Home » FULL CONTROL GAMES » #JAFDEV » Community Wishlist for JA:F
Re: Community Wishlist for JA:F[message #318602] Fri, 03 May 2013 21:05 Go to previous messageGo to next message
R@S is currently offline R@S

 
Messages:134
Registered:July 2004
Location: Sweden
sardonic_wrath
R@S

I'd also like to see what Shadow suggested, some randomly generated maps, but it's more than unlikely they'll have the resources and time to actually do this.


http://www.fullcontrol.dk/tech_txengine.html
They seem to have that covered. Even for stuff more complicated than just randomly placing trees and rocks

That's awesome news, and I think this is more proof FC has the skills to actually pull this game off. But having the code for doesn't mean it'll be in this game, but maybe in the next one. Or maybe Fc is saving this for one of their Kickstarter updates. Nevertheless, it's awesome and thanks for sharing Smile

JAFTeam on Update 9
Using a weapon will slowly damage it to the point where it's destroyed. The more you use a given weapon, the more damage it takes.
How about having both wear and heat factors that affect weapon performance. The you could have spare barrels for machine guns that throw a lot of lead down line. This could also be realistically used to limit the use or AR's with C-Mags as a substitute for your M-Gunner.

I'm all for a variety of ammunition but I feel the update wasn't very clear on that subject. The general idea is sound, but it needs more details. And here's where FC should consider implementing two kinds of damage, "normal" and shock. Since they said they wanted to add rubber bullets, I suspect they have already considered it. Having two types of damages is also useful in separating HP ammo from AP and FMJ.

I guess the FC crew got a taste of the famous hard liners and gun-nuts that likes these kinds of games Very Happy .

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Sergeant
Re: Community Wishlist for JA:F[message #318603] Fri, 03 May 2013 21:06 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
Decado2
Also, skill improves accuracy...damage is a byproduct of that but there shouldn't be any difference in damage between a "skilled" merc who shoots the same weapon with the same bullet type into the same enemy in the same location etc. as another "unskilled" merc (besides any randomization).

Perhaps its meant more like "on average" like "the skilled merc won't shoot the same location as the unskilled one as he is able to bring the shot to those places that hurts more." Therefore damage does indeed increase with accuracy to some extent, the skilled shooter not only hits more often but deals (within a variance of course) more damage on average?
Or the skilled one scores a critical hit more often? This again would fit "the skilled one deals more damage (on average)".

Decado2
Anyway, the skill tree based on usage is incredibly unappealing. I pretty much ignore character development in JA2 because it was just a time waster...punishing players who just want to play the game by adding micromanagement into an already weak system is terrible.

Interestingly, the majority of writers here said "freely distributable skill points are unappealing" AFAICS.
Seems that tastes do differ and you cannot please everybody ... Wink

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Sergeant Major
Re: Community Wishlist for JA:F[message #318604] Fri, 03 May 2013 21:16 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
Another point/question comes to mind:
Will or should there be a more detailed targeting system (e.g. you could aim for arm/shoulder making the target drop gun and/or unable to shoot anymore), incapacitating target without dealing much damage/lethal wounds?
Or is the triplet head/body/legs we are used to enough?

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Sergeant Major
Re: Community Wishlist for JA:F[message #318606] Fri, 03 May 2013 21:19 Go to previous messageGo to next message
DaethWalker is currently offline DaethWalker

 
Messages:98
Registered:September 2003
Location: Rocky Point, NC
My biggest wish would be starting gear for everyone, IMPs, Mercs and the enemy.

I mean realisticly, you're a hired merc entering into enemy territory, not only are you facing a your normal every day street thug, you'll be fighting drug cartels, enemy mercs and the russian army (including special forces).

You ready? Ok, here's a .38 special and 18 bullets, have fun! Smile

Now of course, I don't expect top of the line gear and yes, I'll leave my tank at home ... couldn't afford the shipping charges. But, I'd expect anyone going into a firefight to at least have minimum body armor, a semi-automatic pistol and some type of "long-gun" ... shotgun, hunting rifle, etc... and enough ammo for those weapons to at least last through your 1st encounter with the enemy.

And that includes the enemy. I expect most of them to have as good or better weapons than I do. I mean, especially if it's reg army. No way are you gonna see a road blockade with guys running around armed only with machetes or cheap revolvers.

Yes there has to be a middle ground of some sort. Because one of the perks of the game is getting better armor and weapons. But I do feel like the bar needs to be raised somewhat on starting gear.

