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| 2D WIPs Post your 2D related works-in-progress (WIPs). |
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| | #11 (permalink) |
| SFM Nugget | So, I've played it little bit and here are my findings ![]() First of all, I'd reccomend the space to be endless. It's kinda boring to fly in closed arena. Than, about the weapons, I'd like to see some kind of automated weapons - for instance point defense (railguns, smaller beam weapons) might be turn to automated fire mod, so it would attack enemy fighters and bombers, or perhaps also incoming fire (who knows, can you shot pulse from the sky?). You might than concentrate to attacking enemy ships itself. Fighters as whole might also be given such orders, like "attack enemy ships", "attack enemy fighters" or just "defend the ship." Also, firerate is IMO too high now. Last but not least, I think game might be a little bit slower. Right know, it's mostly just shooter. Surely not bad, but few changes might push it to be more tactical game. Not long ago I was engaged in development of somewhat similar game, actualy a mod for freeware Star Trek: Final War 2 (you may check it out on finalwar2.wz.cz), so I have few more low-poly ships (Asgard Jackson class, Anubis flagship, Apophis flagship) a I also might reccomend few adds. For instance, FW2 it slower and has selective shields, so you may attack enemy aft shield and take it down, but enemy still can maneuver his ship and took another hits to ineffected parts of shiels. But as I said, the game was much slower. Another thing, planets, as an inpassable points on map, proved to be nice for tactical use and also might be mission objectives or something. There was even a risky maneuver where you can go into hyperspace right above planet surface (though planets were "in distance", smaller) and lure enemy ship to crash to planet when trying to pursuit you into hyperspace. But after a while, this was somewhat too much easy way to eliminate enemy fleet. Anyway, I'm looking forward to Tuesday ![]() |
| Last edited by -Raynor-; 05-26-2008 at 02:51 PM. | |
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| | #12 (permalink) |
| SFM Nugget Join Date: Jul 2006
Posts: 51
Downloads: 0 Uploads: 0 | Well, it would be impossible to program and endless playable space, but there could be an 'arena wrap' sort of thing. Go through one end and come out the other. There's not going to be an automated fire simply because there shouldn't be any 'quick fixes' and easy ways out of defeating enemies. I agree with the aspect of giving the fighters commands, and I'll see what I can do about implementing that. |
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| | #13 (permalink) |
| SFM Nugget | Than at least lock target for missiles when they are fired by simple click, because otherwise you lost some time guideing them... I can imagine (with that slower possibility) that you might acctualy target enemy ship systems, which surely come in handy against Wraith. Anyway, I guess Asgard and Goa'uld ships should also posses point defense and more (expanded universe perhaps) weapon systems - Stargate universe really is not much detailed, which might harm game itself (like that in SG Words Asgards has defense robots and in SG-1 they didn't). I don't think you have to be canon for everything. |
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| | #14 (permalink) | |
| SFM Nugget Join Date: Jul 2006
Posts: 51
Downloads: 0 Uploads: 0 | Quote:
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| | #17 (permalink) |
| SFM Guru Realname: Andrew Join Date: May 2006 Location: Colorado
Posts: 478
Downloads: 1 Uploads: 0 | Any chance you could post pictures of the ships? That would be really cool. Also, how do you control the fighters? I haven't figured out how to make them fire, or how to make the engine pods on the Puddle Jumper pop out. Left click doesn't seem to work. I've already figured out the controls for the capital ships, just not the fighters. |
| Last edited by Endeavour; 08-10-2008 at 07:55 PM. | |
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