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Post by Adm. Zaxxon on Jul 19, 2010 15:35:41 GMT
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Post by knoschi on Aug 3, 2010 15:04:46 GMT
i must need to download this models please.
i love the old bsg
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Post by Adm. Zaxxon on Aug 6, 2010 22:18:52 GMT
The model is available through msfc www.msfc.com.au/home.php in the downloads section Welcome to the forums btw. We don't get many posters here
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Post by knoschi on Aug 8, 2010 9:05:32 GMT
thx
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Post by Apoclaydon on Aug 8, 2010 9:16:25 GMT
nice progress there (i know its a shame not many posters but prob to do with the other succesfull modding forums lol
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Post by godsvoice on Sept 16, 2010 4:19:12 GMT
Hey everyone! Just joined this site. Looking forward to learning everything about this mod and hopefully being able to play it soon!
I still need to look around more to get the hang of what is already in the mod, but yeah, have had a lot of ideas about possible things that could be done. (Sorry in advance if I mention an idea that just isn't feasible for gamesake implementation, or just a bad idea in general, just sharing some ideas at the moment and random thoughts).
One was the basestar stars... and since a thread was already here. Just thought I'd add to it.
One of the big drawbacks I think that might come up out of this sort of a mod, is that while in FO Armada, you have five factions each with two playable modes (10 starting points) - in this there would only be two *human/cylon.
Apologies if I'm wrong.. still reading through this all.
But something for that... is giving a lot of variety in everything about it I would think...
So maybe like in FO how you have two playable versions of the same faction, here maybe five?
Maybe this is later on, but I was thinking you have one version where you play past pre-cylon invasion, and one futuristic post invasion but obviously humans survive, and come back. In these two modes, stations are more available, and a lot of things can just be invented for the sake of the game and enjoyment. Armories, turrets, etc.
In between this, you could have it where you simply have a version where you are given either a small force of ships, or large force of ships... and you can't construct any stations at all, and even creating new ships takes time. So it is more realistic to the show, but still can build things so you arent stuck.
And one where it is as close to canon BSG as possible, go through a devastating attack where everything is destroyed but a handful of ships survive with civilians needing to be defended. For cylons, maybe have it where you are given 6 basestars, and the humans have 1 battlestar but a fleet of ships that offer benefits (ie, cargo ships that can help convert supplies into additional ships, or crew that can be trained to increase fighting efficiency or something) But somehow balance it out. And you have to try to survive.
Those were not described very well at all, but just thinking out loud about the ideas.
So along this line of thinking... with variety, you could have it where you choose playing in what setting you want, back in the past or future with stations, or no stations and just ships... with a varying ability to create additional ships, to possibly no more, or several more, with a large or small initial force. Also, each of these five parts could have separate things like the way the factions were split up in FO armada.
So this brings me to the basestars. You could just invent basestars according to the cylons 1 through 8 shown in the episodes. So you could decide to be a cylon force which offers different kinds of basestars depending on the cylons you want to have. So like there would be basestars classified by the cylons 1 through 8. Maybe the priest cylon, and six have really powerful basestar classes, whereas those cylons like leoben? or whatever is name is, or Doral? I forget, they werent so out right about invasion, so perhaps there basestars a bit weaker, but still... something to offer variety.
So yes, first Idea was just allowing for variety of basestars with sub plot of different cylons created different basestars to serve there motives. (I know nothing like this was mentioned in series, and it is all just hearsay, but I'm just offering idea for game sake, being a game with variety in its factions and all).
In a more separate thing... I don't know the economy of the game... but I would imagine the only factor in the game would be time? Are we required to manage resources like fuel or asteroids (metal). This would become distracting with the ships that would have to be defended by the battlestars... but I'm not really against it. Ha, anything right now is new and would probably sound like a lot of fun, potentially. So for the basestars and factions of the cylon, maybe a six basestar is strong and quick.. but takes a long time to build everything in that particular version. Whereas dorals would be weaker and slower, but quicker to build. Type of thing?
Another thing was something like special weapons, but literally not actually special weapons. Something like, a special event, or ability that is given. So, not having a battlestar that can all of sudden gain a super mega weapon. Instead, maybe something like an order you can give to a battlestar, like *circle this asteroid belt twice, and you are granted an additional squadron of fighters - limit of two additional squadrons or something* or like implement sleeper agent, and the agent can upgrade over time. So let's say you find a human vessel, you somehow target that vessel, and get an agent on board (1 in 5 chance the agent is killed instantly, but likely it will survive) Then maybe give it levels, like 2 to 5. So level 1 is just actually surviving the boarding, and if succesful it becomes level two. Can't do anything as a two, but can upgrade to level 3, 4, and 5. So maybe after 10 min aboard ship, it can become sleeper level 3, and perhaps cause damage? nothing is shown on the game, but just say random events are suggested, like *sets off bomb as level three, and kills 1/6 of the battlestar crew in explosion weakening the ship. Or after it reaches level 3 in 10 min, choose to remain sleeping, and wait to upgrade to level 4 after another 10 min. Then have it where at that stage, it can actually blow up the ship. Or... lol the ultimate prize, wait for it to go to level 5 after another 10 min. And at that point you can blow up maybe three whole ships. I dont know if its a workable idea, or even something that could be done.. but I mean, not literally special weapons, just things that might have happened in a war with these kinds of cylons. Level 5 sleeper agent would be extremely powerful... I don't know the game design or how long a game lasts, but like... having it actually reach that stage. 10 minutes to maybe research sleeper technology, boarding a human vessel, waiting for 10 minutes to upgrade to three, I mean overall.... you could be waiting almost an hour to have that kind of an ability.. or less whatever balances it.