I mean think about it:
Merc recruiter: OK, here's your green t-shirt, sunglasses and laptop, you're good to go.
Merc: What about weapons?
Merc recruiter: (hands you a business card) When you get there call this guy he can set you up with anything.
Merc: Um ... and if I need a gun before he delivers?
Merc recruiter: Hmmm, well let's see ... ah, here ya go. (hands you a tool box)
Merc: WTF? I'm suppose to hit the guy with a tool box!?!
Merc recruiter: No. No. That's to fix your weapons.
Merc: You mean the ones I don't have?
Merc recruiter: (hands you another business card)
Merc: ....
Merc recruiter: OK, don't tell anyone else though (hands you small bundle wrapped in oily newspaper)
Merc: (unwraps bundle to find disassembled .38 revolver).... dude?!?
Merc recruiter: Ain't it cool!!! Smile

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Corporal 1st Class
Re: Community Wishlist for JA:F[message #318608] Fri, 03 May 2013 21:46 Go to previous messageGo to next message
EXile 150 Abyss is currently offline EXile 150 Abyss

 
Messages:137
Registered:September 2009
DaethWalker
My biggest wish would be starting gear for everyone, IMPs, Mercs and the enemy.

I mean realisticly, you're a hired merc entering into enemy territory, not only are you facing a your normal every day street thug, you'll be fighting drug cartels, enemy mercs and the russian army (including special forces).

You ready? Ok, here's a .38 special and 18 bullets, have fun! Smile


Actually the newest 1.13 had different sets of gear you could choose. Maybe not super high end stuff but that Idea should work fine. Smile

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Sergeant
Re: Community Wishlist for JA:F[message #318611] Fri, 03 May 2013 22:53 Go to previous messageGo to next message
Shinr is currently offline Shinr

 
Messages:12
Registered:April 2012
Concerning guntraders, how about the way Deadly Games did it:

Micky O'Brian, International Gunrunner Extraordinaire, shows up randomly, presents the collection of random gear of random quantity and random quality, states the too damn high starting price and begins an auction for the highest bidder.

[Updated on: Fri, 03 May 2013 22:58] by Moderator

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Private
Re: Community Wishlist for JA:F[message #318612] Fri, 03 May 2013 23:09 Go to previous messageGo to next message
Decado2 is currently offline Decado2

 
Messages:42
Registered:July 2002
Sam_Hotte

Perhaps its meant more like "on average" like "the skilled merc won't shoot the same location as the unskilled one as he is able to bring the shot to those places that hurts more." Therefore damage does indeed increase with accuracy to some extent, the skilled shooter not only hits more often but deals (within a variance of course) more damage on average?
Or the skilled one scores a critical hit more often? This again would fit "the skilled one deals more damage (on average)".

I have no reason to assume they meant something other than what was said, and what they describe simply sounds bad.

Quote:

Interestingly, the majority of writers here said "freely distributable skill points are unappealing" AFAICS.
Seems that tastes do differ and you cannot please everybody ... Wink

Doesn't mean they should make a bad system even worse. They can keep the idea and improve it so it isn't tedious or even develop a hybrid system. The appeal of over loading a merc and running them around to increase strength and other things is beyond me. It's just time wasting. Now they want to amplify that ridiculous waste of time and require you to micromanage and min/max your weapon usage to be effective? No thanks.

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Corporal
Re: Community Wishlist for JA:F[message #318613] Fri, 03 May 2013 23:11 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
There's a difference between 'being effective' and 'min-maxing to get the last half % of effectiveness' ... I have no reason to believe that JAF will differ in this regard.

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Captain

Re: Community Wishlist for JA:F[message #318617] Sat, 04 May 2013 00:28 Go to previous messageGo to next message
R@S is currently offline R@S

 
Messages:134
Registered:July 2004
Location: Sweden
Enemy inventories

For this to work there need to be something that keeps track of game progression. JA2 had it's coolness factor, BE5/7.62 used a CGL(Current Game Level) system. In 7.62, each enemy(or enemy group) had an inventory file where you could have several variations of enemy gear. You could also set which of those variations should be used by the enemy at certain CGL's. This way you could control the game difficulty and what the player could get his hands on by looting. You would get some variation of what the enemy used and control over when they used it. This is a very good solution in a sandbox game.

Then for the factions you had separate enemy inventory files for commanders, lieutenants, regulars, machine-gunners and snipers. Here's the cool thing, the AI checked what weapon the enemy was using when choosing how to behave, not what group it belonged to. So if an enemy picked up a sniper rifle in mid-battle, he behaved like a sniper. This never actually worked, but it's how the AI was programmed to behave.

