Wall of text incoming. Brace for impact.
juckto wrote:QUOTE (juckto @ Aug 3 2011, 02:24 PM) I'm taking it as a given that:
it's going to be a team-based game with players controlling individual ships and working together to destroy enemy space stations. the team will be led by a single commander who controls the money. miners and constructors exist pretty much as they do in Allegiance.the map will be divided up into sectors joined by "jump points".when a player is killed, they are put in a lifepod and must float home.the techpaths remain similar to Allegiance.the physics of ship movement and combat remain similar to Allegiance.small ships will remain free to fly.players can customise the loadout of their ships before launching.tech costs will be balanced around limited resources being available.
Looks like a solid list of core features to emulate in FSO to me. I'm noting it down. Physics are the easy part. Most of the command-related features will likely require scripting, but are in the domain of the possible, just not of my own skills. We'll have to recruit someone with LUA experience at some point.
juckto wrote:QUOTE (juckto @ Aug 3 2011, 02:24 PM) The questions I want to pose are:
How will you do "fog of war"? Will you retain Allegiance's scan and signature system?How will you minimise bandwidth, i.e. will players only receive updates from their current sector?Will you explore the idea of jump gates being buildable/destroyable?Will you prevent manual travel between sectors? i.e. if the enemy are camping in one sector, should you be able to just drive to their area of the map after 5, 10, 15 very boring minutes to avoid the camp? Will asteroids still be locked in one position, drift through a sector, or orbit around a sector?If asteroids are not locked, then what happens to a station when it is built? It could be interesting if stations retain the orbit of the asteroid they were built on.Will you overhaul the shipyard techpath?Will you overhaul the damage and armour class system?Will you add more "equipment slots" to craft?Will you overhaul the missile lock/countermeasures system? Especially since it doesn't work for large ships (CM spawns behind ship)Will you overhaul the turret system? I think that would be a good step towards letting capships scale with game size?Will players be able to transfer stations instantly? Or should there be a spawn delay based on how far apart the stations are?Will players be able to spawn from mobile units (i.e. carriers)?Should stations/carriers have a spawn/minute limit? Instead of the old "ships ripcording to a carrier reduce its energy" mechanic.How many factions will you aim to get in the alpha, how many in the beta, how many in first stable build?Will you still be able to steal tech from enemy teams?Will there be a command view?Placeholder
That one is a little problematic. You can have limited sensor range in FS, but only in nebulae as far as I know. In deep space, you have unlimited range. The concept is there though, should be possible to trigger it in more general circumstances code-side.Highly dependant on what improvements we can get to the network code. As it is now, not possible.Definitely possible. Can be implemented as a variant of the standard gameplay - unless it's already a standard feature in Allegiance ?Not sure what you mean here. Keep in mind that I have barely played through half the tutorial. It's definitely possible to teleport a player under certain circumstances. What these circumstances are is up to the map design.Probably locked, especially since miners/builders behaviour will have to be heavily scripted.Same answer.I do not know what the techpath looks like right now. But again, variants can be made.Not sure what you mean here too, but damage and armor types have been implemented in FSO a few years ago, and switchable on-the-fly to boot.FS crafts only have primary (lasers), secondary (missiles) and countermeasures slots, but it's possible to emulate equipment slots by making dummy primaries/secondaries that don't do damage but trigger an event when fired.The mod War in Heaven Part 2 will feature capital ships with flare-like countermeasures that aren't launched only backward, in a similar fashion to
this. This mod isn't released yet, but consider it'll be possible.
Player-controlled turrets are possible through scripts, if that's what you meant.See the remark above about teleporting ships.Same.Will depend on gameplay variants I guess.What do you mean by "faction" ? If you mean how many teams in a game, we'll probably stick on two for now, especially since we're stuck with 12 players until we get any significant interface and network code rewrite. If you mean how many races and ships available, we'll probably use retail ships until we either convert Allegiance ships or get our own model pool. There is a significant number of good fan-made ships hanging around and ready for use.I guess that's doable through scripting too. I don't know what are the stealing conditions in Allegiance.
This has been doable through scripts. We'll start from that for our command interface.Random answer.
KGJV wrote:QUOTE (KGJV @ Aug 3 2011, 04:26 PM) I'm not worried about MS models license because of their global
Game Content Usage Rules (although Allegiance isn't explicitly named here, last time I checked for another project it was covered).
But I'm pretty sure we won't reuse a lot of Allegiance artwork anyway. May be some icons at start.
Depends if players want to stick to Allegiance ship designs or are ready to use retail FS and/or other fan-made ships. You can browse fan-made ships
here. We'll probably stick to retail ships at start, if only as placeholders. And remember we can still have mod variants.
KGJV wrote:QUOTE (KGJV @ Aug 3 2011, 04:26 PM) Remember also that we're not trying to build an 100% exact Allegiance clone.
Well, I'd try to get as close as possible to it. Emulating the core features, then moving in to smaller details.
KGJV wrote:QUOTE (KGJV @ Aug 3 2011, 04:26 PM) Your points & questions clearly show that you think in an Allegiance way where everything is either fixed in the code or values in a core.
But in the FreeSpace way of thinking, it's all about the mission script(s). When you set up a game with other people you chose a mod and then a mission script. It's the mission that determines most of what will happen and what can be done. One can design a mission which mimics a typical Allegiance 'conquest' game with miners, cons, commanders, etc. But you can design missions that only have some of these elements and other different elements. you can have the money coming from different ways, you can have full AI controlled sides, you can have dynamic 'big' events happening any time during the game, a lot of things can be scripted.
Yes. Since I have no idea to what extent Allegiance is moddable, I didn't brought that point up, but keep in mind that FSO is
highly moddable. You can have multiple mods installed, switch from one to another through a couple of clicks, and have mods sharing similar assets between them. Eventually we'll have one core Allegiance mod, from which people can build mods of the... mod. And yes, there is also the stuff that is map-dependant. Many opportunities to make variants to please everyone.
KGJV wrote:QUOTE (KGJV @ Aug 3 2011, 04:26 PM) The point at which we are now is determining what can be done with current FS code and mission editor (it's called FRED). Then we will know what are the required code changes (high level LUA scripting or lower level engine C++ code) to do other the things that can't currently be done.
Yes. Scripting and code changes
will be required. We just have to determine where and how much.
girlyboy wrote:QUOTE (girlyboy @ Aug 3 2011, 06:52 PM) Escape pods -- when I first read about Allegiance somewhere long, long ago I remember they were presented as one of the ways Allegiance takes a regular multiplayer game element (re-spawning after death) and actually turns it into an interesting and unique part of gameplay. I think they're just great gameplay, and if they can be replicated, they should be, methinks.
Should be doable. When the player reaches 1% health, guardian it (make it invulnerable) and change ship class to escape pod. When he's near the station, change it back to fighter class or whatever you want. It should just take a few lines of sexps in FRED.
girlyboy wrote:QUOTE (girlyboy @ Aug 3 2011, 06:52 PM) On the other hand, I feel kind of bad making a bunch of requests. I have to say I disagree with MrC quite completely here -- this looks more like someone from another, bigger community that actually has active coders descending from the heavens and saving us all.
That is so true. SCP dudes are real heroes down here. Allegiance-unrelated,
this is one of the latest awesome they cooked us. I wouldn't be here talking about making an Allegiance port if it weren't for all the amazing job they've already done and keep doing.