Home » FULL CONTROL GAMES » #JAFDEV » Community Wishlist for JA:F
Community Wishlist for JA:F[message #318369]
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Wed, 01 May 2013 18:25
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Flugente |
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Messages:3507
Registered:April 2009 Location: Germany |
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Well then, perhaps the community should be more expletive in formulating its wishes?
A very detailed example then:
In JA2 classic, a gun could have up to 4 attachments, which were shown in 4 boxes right of the gun.
Now in 1.13 there are more attachments possible, and they are neatly ordered around the gun on the description box. Okay, the info on the right side might be a bit excessive, but I hope you agree that the display on the left is wicked sick cool, compared to the old one.
Codewise, expanding from 4 to n is easy, and sorting the attachments is also easy, especially when you still have to design the system with this in mind. The entire thing should be very easy to code if you still have to do it from the ground anyway imho.
Now, I don't demand FC to code in exactly the same way, but: I expect
- attachments should be added/removed from a gun in an easy way
- many possible attachments should be possible. That doesn't require tons of items in the released game, but ways for modders to add new items, and define them - somehow - to be attachments
- The current description box intuitively tells you where an attachment 'goes' (scopes on top, silencers on the front of the barrel, bipods under the barrel etc.), and its looks cooler than the old one. I hope for something at least as cool as this
Prophecy: Note that the community will tear you to shreds if you only stick to the old 4 max attachments (don't even think about restricting it to 1 like bC did). Most JA2 players love to customise their equipment. That doesn't necessarily mean we want a wicked crafting system. But attachment variety is a must - and can easily achieved by giving the community the tools: code it so that there can be multiple attachments, and that modders can add items.
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Re: Community Wishlist for JA:F[message #318379]
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Wed, 01 May 2013 19:13
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Sam Hotte |
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Messages:1965
Registered:March 2009 Location: Middle of Germany |
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Yes, customizing to preferred way of fighting is important to most players, so yes, there should be plenty of attachments and slots for it.
And if there is going to be a shiny 3D engine with zoom and rotate camera and such, then, yes, equipment, guns, attachments etc. should be visible on ingame chars. I mean, BiA had this, Frontline Tactics has this, so shouldn't be rocket science to JA:F have this as well.
But still, I personally find challenging maps and AI-opponents, open world game play but with a good story to find out, lot's of RPG elements more important than gunp0rn and such. YMMV.
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Sergeant Major
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Re: Community Wishlist for JA:F[message #318383]
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Wed, 01 May 2013 19:23
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R@S |
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Messages:134
Registered:July 2004 Location: Sweden |
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EDIT: Damn, too slow, but I'll leave it anyways since IT gives more details/
ShangaShadow21on the topic of immage format:
i like the way brigade e5 and 7.62 high caliber approached the weapon inventory image. instead of a static image they generated the image from the 3d model taking all the attachments into account.
this to me is the most efficient way of doing it since there is no need to create an image after creating the weapon model. so this should somewhat streamline the art creation process. and also make it easier for the fans to generate content.
Elaborate please, for those of us who didn't play e5. You mean the actual weapon equipped and the model shown on the interface were the same thing? If I may take this one, Shadow, since I consider myself an expert
The game only uses the weapon/item 3d model in the world context(and in the weapon description box). The weapon/item image is used in inventory and shops. The game has an built-in renderer that creates a DDS file for every weapon in the shop or inventory(but only if that image hasn't been rendered before) and gives it an identifying number so it can keep track of what's been done and what's to be used.
Whenever you attach something to a weapon, there's a scirpt that creates a new DDS from the 3d model, giving the DDS a new identifying number to use, and a correct displayed image of what's attached to the weapon. This makes it very easy for us modders, we only have to add the 3d model, the game takes care of all the shop and inventory images.
EDIT 2: I should clarify that it is only weapons that gets rendered, items need an image since many of them are small and might look "wrong" if done this way. Weapon attachments also uses a static image, unless they were attached to a weapon and part of the rendered weapon image.
[Updated on: Wed, 01 May 2013 19:51] by Moderator Report message to a moderator
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Sergeant
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Re: Community Wishlist for JA:F[message #318392]
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Wed, 01 May 2013 20:10
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Thor |
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Messages:423
Registered:February 2007 Location: Belgium |
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It's not a priority, but I noticed that in v.1.13 every single aspect seems to be really difficult to add to the multiplayer. I assume it is because the code is such a mess (as I assume it still is) and that the makers initially didn't think about it being added eventually...
If you start from scratch, however... But indeed, not a priority for me either... and I don't know a lot about coding, so I may be wrong about what I speculate here.
EDIT:
Indeed, if it would take serious resources, as you say, Flugente, I completely agree that it's of minor importance. I just don't know that if you built something from scratch it is easier to think of such an option then, or to think about it later and deal with the problems that come up then...