And you can give same kind of tricks to humans. They had cylons in their fleet. So maybe you have it where after a certain time period in the game, a cylon is *discovered in the fleet* and the cylon is sympathetic to humans after spending time with them and gives them an ability... or some kind of an advantage that is noteworthy against cylons. Like... haha, oh so many ideas I have... but one I'm kind of fond of, is... lets say we go with cylons having their unique baseships, and lets say the human faction gets a cylon agent of that kind who *wakes up* but is loyal to humans, they could have it where you order an ability that allows them to capture half of the ships in the cylon factions fleet of that particular class. So it might be harmless, or devestating. If a six is randomly selected as the cylon that is sympathetic, then half the sixes basestars can be captured... but if the cylon fleet just hasnt built many, or is a mixture of sixes, and twos, etc then maybe they focused on the other basestars... So I dunno, but special events or abilities that just add a bang to the game. -- If its not a good idea fair enough, can avoid it... haha but if this kind of thing is doable... oh, I have thought up plenty of potential said special events that could be used in future versions.
Anyways, this has turned into a long post... but happy to see this mod up, already said some words to Adm. about liking it, but again, after looking through more of the pics and threads, even more impressed! Particularly with the fighter thread, and how heavy raiders are dangerous *or sound to be, good repair time and all.
Also like the idea of having ships that wont rely on shields for defense... now everything is borg. just hull integrity haha. And clearly weaker weapons.. no beams or photons, but yeah. Nice change I would think. No transportation overtake of ships (I see there is still boarding possible which is realistic, but not like lower their shields and take them over) Different feel to it and all. Haha, no tractor beams or stuff like that.
haha, anyways, hope maybe this will maybe create some ideas, even if these arent good...
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Post by Adm. Zaxxon on Sept 16, 2010 14:52:19 GMT
Hey everyone! Just joined this site. Looking forward to learning everything about this mod and hopefully being able to play it soon! I still need to look around more to get the hang of what is already in the mod, but yeah, have had a lot of ideas about possible things that could be done. (Sorry in advance if I mention an idea that just isn't feasible for gamesake implementation, or just a bad idea in general, just sharing some ideas at the moment and random thoughts). One was the basestar stars... and since a thread was already here. Just thought I'd add to it. One of the big drawbacks I think that might come up out of this sort of a mod, is that while in FO Armada, you have five factions each with two playable modes (10 starting points) - in this there would only be two *human/cylon. Apologies if I'm wrong.. still reading through this all. But something for that... is giving a lot of variety in everything about it I would think... So maybe like in FO how you have two playable versions of the same faction, here maybe five? Maybe this is later on, but I was thinking you have one version where you play past pre-cylon invasion, and one futuristic post invasion but obviously humans survive, and come back. In these two modes, stations are more available, and a lot of things can just be invented for the sake of the game and enjoyment. Armories, turrets, etc. In between this, you could have it where you simply have a version where you are given either a small force of ships, or large force of ships... and you can't construct any stations at all, and even creating new ships takes time. So it is more realistic to the show, but still can build things so you arent stuck. And one where it is as close to canon BSG as possible, go through a devastating attack where everything is destroyed but a handful of ships survive with civilians needing to be defended. For cylons, maybe have it where you are given 6 basestars, and the humans have 1 battlestar but a fleet of ships that offer benefits (ie, cargo ships that can help convert supplies into additional ships, or crew that can be trained to increase fighting efficiency or something) But somehow balance it out. And you have to try to survive. Welcome! I"m glad you decided to join up! These are excelent ideas. I had actually considered doing more than one avatar for each race, and the idea of making one completely canon, one with non canon ships, maybe one based around the Galactica, and maybe one around the Pegasus. That would be really cool, thanks! For now, I only have one race, and it has a colonial, and Cylon avatar, but in later versions of the mod, I would definitly like to do something like what you are talking about. Those were not described very well at all, but just thinking out loud about the ideas. So along this line of thinking... with variety, you could have it where you choose playing in what setting you want, back in the past or future with stations, or no stations and just ships... with a varying ability to create additional ships, to possibly no more, or several more, with a large or small initial force. Also, each of these five parts could have separate things like the way the factions were split up in FO armada. Those are neat ideas as well, though making even more for TOS or something would be kinda difficult, it is something to consider. So this brings me to the basestars. You could just invent basestars according to the cylons 1 through 8 shown in the episodes. So you could decide to be a cylon force which offers different kinds of basestars depending on the cylons you want to have. So like there would be basestars classified by the cylons 1 through 8. Maybe the priest cylon, and six have really powerful basestar classes, whereas those cylons like leoben? or whatever is name is, or Doral? I forget, they werent so out right about invasion, so perhaps there basestars a bit weaker, but still... something to offer variety. So yes, first Idea was just allowing for variety of basestars with sub plot of different cylons created different basestars to serve there motives. (I know nothing like this was mentioned in series, and it is all just hearsay, but I'm just offering idea for game sake, being a game with variety in its factions and all). This is also a good idea, and many have done it before, the only problem is, like I told you earlier, I am not good at modeling, so I am limited to what I can find thats already been done. I might be able to find more, but like you said, it