Space: Boarding Action beta

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MercuryNoodles
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Re: Space: Boarding Action beta

Post by MercuryNoodles »

I've noticed that myself. The bridge is pretty close to it's proper size, so the pits are about as deep as they are in the movies. Once I put objects on the bridge, this shouldn't be a problem.
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Re: Space: Boarding Action beta

Post by Bryar85 »

Ya. it's wicked good tho... and it's pretty accurate to the real thing.
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Re: Space: Boarding Action beta

Post by MercuryNoodles »

I have to disagree, there. That's why I had a second model sent off for export. The current bridge is very out of proportion in several places, and the textures are way off. Still, it's all I have to work with for now.
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Re: Space: Boarding Action beta

Post by jangoisbaddest »

Forgive me....but was I the only one who experienced missing bridge pieces? All I had was the center piece, so the sides of the room were exposed for me to just walk off....

As for the layout, you managed to avoid most colission bugs pretty well - and that's saying a lot (I tried to do this a long time ago and got fed-up with that).

I have some suggestions that are indeed fundamental to gameplay:

1) Make the hanger CP capturable. There's no way a battle is going to be waged in the corridors if enemies can't do that in the first place. While we're on the subject, perhaps modifying everyone's grenades and missiles to do less damage to vehicles may be prudent. This will make it easier for you to take that CP. If the main focus of the map is boarding the ship, then it should be relatively easy to get a foothold IMO. Better yet, you could just place a CP with a gunship/transport geometry in each hanger that belongs to the enemy.

2) I dunno if it's possible (and I hope it is), but place capturabe command posts in vital areas of the ship that may or may not have destructable parts. This allows the map to play out like conquest, as the invaders are fighting for control, and the defenders are trying to push them back to the hanger to get to their ships again. This also might allow game focus to be maintained in the corridors.

3) Is the Tantive IV engine room in there somewhere? If not, I'd suggest adding that and moving the destructable engine parts in there.

4) I'm sure you're not really interested in this one, but I might as well include it: incedental exploratory corridors would really add more atmosphere to the map - make it seem more expansive and realistic without impacting gameplay. Finding some way of adding windows would be even cooler.

Great work. Keep it up.
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Re: Space: Boarding Action beta

Post by MercuryNoodles »

Yeah, the bridges are incomplete, especially the MonCal. I need to rescale the exterior model again, and see if I can move the center around before I add in the sides. The center piece takes up nearly the entire width right now.


There were collision bugs. I had to switch out pieces (or patch up certain areas) in the alpha version to deal with that. There's still at least two, maybe three collision issues I still need to address, and I have a few others that I want to see if I can fix up so feet don't sink through the floor.

1) I wanted to make them all capturable, but I'd have to script in a conquest timer and the CPs to do it. Since I don't have the experience to be confident I could make it work, I've left that one CP uncapturable.

Well, I didn't want it to be easy, exactly. Then again, it depends on which side you're playing, since the Imps seem to be much more aggressive. I'm trying to avoid altering the explosives to make it easy to board, since there should be a few ways to script the AI to be more balanced. Besides, I want this to have a bit of the old SWBF1 difficulty where the AI could easily take you out if you screwed up, so there's a bit of a challenge.

2) I'd planned to do this, but I've been saving it for at least the next version. I had to impose a deadline on myself just to push this out.

3) That's not a bad idea. I'm just debating whether I really want to change the engine room. I might.

4) I did something like that with the ISD (the detention area), but the MonCal doesn't have any because it came first, and I was going for something fairly simple at the start. I might add more, but I don't have any ideas currently.

Windows I can't really do, though. At least not now. Most of the geometry I'm working with doesn't have any.
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Re: Space: Boarding Action beta

Post by Guest »

just a suggestion: you could add local forces for both empire and rebels that spawn in the corridors and rooms and stay there
and actual forces should spawn only in the hangars, so there will be many fighters flying around and enemies guarding the ships
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Re: Space: Boarding Action beta

Post by venort »

yeah, good idea, but wouldn't that make it too difficult to board the ship and actually do some damage?
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Re: Space: Boarding Action beta

Post by MercuryNoodles »

Well, I could do that. However, I do want to try to make MP viable as well (which was the original idea), and I have quite a few bots already. I'm thinking once I put in additional CPs and planning, that will distribute the forces enough so they cover more area in the ship. Ambush teams are also on the table, but there won't be many if I use them.

As for ease of boarding, I must stress that I'm trying to do away with the ubercommandolookatmeI'msoleet mentality. Weapons fire is meant to kill you, not sting like an ant bite, and fooling around or charging into a firefight should get you killed, generally. This is meant to make players more careful and creative.
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Re: Space: Boarding Action beta

Post by Guest »

but PLEASE: add more ammo, running around with only 100 shots makes it hard to reach the target
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Re: Space: Boarding Action beta

Post by MercuryNoodles »

Creates a great need for conserving ammo and firing accurately, doesn't it? :P I'll see what happens after I place the health and ammo droids before I actually think about changing the ammo/clip levels. This is currently a fairly low priority on the list, though. Overall, I want to keep ammunition at a level where you have plenty to fight with and miss a few shots, but not so much that you waste rounds from firing wildly, otherwise known as "spray and pray". I'm also trying to keep in mind the amount of ammo given compared to the length of time a player should reasonably be expected to live in both SP and MP. Yeah, I'm making this overly complicated, but I think the end result should be fair to most. Believe me, the seemingly low limit isn't meant to be a punishment, but a problem to be solved. I'm virtually certain there'll be a big difference when you can run up to a droid to rearm, regardless of whether I change the amount of ammo.
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Re: Space: Boarding Action beta

Post by Rushix »

I cant download this map!! But i will played it.
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Re: Space: Boarding Action beta

Post by Teancum »

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