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Sergeant
Re: Community Wishlist for JA:F[message #318618] Sat, 04 May 2013 00:29 Go to previous messageGo to next message
Peal is currently offline Peal

 
Messages:259
Registered:August 2007
Location: Germany
1.
Lategame Extension. Like an massive counter attack, story twists, whole new layer of gameplay. Like making an trade empire, or becoming a drug lord myself.

2.
Barbie for Boys. From all kind of different clothes to LBE inventory space expanding items like bags and holster. Tons of stuff to equip. Also Sector Inventory sorting options.

3.
Class Animations. My MERC with an stealth skill should move and act differently as the medic of my team. A body-building or high strength MERC should move like a Tank, high agile MERCs should move faster and a high dexterity MERC should also move precisely and more accurate. Also cool animations, from idle animations to death animation, I think this is very crucial.

4.
Extended sector defending. Tank blockades, sandbags, barricades and barbed wire. Also options for the militia to take an position like an mobile MG or an Watchtower. Basically, if I have to defend the same sector over and over again, it should be fun.

[Updated on: Sat, 04 May 2013 00:31] by Moderator

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Master Sergeant
Re: Community Wishlist for JA:F[message #318619] Sat, 04 May 2013 00:39 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
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I don't intend to step any toes, but could we keep this down to reasonable levels? Like we propose how crucial game elements could be handled, and which ones are utterly important? This thread won't help FC one bit if we just post... complicated, non-core stuff here.

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Captain

Re: Community Wishlist for JA:F[message #318621] Sat, 04 May 2013 00:51 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
Decado2
Doesn't mean they should make a bad system even worse. They can keep the idea and improve it so it isn't tedious or even develop a hybrid system. The appeal of over loading a merc and running them around to increase strength and other things is beyond me. It's just time wasting. Now they want to amplify that ridiculous waste of time and require you to micromanage and min/max your weapon usage to be effective? No thanks.

They've never written this, so maybe you should also resort to "I have no reason to assume they meant something other than what was said" here. *shrug*

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Sergeant Major
Re: Community Wishlist for JA:F[message #318622] Sat, 04 May 2013 00:58 Go to previous messageGo to next message
Peal is currently offline Peal

 
Messages:259
Registered:August 2007
Location: Germany
Flugente
I don't intend to step any toes, but could we keep this down to reasonable levels? Like we propose how crucial game elements could be handled, and which ones are utterly important? This thread won't help FC one bit if we just post... complicated, non-core stuff here.


Urrg. Nothing against that, I thought we are making an wish list from the community here. So every wish should be detailed like your first post?

[Updated on: Sat, 04 May 2013 01:10] by Moderator

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Master Sergeant
Re: Community Wishlist for JA:F[message #318623] Sat, 04 May 2013 01:02 Go to previous messageGo to next message
Flugente

 
Messages:3507
Registered:April 2009
Location: Germany
Wishing for extravagant plots is fine, but it would be better imho if we would specify what we need for that. E.g. the ability to add NPCs with voice and dialogue to the game, and some control over faction behaviour. The more detailed they know our wishes, the better they can adapt.

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Captain

Re: Community Wishlist for JA:F[message #318624] Sat, 04 May 2013 01:04 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
They should be reasonably detailed, thought out and realizable with special attention to things that make it Jagged Alliance.
It doesn't help if this list boils down to 'yes, we want everything but the kitchen sink' and only contains the usual pages of bullet points and buzz words.

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Captain

Re: Community Wishlist for JA:F[message #318625] Sat, 04 May 2013 01:09 Go to previous messageGo to next message
Peal is currently offline Peal

 
Messages:259
Registered:August 2007
Location: Germany
To be honest I think we should open threads for very detailed proposals and in one thread we should keep the wishes coming.
I thought this could help to determine the strech goals, for that we should be more quick rather than very detailed.

But I'm also fine with your suggestion.

[Updated on: Sat, 04 May 2013 01:12] by Moderator

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Master Sergeant
Re: Community Wishlist for JA:F[message #318626] Sat, 04 May 2013 01:12 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
There's a wide range between bulletin points and lootfragg.

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Captain

Re: Community Wishlist for JA:F[message #318627] Sat, 04 May 2013 01:13 Go to previous messageGo to next message
Sam Hotte

 
Messages:1965
Registered:March 2009
Location: Middle of Germany
lockie
Glad you all left it for me to bring up lighting ( again ! ) . Please give us lighting that can be turned on , off , destroyed and otherwise used properly . At least let it be moddable so traps can be set and sprung at night . Can the unity engine do this ?