wouldn't be canon, so I would have to keep that idea for another avatar. In a more separate thing... I don't know the economy of the game... but I would imagine the only factor in the game would be time? Are we required to manage resources like fuel or asteroids (metal). This would become distracting with the ships that would have to be defended by the battlestars... but I'm not really against it. Ha, anything right now is new and would probably sound like a lot of fun, potentially. So for the basestars and factions of the cylon, maybe a six basestar is strong and quick.. but takes a long time to build everything in that particular version. Whereas dorals would be weaker and slower, but quicker to build. Type of thing? Wow, yes actually, I was thinking the same thing when I made this. I thought that having to deal with miners in a military situation like this would be difficult and distracting as you said. So, my building is entirely time based. You don't need to worry about resources because it is assumed they are supplied to you already. Instead, it only takes time to build your ships. You are also, however, limited by a "sector supply," meaning that for the cylons, given enough time, they can get like 160 fighters and 10 capital ships, but no more because of the limit. The colonials can get more like 60-90 fighters(I forget now ) and have a max of 5 slots. However, the main battleship, the valkyrie class, takes up one slot. the mercury takes up 2. You also have ships like bombers, stealth fighters and repair ships, but they are all limited in the end. and yeah, the old baseships(Hades class) are slower, less advanced, but build faster than the advanced ones, which are better all around, but build slower. Another thing was something like special weapons, but literally not actually special weapons. Something like, a special event, or ability that is given. So, not having a battlestar that can all of sudden gain a super mega weapon. Instead, maybe something like an order you can give to a battlestar, like *circle this asteroid belt twice, and you are granted an additional squadron of fighters - limit of two additional squadrons or something* or like implement sleeper agent, and the agent can upgrade over time. So let's say you find a human vessel, you somehow target that vessel, and get an agent on board (1 in 5 chance the agent is killed instantly, but likely it will survive) Then maybe give it levels, like 2 to 5. So level 1 is just actually surviving the boarding, and if succesful it becomes level two. Can't do anything as a two, but can upgrade to level 3, 4, and 5. So maybe after 10 min aboard ship, it can become sleeper level 3, and perhaps cause damage? nothing is shown on the game, but just say random events are suggested, like *sets off bomb as level three, and kills 1/6 of the battlestar crew in explosion weakening the ship. Or after it reaches level 3 in 10 min, choose to remain sleeping, and wait to upgrade to level 4 after another 10 min. Then have it where at that stage, it can actually blow up the ship. Or... lol the ultimate prize, wait for it to go to level 5 after another 10 min. And at that point you can blow up maybe three whole ships. I dont know if its a workable idea, or even something that could be done.. but I mean, not literally special weapons, just things that might have happened in a war with these kinds of cylons. Level 5 sleeper agent would be extremely powerful... I don't know the game design or how long a game lasts, but like... having it actually reach that stage. 10 minutes to maybe research sleeper technology, boarding a human vessel, waiting for 10 minutes to upgrade to three, I mean overall.... you could be waiting almost an hour to have that kind of an ability.. or less whatever balances it. Yeah, I will eventually get more abilitys through a future feature called 'territories'. There will be kinda random map objects which you can take over, like an asteroid belt, or a semi-destroyed station, which you can take over and gain special stuff, like weapon upgrades, upgraded ships, or maybe something as simple as the station will launch a couple extra fighters. Sleeper agents will be one of these future features for the cylons. They currently can build a module onto their main base that will allow basestars to hack certain colonials ships and either damage them, or just mess with their systems. The sleeper agent would relay information about the ship to the enemy, like where it is, and what ships are near it. So far, gameplay won't last very long against humans, maybe only 30 or so minutes, but against the AI, I am trying to make it harder so hopefully, it will last longer. And you can give same kind of tricks to humans. They had cylons in their fleet. So maybe you have it where after a certain time period in the game, a cylon is *discovered in the fleet* and the cylon is sympathetic to humans after spending time with them and gives them an ability... or some kind of an advantage that is noteworthy against cylons. Like... haha, oh so many ideas I have... but one I'm kind of fond of, is... lets say we go with cylons having their unique baseships, and lets say the human faction gets a cylon agent of that kind who *wakes up* but is loyal to humans, they could have it where you order an ability that allows them to capture half of the ships in the cylon factions fleet of that particular class. So it might be harmless, or devestating. If a six is randomly selected as the cylon that is sympathetic, then half the sixes basestars can be captured... but if the cylon fleet just hasnt built many, or is a mixture of sixes, and twos, etc then maybe they focused on the other basestars... So I dunno, but special events or abilities that just add a bang to the game. -- If its not a good idea fair enough, can avoid it... haha but if this kind of thing is doable... oh, I have thought up plenty of potential said special events that could be used in future versions. Well, these ideas are a little beyond armada in terms of coding, but you would be able to set timers on the things and have colonials discover the cylons, but not too much more than that. What they do get are a special set of abilitys when they become Veterain ships, or really when they rank up from getting so many kills. They will get nukes and a special weapon, like maybe the Mercury class(the Pegasus) can Ram and kill all enemy ships in a certain area. the valkyrie will have silent running where it moves slowly, but cannot be targeted by enemy ships. fighters will also get cool ability called Ace tactics. Right now, if a fighter gets a certain amount of kills, it becomes an Ace, making it very difficult to kill, and it gets much better accuracy from its