[Updated on: Wed, 01 May 2013 20:23] by Moderator Report message to a moderator
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Master Sergeant
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Re: Community Wishlist for JA:F[message #318422]
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Wed, 01 May 2013 23:09
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R@S |
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Messages:134
Registered:July 2004 Location: Sweden |
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I never really understood what FC meant with their poll where one could vote on an active or passive skill system, so forgive me if I misunderstood.
The active system makes me as a player want to play more to reach the next level. BiA made a big boo-boo here and only had 10 levels, and once you got an update option, you got 7 points to spend. They should have done this better, more levels and far less points to spend at each update.
A passive development system is better from a realism perspective, but it leads to players abusing it to harvest stats. In the long run this is detremental to the game, since this makes you loose interest in actually playing the game pretty quickly.
So if you go with an active system, maybe add merc classes to the I.M.P., like trooper, machine gunner, mechanic, scout, sniper and medic. Then make the costs of different stat updates differ, and by choosing a class you'd get a discount on some of the stats that are crucial to the class selected. It would add to the RPG sense of the game, which I think is one area that always could be improved upon.(Play BSM and you'll see what I mean )
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Sergeant
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Re: Community Wishlist for JA:F[message #318429]
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Wed, 01 May 2013 23:23
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R@S |
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Messages:134
Registered:July 2004 Location: Sweden |
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Shadow21they explained the active system with a skill tree akin to the skill trees of silent storm. So those "traits" give an unknown bonus to relevant stats? Well, it doesn't matter if they'll have a CtH displayed somewhere, but I kind of like to keep track of my mercenary improvements. Do you know if they consider a stat increase by learning, or haven't they said anything about that yet?
GambigobillaR@SEnemies should drop all their inventory when dying, no half-arsed probability stuff here, give me mah loot!
I must say this is a big no unless in game economy is dependent on your arms trade. Or option for it at the gamestart is needed just like in 1.13. Sure, it makes balancing the economy very hard, but if done right it can also be used to drive the player forward.
[Updated on: Wed, 01 May 2013 23:26] by Moderator Report message to a moderator
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Sergeant
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Re: Community Wishlist for JA:F[message #318442]
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Thu, 02 May 2013 00:12
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Thor |
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Messages:423
Registered:February 2007 Location: Belgium |
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If you want my opinion on the real basics, I'd say adjustability & accessability is most important.
I've learned something from Ja2 v.1.13 there, the years we have worked on this aspect, and I hope the creators of this promising game as well... To have a list of adjustable settings/options like in the Ja2 1.13 ini editor is something I have come to think of as indispensable to reach a broader public with a game like Jagged alliance. The game is very complex and some features may really appeal or irritate a player and the more this can be tweaked, the better...
So, the more adjustable, the better, in my view. After all, the tweaking remains optional and I think everyone in the Bearspit community is in favor of this. (correct me if I'm wrong)
For players to be able to change some settings to their liking is something meta...
E.g. I've read rumors about a fog of war, that's something you could make optional, right? "Enemies drop all", adjustable starting funds, starting gear, etc.
These I think are real musts, and there are other of such important options in Ja2 v1.13, I am just giving examples here... Maybe it is not possible to add all the features, I can understand that it depends on the funds, but at least have them be adjustable. I think we are used to something now while having v.1.13 and if the game has to appeal...
Apart from this, there are aspects like easily adding items and other stuff to the game, which I call accessability. Totally share Flugente's opinion concerning attachments... The current attachment system in v1.13 rocks, same as the new inventory system!
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Master Sergeant
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Re: Community Wishlist for JA:F[message #318447]
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Thu, 02 May 2013 00:24
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R@S |
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Messages:134
Registered:July 2004 Location: Sweden |
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Sam_HotteYes, a class based skill tree system is not really fitting the JA setting. OTOH by choosing mercs with different traits and stats you already do some specialisation within your teams. So why shouldn't somebody skilled in handling heavy weapons learn things associated with this better and faster than anything else?
So, IMO, a skill tree system where not every merc can improve in every field is not a no go in my book.
A combination of classes (sniper, mechanic etc. ...) and learning by doing (as in JA2) would IMO be best: A merc learns fastest and easiest in things related to his class but can still train in everything else (tho not to masterhood or slower or something). Well, JA2 has specialization like night ops and such, and my suggestion was expanding on that in a more comprehensible way. But I think you hit the nail on the head here Sam, so I'll +1 your post instead
EDIT: I should clarify I was only talking about the IMP in my initial post. If you want a specifically skilled merc, hire him/her.
[Updated on: Thu, 02 May 2013 00:28] by Moderator Report message to a moderator
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Sergeant
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