I definitely 2nd this. JAF need not turn into a Splinter Cell like stealth thingy, but interaction with dynamic lighting is for sure an enhancement, IMO.

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Sergeant Major
Re: Community Wishlist for JA:F[message #318628] Sat, 04 May 2013 01:14 Go to previous messageGo to next message
R@S is currently offline R@S

 
Messages:134
Registered:July 2004
Location: Sweden
And I think we should disagree more. I'm serious, being forced to really think why you want something makes you use better arguments. And since FC is reading this, we should all put forth our best ideas and wishes, and be prepared to defend them intelligently and like adults.

As DB said in another thread, this is the Pit and threads always go off topic, sooner rather than later Smile So lets go with the flow and see what comes out of it.

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Sergeant
Re: Community Wishlist for JA:F[message #318632] Sat, 04 May 2013 01:33 Go to previous messageGo to next message
Peal is currently offline Peal

 
Messages:259
Registered:August 2007
Location: Germany
Well then I'm happy to disagree Smile

If I'm a developer and I'm working currently on the AI. So I want to see what the handsome nerds from the pit have written in that regard.Now I have to read through an massive thread with tons of other stuff. Very unhandy don't you think?

Make an proper discussion about the AI in an exclusive thread so that there goes all the juicy input FC needs. Don't get me wrong, I love to debate and explore and explain in a crap ton of detail.

[Updated on: Sat, 04 May 2013 01:40] by Moderator

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Master Sergeant
Re: Community Wishlist for JA:F[message #318635] Sat, 04 May 2013 01:44 Go to previous messageGo to next message
R@S is currently offline R@S

 
Messages:134
Registered:July 2004
Location: Sweden
Since there's two or three FC guys reading this, most of them are too busy working on SH, I figure they collect the arguments and ideas they think would fit their idea best, then bring those into their meetings.

We could also do a similar document as the ideas and wishes piles up and send it their way. This is a creative progress, and the more people voicing their concerns, the better. FC can then take the temperature of how popular some ideas are as opposed to other.

Your move:)

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Sergeant
Re: Community Wishlist for JA:F[message #318638] Sat, 04 May 2013 03:14 Go to previous messageGo to next message
Peal is currently offline Peal

 
Messages:259
Registered:August 2007
Location: Germany
Well they have guys reading here yes, but they have plenty of other stuff to read.

We should keep in mind, that we are in the middle of an KS so there is this limited amount of time to help FC now and for the current stretch goals. After JAF got funded we have like 1.5 years to discuss details with and for FC about every feature. I thought it would be nice to have 20 Points from the pit ordered by importance before the stretch goals, to help FC now.

I know this is the best place to discuss everything in detail, but this is also the best place to show what's more and what is less important. Or do you wanna have an android version of the game as 1st stretch goal? Wink Razz

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Master Sergeant
Re: Community Wishlist for JA:F[message #318641] Sat, 04 May 2013 05:48 Go to previous messageGo to next message
Cyborg is currently offline Cyborg

 
Messages:37
Registered:November 2006
Location: Europe
sardonic_wrath

I recall Flugente had a good idea in some thread... about making the calibre deceide the base range and damage, and the guns have modifiers. Nothing changes for gameplay or interface, just a more logical way to handle it interally. You should consider this.


Different guns with same calibre can have very different performance solely due to difference in barrel length, but I agree that the ammo should be the base, with guns adding modifiers.

There are plenty of ballistic calculators out there which could deliver the base. Have a formula where you plug in muzzle velocity, bullet weight and (maybe) ballistic coefficient. Be able to give extra modifiers based on bullet type (whether AP,HP,Match etc.) to deliver:

- baseline damage (function of bullet type, weight and MV)

- effective range (i.e. drop off)

- penetration (like JA2 system, including obstacle material)

- recoil (actually impulse, but in a formula with the gun weight it can give you the recoil value for each individual gun)

- accuracy value (can be generic, with the main accuracy fudge being handled on gun level, but useful if one wants to model match ammo)


A given gun would then modify the base ammo stats. Don't handle modifiers by weapon class, handle them individually per gun.

The final output is shown as generic damage/accuracy/range etc. numbers in the gun details screen.

This would significantly simplify balance and calibre/weapon expansion.