guns. The Ace tactics will be like for the cylons, their fighters can launch a bunch of missiles, and maybe the colonials mk2 fighters can destroy basestar missiles. because I have a bunch of fighters, I can design a whole bunch of different abilitys like this, without going crazy way from what happened in the show. Hey everyone! Just joined this site. Looking forward to learning everything about this mod and hopefully being able to play it soon! I still need to look around more to get the hang of what is already in the mod, but yeah, have had a lot of ideas about possible things that could be done. (Sorry in advance if I mention an idea that just isn't feasible for gamesake implementation, or just a bad idea in general, just sharing some ideas at the moment and random thoughts). One was the basestar stars... and since a thread was already here. Just thought I'd add to it. One of the big drawbacks I think that might come up out of this sort of a mod, is that while in FO Armada, you have five factions each with two playable modes (10 starting points) - in this there would only be two *human/cylon. Apologies if I'm wrong.. still reading through this all. But something for that... is giving a lot of variety in everything about it I would think... So maybe like in FO how you have two playable versions of the same faction, here maybe five? Maybe this is later on, but I was thinking you have one version where you play past pre-cylon invasion, and one futuristic post invasion but obviously humans survive, and come back. In these two modes, stations are more available, and a lot of things can just be invented for the sake of the game and enjoyment. Armories, turrets, etc. In between this, you could have it where you simply have a version where you are given either a small force of ships, or large force of ships... and you can't construct any stations at all, and even creating new ships takes time. So it is more realistic to the show, but still can build things so you arent stuck. And one where it is as close to canon BSG as possible, go through a devastating attack where everything is destroyed but a handful of ships survive with civilians needing to be defended. For cylons, maybe have it where you are given 6 basestars, and the humans have 1 battlestar but a fleet of ships that offer benefits (ie, cargo ships that can help convert supplies into additional ships, or crew that can be trained to increase fighting efficiency or something) But somehow balance it out. And you have to try to survive. Welcome! I"m glad you decided to join up! These are excelent ideas. I had actually considered doing more than one avatar for each race, and the idea of making one completely canon, one with non canon ships, maybe one based around the Galactica, and maybe one around the Pegasus. That would be really cool, thanks! For now, I only have one race, and it has a colonial, and Cylon avatar, but in later versions of the mod, I would definitly like to do something like what you are talking about. Those were not described very well at all, but just thinking out loud about the ideas. So along this line of thinking... with variety, you could have it where you choose playing in what setting you want, back in the past or future with stations, or no stations and just ships... with a varying ability to create additional ships, to possibly no more, or several more, with a large or small initial force. Also, each of these five parts could have separate things like the way the factions were split up in FO armada. Those are neat ideas as well, though making even more for TOS or something would be kinda difficult, it is something to consider. So this brings me to the basestars. You could just invent basestars according to the cylons 1 through 8 shown in the episodes. So you could decide to be a cylon force which offers different kinds of basestars depending on the cylons you want to have. So like there would be basestars classified by the cylons 1 through 8. Maybe the priest cylon, and six have really powerful basestar classes, whereas those cylons like leoben? or whatever is name is, or Doral? I forget, they werent so out right about invasion, so perhaps there basestars a bit weaker, but still... something to offer variety. So yes, first Idea was just allowing for variety of basestars with sub plot of different cylons created different basestars to serve there motives. (I know nothing like this was mentioned in series, and it is all just hearsay, but I'm just offering idea for game sake, being a game with variety in its factions and all). This is also a good idea, and many have done it before, the only problem is, like I told you earlier, I am not good at modeling, so I am limited to what I can find thats already been done. I might be able to find more, but like you said, it wouldn't be canon, so I would have to keep that idea for another avatar. In a more separate thing... I don't know the economy of the game... but I would imagine the only factor in the game would be time? Are we required to manage resources like fuel or asteroids (metal). This would become distracting with the ships that would have to be defended by the battlestars... but I'm not really against it. Ha, anything right now is new and would probably sound like a lot of fun, potentially. So for the basestars and factions of the cylon, maybe a six basestar is strong and quick.. but takes a long time to build everything in that particular version. Whereas dorals would be weaker and slower, but quicker to build. Type of thing? Wow, yes actually, I was thinking the same thing when I made this. I thought that having to deal with miners in a military situation like this would be difficult and distracting as you said. So, my building is entirely time based. You don't need to worry about resources because it is assumed they are supplied to you already. Instead, it only takes time to build your ships. You are also, however, limited by a "sector supply," meaning that for the cylons, given enough time, they can get like 160 fighters and 10 capital ships, but no more because of the limit. The colonials can get more like 60-90 fighters(I forget now ) and have a max of 5 slots. However, the main battleship, the valkyrie class, takes up one slot. the mercury takes up 2. You also have ships like bombers, stealth fighters and repair ships, but they are all limited in the end. and yeah, the old baseships(Hades class) are slower, less advanced, but build faster than the advanced ones, which are better all around, but build slower. Another thing was something like special weapons, but literally not actually special weapons. Something like, a special event, or ability that is given. So, not having a battlestar that can all of