Topic: Let's take a look at the problems faced with SFC4.  (Read 656 times)

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Offline Stalwart_ODST

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Let's take a look at the problems faced with SFC4.
« on: October 11, 2017, 04:15:08 pm »
So from what I've heard, Starfleet Command IV is having problems getting off the ground. There is a large fan backing for this game. A lot of people have played the prior games, and a lot would like to see another made.

So, let's examine what you guys -have to make this happen-, -what you need to make this happen-, and -what you would like to have for this to happen-. I think that with some changes regarding strategy and resource management, and maybe a little word on the street, this thing can take off big. There's a big community for all things Star Trek and since Starfleet Command already has a name for itself in that community it already has a foothold from which to push off.

Kind Regards,
Matthew Stamper
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Offline Javora

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Re: Let's take a look at the problems faced with SFC4.
« Reply #1 on: October 11, 2017, 05:11:01 pm »
A programmer willing to take on the project would be a good start...

Offline d4v1ks

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Re: Let's take a look at the problems faced with SFC4.
« Reply #2 on: October 11, 2017, 06:23:34 pm »
nvm
« Last Edit: October 11, 2017, 08:21:22 pm by d4v1ks »
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Offline Javora

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Re: Let's take a look at the problems faced with SFC4.
« Reply #3 on: October 11, 2017, 09:48:01 pm »
lol

Offline AlDaja

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Re: Let's take a look at the problems faced with SFC4.
« Reply #4 on: November 18, 2017, 03:38:01 pm »
A programmer willing to take on the project would be a good start...

I had a programmer who looked into this, his analysis without full access to the existing Starfleet Command III registry files, etc.. would be extremely difficult if not impossible.  At best, even with his expertise and that of others familiar with the intricacies of SFC II and III who assisted us, we were not able to dive deep enough without causing catastrophic failure to how the game(s) played, the best we could do was provide a passable overlay and create a couple of decent mods.  There is just too much coding to go through without a road map to follow.  I have tried for many years to reach out to previous Taldren people, some were willing to offer general assistance, most have moved on to better things and were not willing to offer any guidance, keep in mind this was way back when Starfleet Command II and III was still somewhat relevant.  Our summation would require a minimum of 10 years to create a passable SFC:IV and that assumes we had access to a team of people willing to work long hours with little or no pay.   This of course, also assumes we could legally secure the rights to pursue a project to its final release. To put it in perspective, to create the two fully integrated conquest mods we made (which are basically overlays), required two and a half years to complete.  This was with two of us volunteering most of our time and six others who helped with consulting and assisting with the mod builds when they could. 
« Last Edit: November 18, 2017, 07:59:41 pm by AlDaja »
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Offline Javora

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Re: Let's take a look at the problems faced with SFC4.
« Reply #5 on: November 18, 2017, 09:38:24 pm »
I think the idea Exeter had was to basically start from scratch.  Use generic models and game engine that wouldn’t violate any copyrights and all the end user to add SFC ships upon use.  You’d have to go back and read all those threads to get a better idea.  There were some pretty good ideas for this project.  My idea for a game system I think made things easier. 


Offline AlDaja

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Re: Let's take a look at the problems faced with SFC4.
« Reply #6 on: November 19, 2017, 12:06:55 am »
I think the idea Exeter had was to basically start from scratch.  Use generic models and game engine that wouldn’t violate any copyrights and all the end user to add SFC ships upon use.  You’d have to go back and read all those threads to get a better idea.  There were some pretty good ideas for this project.  My idea for a game system I think made things easier.

Maybe, but it seems the reason it has yet to "get off the ground" is because no one is seriously vested to spend the amount of time necessary to create a game worth playing.  Like I said, conservatively, my programmer and the guys we consulted with to do something similar meant several years to get a basic beta version and that assumed everyone could devote several hours a day.  I doubt many fans have the time to do it, unless they were getting paid.  We actually explored the idea back in 2014.  Getting people who would do it for free, even those eager to see a SFC:IV weren't willing to devote the time unless they were compensated, which is understandable.  Not saying it can't be done on the cheap, but I really don't see it going any further than the discussion board. 
Don't try to be a great man. Just be a man, and let history make its own judgments.

Offline d4v1ks

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Re: Let's take a look at the problems faced with SFC4.
« Reply #7 on: November 20, 2017, 05:10:12 am »
< expired >
« Last Edit: November 20, 2017, 02:56:32 pm by d4v1ks »
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Offline d4v1ks

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Re: Let's take a look at the problems faced with SFC4.
« Reply #8 on: November 20, 2017, 05:14:54 am »
to create the two fully integrated conquest mods we made (which are basically overlays), required two and a half years to complete.

You are probably one of the few persons that did anything positive in the last years in relation to SFC. :)
"But he isn't wearing anything at all!" (The Emperor's New Clothes)

Offline AlDaja

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Re: Let's take a look at the problems faced with SFC4.
« Reply #9 on: November 22, 2017, 03:04:20 pm »
to create the two fully integrated conquest mods we made (which are basically overlays), required two and a half years to complete.

You are probably one of the few persons that did anything positive in the last years in relation to SFC. :)

Thank you.  Your help solving some issues we had were instrumental toward that endeavor.  It was very much appreciated.
Don't try to be a great man. Just be a man, and let history make its own judgments.