Increasing Mrk giving increased damage is IMO a very bad idea. The only way this could be remotely justified is maybe with the benefit of better shot placement, however if you hit the body part you are aiming for (head, center mass, legs) any damage from "better" shot placement is highly academical. All it does is make balancing more difficult, especially late game when all the goodies are available.


As to how accuracy and recoil are handled, I think the basic idea of NCTH is good and could be the groundwork of a good solution.

[Updated on: Sat, 04 May 2013 06:01] by Moderator

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Private 1st Class
Re: Community Wishlist for JA:F[message #318708] Sun, 05 May 2013 13:51 Go to previous messageGo to next message
JAFTeam is currently offline JAFTeam

 
Messages:157
Registered:April 2013
I like Peals idea by the way.

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Staff Sergeant
Re: Community Wishlist for JA:F[message #318726] Sun, 05 May 2013 19:49 Go to previous messageGo to next message
R@S is currently offline R@S

 
Messages:134
Registered:July 2004
Location: Sweden
Cyborg

- recoil (actually impulse, but in a formula with the gun weight it can give you the recoil value for each individual gun)
FC said they didn't want to make this game too realistic, but at the same time they want to make it possible for modders to do that later. So it's important that they at least "simulate" realism in some way, that they have enough settings for each gun so the modders can tweak them. If they wont add complex realistic formulas in their code, they need to do it this way, or the game will end up as another BiA.

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Sergeant
Re: Community Wishlist for JA:F[message #318729] Sun, 05 May 2013 19:56 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
I'm not sure why you are quoting recoil in particular here but maybe I'm missing some context?

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Captain

Re: Community Wishlist for JA:F[message #318730] Sun, 05 May 2013 20:01 Go to previous messageGo to next message
R@S is currently offline R@S

 
Messages:134
Registered:July 2004
Location: Sweden
DepressivesBrot
I'm not sure why you are quoting recoil in particular here but maybe I'm missing some context?
Check the Update 10 comments on the kickstarter page, maybe that will provide you with some context. I just felt that this community is the place for such a discussion since here's where most of the modders reside. And I think Flugente killed the spirit of the discussion and I tried to kickstart it(no pun intended, and I don't actually blame Flugente Razz )

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Sergeant
Re: Community Wishlist for JA:F[message #318732] Sun, 05 May 2013 20:14 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3653
Registered:July 2009
Not really. Recoil isn't hyper realism, it's an essential aspect of a weapon that every CoD-Kiddy expects, so why single it out in your post?

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Captain

Re: Community Wishlist for JA:F[message #318737] Sun, 05 May 2013 20:20 Go to previous messageGo to next message
R@S is currently offline R@S

 
Messages:134
Registered:July 2004
Location: Sweden
Attention whoring?

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Sergeant
Re: Community Wishlist for JA:F[message #318746] Sun, 05 May 2013 22:41 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3483
Registered:January 2000
Location: Danubia
I think the KS updates are heading in the right direction. They're are adding details. But the whole debate about this and that seems a waste of time. Let me explain.

The way they (FC) think weapons should be handled doesn't interest me, except for the initial (short) campaign. For your average Joe, the facts stated in the update are enough. What is the make or break deal for me is how they implement weapons into the game. Because if they're coded right, I have the GUARANTEE that in less than a month since release there will be various mod out there that will make everyone happy.

At this point it's irrelevant what they put into the game for me. It's very damn relevant HOW they put into the game. The single most important component for me is modular design. How much and how far we can take this. And for every critical point in the game - and weapons are such a point - there should be a gate left open to modding.

If I want 10 attachment slots for a weapon, I should be able to code in 10. That's the point.
If I want to tweak the CTH and damage formula, I should be able to.

The basic set, what gets done by FC, should follow JA2 set as close as possible.

[Updated on: Sun, 05 May 2013 22:42] by Moderator

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Captain
Re: Community Wishlist for JA:F[message #318749] Sun, 05 May 2013 23:07 Go to previous messageGo to next message
Peal is currently offline Peal

 
Messages:259
Registered:August 2007
Location: Germany
If this is unannounced happening in the background, then I'm sorry. But isn't there an modding group talking intern with FC about exactly this stuff? Isn't this already established? They said they would reach out for modders in order to get help for exactly this. I'm just curious, cause I imagined that there are already big talks in the BG.