sudden gain a super mega weapon. Instead, maybe something like an order you can give to a battlestar, like *circle this asteroid belt twice, and you are granted an additional squadron of fighters - limit of two additional squadrons or something* or like implement sleeper agent, and the agent can upgrade over time. So let's say you find a human vessel, you somehow target that vessel, and get an agent on board (1 in 5 chance the agent is killed instantly, but likely it will survive) Then maybe give it levels, like 2 to 5. So level 1 is just actually surviving the boarding, and if succesful it becomes level two. Can't do anything as a two, but can upgrade to level 3, 4, and 5. So maybe after 10 min aboard ship, it can become sleeper level 3, and perhaps cause damage? nothing is shown on the game, but just say random events are suggested, like *sets off bomb as level three, and kills 1/6 of the battlestar crew in explosion weakening the ship. Or after it reaches level 3 in 10 min, choose to remain sleeping, and wait to upgrade to level 4 after another 10 min. Then have it where at that stage, it can actually blow up the ship. Or... lol the ultimate prize, wait for it to go to level 5 after another 10 min. And at that point you can blow up maybe three whole ships. I dont know if its a workable idea, or even something that could be done.. but I mean, not literally special weapons, just things that might have happened in a war with these kinds of cylons. Level 5 sleeper agent would be extremely powerful... I don't know the game design or how long a game lasts, but like... having it actually reach that stage. 10 minutes to maybe research sleeper technology, boarding a human vessel, waiting for 10 minutes to upgrade to three, I mean overall.... you could be waiting almost an hour to have that kind of an ability.. or less whatever balances it. Yeah, I will eventually get more abilitys through a future feature called 'territories'. There will be kinda random map objects which you can take over, like an asteroid belt, or a semi-destroyed station, which you can take over and gain special stuff, like weapon upgrades, upgraded ships, or maybe something as simple as the station will launch a couple extra fighters. Sleeper agents will be one of these future features for the cylons. They currently can build a module onto their main base that will allow basestars to hack certain colonials ships and either damage them, or just mess with their systems. The sleeper agent would relay information about the ship to the enemy, like where it is, and what ships are near it. So far, gameplay won't last very long against humans, maybe only 30 or so minutes, but against the AI, I am trying to make it harder so hopefully, it will last longer. Anyways, this has turned into a long post... but happy to see this mod up, already said some words to Adm. about liking it, but again, after looking through more of the pics and threads, even more impressed! Particularly with the fighter thread, and how heavy raiders are dangerous *or sound to be, good repair time and all. No problem, big posts like this aren't a problem if they are full of good ideas like yours. And the heavy raider is really awesome. It can destroy toned of fighters with its cannons and missiles, but is also not to hard to kill with flak from a battlestar If you get enough of them though, you can cause some real damage . Also like the idea of having ships that wont rely on shields for defense... now everything is borg. just hull integrity haha. And clearly weaker weapons.. no beams or photons, but yeah. Nice change I would think. No transportation overtake of ships (I see there is still boarding possible which is realistic, but not like lower their shields and take them over) Different feel to it and all. Haha, no tractor beams or stuff like that. Yep, the cylons are very borg like, but the colonials will be getting defense cannons that can take out missiles, so hopefully we can get even closer to the show. There are no transporters, but the raptors and heavy raiders can board enemy ships. Not a big feature yet, but it will become very useful in the future. There are no tractor-beams either, but grappling clamps could be a cool idea. I"m not quite sure about that. haha, anyways, hope maybe this will maybe create some ideas, even if these arent good... These are all great ideas man, please, keep 'em coming! lol wow, this must be the biggest post I've ever made.
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Post by nebula more ideas on Sept 17, 2010 4:26:17 GMT
Hey,
Yeah, I'm not sure which of my ideas work and which don't in general with what is available with the coding in FO, or armada, and yes, with the modelling of new ships and all.
Just some quick other short ideas/questions. Will there be nebula? I could see the reasoning for the yellow like nebula that kills crew. They add this in the show, where they had to transport ships through radiation areas of space. Could have one nebula that kills colonial crew (but is harmless for cylons). And likewise, a nebula that kills cylons, but does nothing to colonials. (The Ragnar station was in an area of space that seemed to harm cylon programming). So maybe yellow nebula is safe for cylons, and could you make the blue one instead of hiding a ship, injure cylons? Or something like this maybe.
As there are no stations, or defensive positions, this could help create stategic gameplay, without resources, it is entirely about trapping and outmaneuvering oppponents in space. Even having a sun that creates damage when approached(both cylons and colonial). But yes like you were saying with their being in map factors, could potentially do a lot with that.
Also, perhaps for later on. when stations become available, it could be that there are armories. I have several thoughts about how this could be implemented. One, is that they cannot be destroyed, but can be captured by either side. *As cylons were created by humans, both would rely on similar weapons... nukes and such. No sense in destroying weaponry. Now assuming that there is unlimited ammo, the armory wouldnt be a place to restock ammo, but let say you take a battlestar and move in next to the armory, this would imply that it is being refitted, or rearmed etc... so perhaps after visiting a station, you have certain alotted amount of time where that ship becomes stronger... quicker, better fire rate *because if you have ships that are constantly resupplied, they are more willing to expend there ammo, and if they are constantly getting maintenance, then they would be in shape, faster and so on. So having those stations for either side, would have it that you could dock your ships and improve there battle ability.
