) that he will eject out of his ship.
Then you can simply capture the pilot (and sell him as a slave although this is illegal, or send him to a military training facility to make a Marine out of him).
After that and after you secured the area, you fly near the abandoned ship, get out of your ship, get near the other ship in your spacesuit, hop into the other ship and transfer the controls.
Now you own this ship. You can return to your previous ship and send the captured ship (via autopilot) to the nearest dock to get it repaired and re-equipped.

But it has to be noted, that the first variant is risky, and you have to have good trained marines, and the second variant is based on a little bit of luck, because not all pilots will abandon their ship.
This is exactly the mechanic that makes me hate boarding. It's tedious and annoying.
IMHO it's not a feature that would really be missed anyway.
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