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Master Sergeant
Re: Community Wishlist for JA:F[message #318750] Sun, 05 May 2013 23:10 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3483
Registered:January 2000
Location: Danubia
Peal
If this is unannounced happening in the background, then I'm sorry. But isn't there an modding group talking intern with FC about exactly this stuff? Isn't this already established? They said they would reach out for modders in order to get help for exactly this. I'm just curious, cause I imagined that there are already big talks in the BG.


Not yet to my knowledge. But I don't hold the entire knowledge about Universe, just 99% of it. So something might've slipped by.

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Captain
Re: Community Wishlist for JA:F[message #318751] Sun, 05 May 2013 23:17 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3720
Registered:February 2006
Location: Scotland
Yup , da boss has nailed it , the game can be little more than JA2 updated , in that as long as it's moddable to a similar extent as JA2 vanilla , we will love it to death , and it's future will be assured , any sequels can be delivered by FC to a better standard than poor old Wildfire or Unfinished Business ever were . A decent story , good characters , voices with memorable lines , varied weapons and well game-balanced as a base for the community to expand it to a level no company ever could . It will sell .
Is this deliverable FC ?

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Captain

Re: Community Wishlist for JA:F[message #318753] Sun, 05 May 2013 23:21 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3483
Registered:January 2000
Location: Danubia
lockie
as long as it's moddable to a similar extent as JA2 vanilla


Let me answer that for them. No it won't. It was made pretty clear on Reddit that they're not opening completely the game. For vanilla you have source code, for this we should be happy if they allow us to tweak the essential gameplay values and plug in our own campaigns once we create them.

All I want from them is open heart and healthy discussion with a select group, in private (not a debate on KS page or even here), about what exactly are ESSENTIAL GAMEPLAY VALUES. "My guys meet with your guys" kinda of talk.

Or in 1.13 terms, what we want externalized.

[Updated on: Sun, 05 May 2013 23:24] by Moderator

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Captain
Re: Community Wishlist for JA:F[message #318755] Sun, 05 May 2013 23:24 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3720
Registered:February 2006
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the source code wasn't available for DL or UC was it ?

Just creative hacking Very Happy

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Captain

Re: Community Wishlist for JA:F[message #318756] Sun, 05 May 2013 23:26 Go to previous messageGo to next message
Shanga is currently offline Shanga

 
Messages:3483
Registered:January 2000
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lockie
the source code wasn't available for DL or UC was it ?
Just creative hacking Very Happy


If we need to go hex hacking onto JAF to get modding done they might as well start working on the next game, cause this ain't happening.

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Captain
Re: Community Wishlist for JA:F[message #318757] Sun, 05 May 2013 23:27 Go to previous messageGo to next message
lockie is currently offline lockie

 
Messages:3720
Registered:February 2006
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What other games have been used for the Unity engine ?

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Captain

Re: Community Wishlist for JA:F[message #318758] Sun, 05 May 2013 23:27 Go to previous messageGo to next message
EXile 150 Abyss is currently offline EXile 150 Abyss

 
Messages:137
Registered:September 2009
lockie
Yup , da boss has nailed it , the game can be little more than JA2 updated , in that as long as it's moddable to a similar extent as JA2 vanilla , we will love it to death , and it's future will be assured , any sequels can be delivered by FC to a better standard than poor old Wildfire or Unfinished Business ever were . A decent story , good characters , voices with memorable lines , varied weapons and well game-balanced as a base for the community to expand it to a level no company ever could . It will sell .


Completely agree Very Happy

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Sergeant
Re: Community Wishlist for JA:F[message #318761] Sun, 05 May 2013 23:58 Go to previous messageGo to next message
R@S is currently offline R@S

 
Messages:134
Registered:July 2004
Location: Sweden
lockie
What other games have been used for the Unity engine ?
Have a look here: Unity Game list

Shanga put my feelings to words where I failed. They probably wont let modders into their code, so there needs to be a lot of things externalized if there's gonna be a productive mod community.

But I disagree when he says he don't want it to be here, in the open. I'm not so sure the modders here can bring up all the points needed to convince FC to do the right thing. By involving the whole community we'll get more weight to our arguments.

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Sergeant
Re: Community Wishlist for JA:F[message #318762] Mon, 06 May 2013 00:14 Go to previous messageGo to previous message
Shanga is currently offline Shanga

 
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Registered:January 2000
Location: Danubia
R@S

But I disagree when he says he don't want it to be here, in the open. I'm not so sure the modders here can bring up all the points needed to convince FC to do the right thing. By involving the whole community we'll get more weight to our arguments.


I was referring strictly to the technical discussion that is usually covered by NDA.

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Captain
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