So at the beginning of a game, perhaps both sides of two armories maybe? But then they can be captured... so perhaps a way to make this doable. Um, in order for a armory to be "yours", it has to have a dock of your faction. So first thing, is to make it so that the enemy can no longer use it, they have to have a dock of their kind built, which you must destroy. Then the armory is maybe 'unusable' for either side, but if you can hold the location long enough to build your own dock, that you can capture the station and use it to improve your own ship. This would give the game more of a defensive positioning thing to consider. Perhaps welcomed? Arming the armories with weaponry at some point perhaps as well (lightly armed). Nothing like a starbase though... that would be blatantly defensive and strong. It isn't for the purpose of taking it to gain a turret, just to improve ship capabilities. They need to be captured, so perhaps unarmed is even best.
So yeah, um armories... nebula. (there were lots of things if I remember right that were in space, they landed on planets, had black holes, or explosions etc, things that could be worked in as map objects to had offensive, or positioning strength - a lot of which armada had- ie black holes)
yes, i see the reasoning with time as the economy sort of thing. If you did need resources though... just have it that the battlestars themselves also serve has miners... unless this cant be done with coding. But yeah, the battlestars would have ships and resources you would think to fuel them selves, or mine asteroids to build ships etc.. but side idea. I also like the idea of time being the only main factor.
I also like the anti missile thing for the colonials you were talking about, and the flak and all. I always thought of anti air missiles, or anti anything as like creating a literal wall or ship between yourself and enemy protecting you... quite clever actually. Don't have a shield to protect yourself? lost it? lol just shoot so many ~fracking~ missiles that you CrEaTe a shield in thin air. lol .. who thinks of that... haha, love it.
Yeah, and I like your idea of having ace vipers. I was thinking along the lines of how in FO and all you research those abilities. So having characters you could do research for... like say Lee, or Starbuck, or Baltar... not that all of a sudden each ship in your fleet has a lee or starbuck on board... but that the training is their, so that after you research maybe "starbuck" the fighters are better at evading weapons, or 'lee' and leadership.. so they fight more efficiently as a group, higher damage or hit rate per shot... but this is unecessary, as you already have that sort of thing in your rank ups for aces. but yeah, I like that. Or baltar who is just this science genius... I mean, just give his research any kind of edge you can think of really.. he found ways of discovering cylons, so an anti sleeper agent device to counter the earlier idea I was talking about of sleeper agents. Or if that isnt doable in a game like this, just anything to improve stats, or recon for cylon ships. Maybe even have it where hes been doing 'calculations', and it gives you a slight time delay of where your opponent is on the map. So it will say... the cylon fleet was likely here (something flashes on the map) which corresponds to where the cylon player or computer actually was* two three minutes ago or something. To point you in the right direction of where to hunt/go (or in contrast not to go, lol as may very well be the case). I think this is pretty related to cannon, evidence of this sort of calculation prediciton happened a lot in BSG.
oH! actually, just about the basestars... and models, maybe you dnt need a different model ship for each of the eight cylons... but just make that cylon basestar have an orange tinge to it, the other a bluer color, and etc that differentiates them.. but is actually the identical model, or just make one have slighltly longer spike things, or slightly smaller/larger size. But yes, not necessarily new or different models in appearance, just in stats and firepower, and so on.
So some of the idea didnt required newer models, but yes some maybe I was thinking mroe that way, like for past colonial turrets, or futuristic ships etc.
Really, that is one of the things that I wish they Had shown in the show... what was the colonial defense that the cylons broke through? What structures defenses did they have, what could they do, what was the firepower there? None of the flashbacks really show that, from what i remember, even in the plan, movie. Everything just shows cylonds devastating the forces and missiles nukes going off. But yeah, like they must have just been huge rapid shooting turrets. My fantasy turret that obliterates cylons raiders 10s 100s 1000s at a time right out of space. Because just by looking at the series, I think it is evident that cylons were known for relying on vast numbers of raiders to do damage.. so colonials would have expected this and created defenses that could wipe through great numbers of raiders. Like, if they couldnt just hack the system... what would that fight have been like... lol fireworks galor I would think. Letting the battlestars perhaps take care of the baseships. But yeah,
haha, well glad the my ideas dont sound foolish, and are good ones. I've got lots, just hard to say which are good or not. And also... I mean from my point of view, I do have LOOOTTTTS of ideas... but I just have no idea of what can be done and turned into a functioning part of the game, and which are just to far out there and its just something to talk about. But yeah, and plus the other thing is, pretty easy for me to just write down an idea that can be however complicated or simple, but you errr Adm. would be the one stuck with all the work of creating that in the game itself... which yes I think would be fun if you have that knack of coding or stuff, but alsoa lot of work I imagine. So, more than happy to share the ideas... just dont want to flood with ideas that are so numerous like redoing the entire game. Clearly youve got it started and going, and from the images and all, looks really good.
(haha, yeah Im a talker, lol blab blab blab, can easily write posts that just go on and on... so good to know they re welcome... dont want to force people to read mini essays that would waste anyones time, just like conversation)
yeah been busy, but hopefully I can get some time in soon to look over the stuff on the site, still havent quite had the chance... haha whenever im on the site (well so far only been couple of days) but ive been writing the posts or lookin at pics.
But yep, all good.
