Dynaverse.net
Please login or register.

Login with username, password and session length
Advanced search  

News:

Check out XenoCorp.Net's FTP site !! Over 10 GB of gaming files for your downloading pleasure: ftp.xenocorp.net

Pages: 1 ... 7 8 [9]  All

Author Topic: SFC 4 Project  (Read 19026 times)

0 Members and 1 Guest are viewing this topic.

Rod ONeal

  • D.Net Beta Tester
  • Lt. Commander
  • *
  • Offline Offline
  • Gender: Male
  • Posts: 2242
Re: SFC 4 Project
« Reply #240 on: October 17, 2008, 12:36:24 am »
About 10% of SFB is in SFC. There's lots more that could be added. More races with all new ships, systems and weapons, just for starters. If I were making it, which I realize I'm not, I'd add boarding party and ground combat. There could be a whole strategic level added. Any of these things would make it a whole new game with lots of reasons for new players, as well as disenchanted old players, to join in.
Logged

If Romulans aren't cowards, then why do they taste like chicken?

marstone

  • Lt. Commander
  • *
  • Offline Offline
  • Gender: Male
  • Posts: 1199
Re: SFC 4 Project
« Reply #241 on: October 17, 2008, 03:53:25 am »
About 10% of SFB is in SFC. There's lots more that could be added. More races with all new ships, systems and weapons, just for starters. If I were making it, which I realize I'm not, I'd add boarding party and ground combat. There could be a whole strategic level added. Any of these things would make it a whole new game with lots of reasons for new players, as well as disenchanted old players, to join in.

I would agree.  In my belief SFC4 should be an evolution not revolution.  The game already is the best, adding to the abilities is what is needed, not make a whole new game (if it was a totally new game, then it should have a whole new name not just a series number).

SFB has so much that can add to the game, but you have to be carefull on how it is added as it would be easy to add so much that it becomes unplayable because you have to much to control.  Writing better AI controllers for systems would be nice.

Going along with Frey and tracking crew.  Maybe link different scripting styles to each crew member (station) thus you can customize how your ship acts in combat.  That way you can't totally know what the other ships AI will do so it is harder to plan on how to fight it.  (smarter boarding party actions, no beaming over when the enemy drops a facing shield so he can alpha strike you when your AI drops your shield).  Little things like that.

Maybe add the ability to have local scripts in (pick your scripting language), so you can tweak your own ships way of fighting.  Making sure the scripts only direct action and doesn't dictate it would help keep people from cheating with them.
Logged

Tink, Tink, Tink *SMACK* - OW!

Reverend

  • Lt. Junior Grade
  • *
  • Offline Offline
  • Posts: 337
Re: SFC 4 Project
« Reply #242 on: October 17, 2008, 08:27:26 pm »
 8) Thanks for the explanation and the subsequent pique to my interest... I can do audio, but if anyone can script, program, model or texture, audio is second-rate to them. Nonetheless, I'll be around.

Godspeed, good fellows.

Logged

Rod ONeal

  • D.Net Beta Tester
  • Lt. Commander
  • *
  • Offline Offline
  • Gender: Male
  • Posts: 2242
Re: SFC 4 Project
« Reply #243 on: October 17, 2008, 10:54:31 pm »
8) Thanks for the explanation and the subsequent pique to my interest... I can do audio, but if anyone can script, program, model or texture, audio is second-rate to them. Nonetheless, I'll be around.

Godspeed, good fellows.



Not true. Nothing is insignificant. True C++ scripters will be the biggest demand/lowest supply. Considering all of the non technical work that needs to be done, the scripters don't need to worry about that as well, if that makes sense the way I'm saying it? Hopefully there'll be enough people so no one has to wear too many hats.
Logged

If Romulans aren't cowards, then why do they taste like chicken?

Reptor

  • Ensign
  • *
  • Offline Offline
  • Gender: Male
  • Posts: 156
    • WWW
Re: SFC 4 Project
« Reply #244 on: November 10, 2008, 08:19:34 pm »
Whoa! It's been a long time since I've visited this old home of mine. For some reason today a voice in my head told me to, and I stumbled upon this great news! Very cool! I don't know what I can do to help, except maybe with a users guide or a SFC4  strategy guide.

Havn't flown in quite a while. Time to slap in OP again and give her a spin. Ah, memories...  ;D

marstone

  • Lt. Commander
  • *
  • Offline Offline
  • Gender: Male
  • Posts: 1199
Re: SFC 4 Project
« Reply #245 on: November 10, 2008, 11:21:22 pm »
8) Thanks for the explanation and the subsequent pique to my interest... I can do audio, but if anyone can script, program, model or texture, audio is second-rate to them. Nonetheless, I'll be around.

Godspeed, good fellows.



Not true. Nothing is insignificant. True C++ scripters will be the biggest demand/lowest supply. Considering all of the non technical work that needs to be done, the scripters don't need to worry about that as well, if that makes sense the way I'm saying it? Hopefully there'll be enough people so no one has to wear too many hats.

I would have to say sound is a very important part of a game, having music that sets a mood, the ability to transisition music between different tension level etc, can really help in a game (movie, et al).
Logged

Tink, Tink, Tink *SMACK* - OW!

Tuscarora

  • Ensign
  • *
  • Offline Offline
  • Posts: 21
Re: SFC 4 Project
« Reply #246 on: November 25, 2008, 07:29:17 pm »
Name: Stephen Anthony Vincent
Address: Commiskey, IN 47227
Phone# : 812-216-1458

Job (IE: Programmer): Professionally - Microprocessor Engineer, For the Project, Programmer
Skills (IE: C++/SQL): C, C++

Contact Email: tuscarora@bluebottle.com

MSN Messenger (If applicable): don't use Im's

If still interested, let me know.  Long time player of SFC, SFC2, SFC2OP... skipped SFC3
Logged
Pages: 1 ... 7 8 [9]  All
« previous next »
 

Page created in 0.115 seconds with 20 queries.