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Post by godsvoice on Sept 17, 2010 4:57:20 GMT
lol .... oooops, so yeah, nebula.ideas bla bla was me. I guess i just wasnt logged in when I posted that. It thought I was a guest... for some reason I thought name referred to like title or subject of the post I was making.
Anyways, yeah, the last post was mine.
haha
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Post by Adm. Zaxxon on Sept 17, 2010 10:56:39 GMT
lol I"ll have more time to read it all later, so until then, they seem like good ideas.
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Post by godsvoice on Sept 18, 2010 3:34:51 GMT
No worries, no rush.
Yeah, something that I think really excites me.. is that perhaps at some point there could be an option or version where you can start the game from the very beginning with a fleet that is provided.
I enjoy the building up of Armada... I do... but sometimes I wish there wasn't that sort of pre-confrontation part of the game of building resources and stations etc. Trying to attack the enemy early before they can build stronger ships.
I would love disregarding that aspect altogether *or at least an option to disregard it.
I want to be in a game where we aren't building an empire... we start with it. A large fleet of vessels and stations right there for us. Is there a max size for map? I think even Insanely large map is good idea. For FO when I play, against AI, the maps I use are all the largest possible, toggle between the maps that are 30 000, or high 20K. Like possibly if we have it that the beginning we are given a strong initial force.. make it like 50 000. Really make our ships work for that goal of seeking out and destroying the enemy. In playing the game... as an experience... I want to suffer while I play trying to find where the heck you are hiding. (Let's face it, a real idea of this would have massive maps .... space is huge, not like you are going to find me or I you in a short time) Make me get bored of playing the game because just finding you is stressing... lol although this wouldnt bore me, I would love it. You really get the sense of what it's like having these ships that hop skip and jump all over the place that you have to constantly search and destroy.
Now in FO.. the only hindrance is this spamming that I hear talked about.. and that is valid. Obviously this is where a game leads to in this kind of a game... huge fleets, large numbers have the best ships... and this is valid to. That is what would happen to a degree. But with what you are saying about territories and max number of capital ships... yeah that is perfect. Make the stronger vessels survive, and make it that you can spam but only medium class vessels. But you know, extending the game with large maps, slowing it down in that you can build, but to a limit and not spam so easily.
So yeah, maybe eventually we'll just start off with a full blown fleet. And can still build, but can go right at it.
This would really change the game, and give BSG mod an edge. There wouldnt be any of this rushing business, it would turn it into a hunt over a map. So, I would predict this would make the map making a much more important factor. Incredibly so because the resources are no longer a factor. Would you agree? If we arent spending time holding and collecting resources, and stations etc with research.. if it is just our ships ... then perhaps something to keep the strategy or game play intact is a much much larger map format, with many more inherent complexities. Asteroid belts that are insane to navigate. Jumping helps obviously... and!!! lol since everyone is now equipped with transwarp drives *ftls I suppose I could say now. You Could make a section of the map be completely walled off from the other sections of the map... so that in normal travelling mode... you just cant access certain parts of the map without jumping to that location (they had this all the time in campaign modes.. but wormholes made these parts of the map accessible... so it would be exactly like that... but now everyone has their own wormhole to go whereever theyd like). So you could have rings of asteroid belts in circles, corners that are cut off, a line right down the middle etc. This way... if you had fighters that lose their basestar or battlestar... they become stranded. Vipers can't jump. so if they are somewhere that is cut off, and no battlestars around or it gets destroyed.. have a stranded fighter.
Was another thought I had for the maps section. But I dunno, let me know what you think. But I think a great way to expand your BSG mod, and make it a real attraction for players is make the map a dazzling fighting experience.
Honestly I'm perfectly content even with what you have right now. Forget multiple versions of cylon basestars or colonial ships, futuristic or past *althought Im sure would be fun to do. All I need is your several battlestar models, vipers, raptors, and basestars, heavy raiders and raiders. That is all the variety I need... but then make the fights dynamic in a really crazy ass map creation. Without resources... I really think you could do some amazing things with nebula, asteroid belts, (keeping in mind ships with ftls that jump) and yeah whatever else you want to put in that coding would allow, and just insane large map variation. I guess would require some testing.. make sure the game doesnt drag on for eternity... but make it a long game.
Haha, I want to play!
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Post by Adm. Zaxxon on Sept 28, 2010 2:00:38 GMT
Well, finally got some time to respond. I hope I respond in turn, and answer all your questions. Hey, Yeah, I'm not sure which of my ideas work and which don't in general with what is available with the coding in FO, or armada, and yes, with the modelling of new ships and all. Just some quick other short ideas/questions. Will there be nebula? I could see the reasoning for the yellow like nebula that kills crew. They add this in the show, where they had to transport ships through radiation areas of space. Could have one nebula that kills colonial crew (but is harmless for cylons). And likewise, a nebula that kills cylons, but does nothing to colonials. (The Ragnar station was in an area of space that seemed to harm cylon programming). So maybe yellow nebula is safe for cylons, and could you make the blue one instead of hiding a ship, injure cylons? Or something like this maybe. Well, I did just add a new nebula, but the way in which nebulas deal damage is not that complicated, so it would be kinda dificult to do that. It is a neat idea none the less. True, but there will be the feature called Territorys in the future. this feature will basically consist of certain objects on a map like rundown stations, nebulas, planets, and maybe even some derelect ships, which, when controlled, will grant the player a specific ability. Some will be kinda like outposts that can help guard your fleet, and others will be more strategic points that need you to guard yourself. All will grant, or have some kind of ability, or special feature. This is much like what the territorys will be. I have also considered a way to dock ships too. The stations or whatever will not be able to be destroyed, but can all be captured as that is the point. We'll see what comes of it. I have explored the idea of placing units and such on the map that belong to a player from the start, but have unsucessful. I might have to bring it up with the devs as a possible new feature. Yep. Yeah, mining might come in in later features, but only to buy certain things, not as a major economical statute. Yep, hopefully in the next patch we will get a realistic looking flak-defense shield. Hmmm, being able to research specific commands would be more cool ideas for territory's. The only problem would be voice effects, but I like the idea. Thats a neat idea. I could do it with a glow. Thanks! More ideas for Cylon territorys! Yep, got to love those fireworks. More stations and ships would definitly mean more weapons effects. O only wish I could find some. I might be getting some more canon stations soon though, so good news there. Naw man, I love these ideas. Not foolish at all. Its good for me to fill my brain to the brim with new ideas. Much better than running out, and its good to know i can always come to you for more. ;D Yep, me too. Hopefully I"ll get more time to add more to the site, but it took me this long just to respond, so who knows when that will happen... Now onto the second one. ;D No worries, no rush. Yeah, something that I think really excites me.. is that perhaps at some point there could be an option or version where you can start the game from the very beginning with a fleet that is provided. I enjoy the building up of Armada... I do... but sometimes I wish there wasn't that sort of pre-confrontation part of the game of building resources and stations etc. Trying to attack the enemy early before they can build stronger ships. I would love disregarding that aspect altogether *or at least an option to disregard it. Yeah, fleet battles would be a cool idea. Maybe for campaigns I'll do a set of scenarios. Basically, a regular game, but with a pre-built, or limited fleet. Good idea! Yeah maps can be pretty big. The bigger, the longer a game, and the more useful FTL is. Weeeee! Yep, in my mod you have either a Sector-Supply, or Command allotment of ships. You can customize what ships your fleet consists of, but there is eventually a max. This can have downsides, but I think it is a good way to stop spamming. Haha, yep, great ideas. I already have a map where certain places need to be jumped to and from. Vipers can, of course navigate the asteroid fields that battlestars cannot, but they still don't have FTL. gigantic maps would make for good games I think, and make FTL very useful. I agree. Infact it is one of the reasons I asked one of FO's premium map makers to help and make some for me. When the sound bugs get fixed in the next patch, he will be able to start and make some really cool maps for me(as his time allows of course.) I understand where you are coming from. I am actually gonna release the mod in a couple parts. I will release a basic version, 1.0, which will setup the basics of gameplay, as almost a teaser version. Later I will release 2.0 which will have alot more features like what we are discussing. More avatars, territorys, lots of maps, more ships, ect. Hopefully 1.0 isn't to far away now. Phew! that was alot, lol
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Post by godsvoice on Sept 29, 2010 19:55:03 GMT
Sounds good! Look forward to seeing any releases. The territory thing sounds interesting, as well as maps for the game play.
Actually had a question, more than a suggestion at the moment. Is it possible to give a ship weapons of various range? For instance, battlestars, could one create say weapons with 4 different range sets, so that at close range they fire short ranged missiles perhaps, and beyond that, they shoot flak, beyond that nukes, and beyond that long range missiles? So, certain weapons only fire based on range. And is it possible, to set the ship to engage based on its weaponry? So, battlestars should have full range of weapons, but maybe make it so that their default weapon range of engagement is perhaps long range/mid range nuke or something. This way, it will make it that basestars and battlestars don't get to close to each other, and leave space in between for viper raider fights. Maybe give them crazy longer than artillery range for missiles/nukes, which they are defaulted to engage at, and then, closer range missiles, but those are only used if ships get close enough. My battlestar would never try to get so close to a ship in order to use my short range weapons, it would always engage at long range missile, and stop advancing. Just unleash weaponry from far away. It didnt seem like a practical question to ask in the FO forums. Because why would a photon or phaser not be able to always fire at any give range, but its kind of annoying that I might have a ship that could engage from a longer range but still flies right up close to enemy ships to engage them. Well, to an extent. Sabres and such always move in closer than my sovereigns... but you know. Just set it so that long range combat is queued for bigger ships.
Is that sort of thing possible?
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Post by Adm. Zaxxon on Sept 29, 2010 20:59:04 GMT
Yes actually, it is quite normal to layer weapons. The default is for ships to attack at their longest range, so, for like a pegasus type ship, it would go just close-enough to fire its forward cannons, but at this range, the cylons could prally be shooting you with a bunch of missiles already, so, you would want to manually move the ship closer and tell it to circle or just get really clost to the enemy to fire all its weapons, because it has closer turrets that also deal damage. For ships like the valkyrie, it can fire its missiles from pretty far away, but it has more, ship-to-ship missiles and weapons that fire really close. in addition, it has anti fighter railguns which will target enemy fighters automatically fire on fighters. It also has close range KEW's which, like the pegasus, need you to circle the ship to get them to all fire at the highest rate. Sofar, battles are really fun if you try to make them like in the show, with colonial warships circling baseships which are popping in and out all over the place. So yes...it is possible
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