Page 58 of 72

Destroyable capital ships?

Posted: Mon Apr 20, 2015 5:36 pm
by Darth_Squoobus
In typical BF2 space maps, capital ships are indestructible props to which destroyable entities such as the life support systems and engines are attached. Recently though, I've begun to wonder if it's possible to make the ship itself a destroyable entity which could be destroyed by either repeated fire from the outside or destruction of critical systems inside. If such a thing were possible, it would add a new layer of depth to space combat and a sense of urgency as well.

Re: Destroyable capital ships?

Posted: Mon Apr 20, 2015 5:45 pm
by SnakeEyesRaw
Darth_Squoobus wrote:In typical BF2 space maps, capital ships are indestructible props to which destroyable entities such as the life support systems and engines are attached. Recently though, I've begun to wonder if it's possible to make the ship itself a destroyable entity which could be destroyed by either repeated fire from the outside or destruction of critical systems inside. If such a thing were possible, it would add a new layer of depth to space combat and a sense of urgency as well.
Destroying the entire ship just by destroying interior critical systems would be both too quick and too easy. Perhaps enough fire on the exterior from bombers could do it? However exterior fire would become a tedious grind to destroy the ship, so maybe the ship takes damage as critical systems are destroyed, and when all interior and exterior systems are destroyed it loses it's last bit of health and the game is over. Just a thought, but I think making destructible ships would make it a race to destroy critical systems or bomb the hull and take away the randomocity or spontaneousness of space combat and boarding.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Mon Apr 20, 2015 5:51 pm
by THEWULFMAN
Personally I'd want to make a destructible area on the ship where if you blew it up, it'd expose the reactor allowing you to destroy it. It's one of the more reasonable ways of doing this. There's lots of ways to destroy a ship in Star Wars but we can't emulate them all.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Mon Apr 20, 2015 6:08 pm
by Darth_Squoobus
You are right in that destroying a ship from the inside by knocking out a generator or something would be too easy, and destroying it from a constant barrage would get pretty boring. But blowing up a ship from the inside is too much fun to pass up, so there must be some workaround. Perhaps a reactor could be harder to access than other systems or incapable of being destroyed until lesser structures are taken out.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Mon Apr 20, 2015 11:30 pm
by jedimoose32
I think the idea of making it indestructible until other systems are taken out sounds reasonable. Make it similar to Summoner's Rift in League of Legends, in which you have to take out the turrets and the Inhibitors, in that order, before you can destroy the enemy Nexus.
In the context of a capital ship, you could have the reactor area heavily defended by really powerful automated turrets. Once you destroy the turrets then you have to hack or destroy a set of blast doors (one big one, or maybe a series of them). Then once you're inside, you have to disable the shield around the reactor. Then you can take the reactor down (and get off the ship before the whole thing blows).

Re: All-Purpose Request Thread (Mk. IV)

Posted: Tue Apr 21, 2015 1:05 am
by hunpeter12
Or you can give them a weak point like the Death Star :D

Re: All-Purpose Request Thread (Mk. IV)

Posted: Tue Apr 21, 2015 1:08 am
by jedimoose32
Of course, an unshielded exhaust port! Why didn't I think of that?

Re: The MOD/MAP Idea thread

Posted: Wed Apr 22, 2015 9:46 am
by Iamstuoid
commanderawesome wrote:I know that as well. I was just pointing it out. If you want, I could ask the author if I could convert them for Battlefront 2. The assets of both of them were released.
Wouldn't bother asking Sereja/Kit Fisto as he admitted to have converted Polar Express, Otah Gunga and Vertical City himself :quotes: ,but refuses to post a Download Link (Conversions are Private) :x
However the READ ME in the Otah Gunga source states that he is ok with someone else to convert his maps as long as he is credited, but not in the VC, or PE. One of my friends who makes SWBF2 maps attempted to convert Polar Express and succeeded... Until I deleted the source+level files... :funny2:
Apparently Vertical+Otah are TOO LAGGY to convert. AKA, Sereja doesn't really like his maps being converted.

P.S Looking for Modders to convert Sereja's classes+Vehicles over to SWBF2, and Mappers/Modellers willing to help make my SWBFRS/ES conversions packs.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Fri Apr 24, 2015 6:01 pm
by Darth_Squoobus
Is it possible to make a two-in-one vehicle? I.E. a vehicle that can be, say, both a fighter and a car and switch between the two with the press of a button. Like a real-world fighter that can taxi on a runway.

Re: All-Purpose Request Thread (Mk. IV)

Posted: Fri Apr 24, 2015 6:09 pm
by AnthonyBF2
Darth_Squoobus wrote:Is it possible to make a two-in-one vehicle? I.E. a vehicle that can be, say, both a fighter and a car and switch between the two with the press of a button. Like a real-world fighter that can taxi on a runway.
I think the most you can do is make a hover class vehicle (ground use) that has a low gravity setting so that when you reach a certain speed you can lift off. This like the "Boats Fly" cheat in GTA games, so handling would be weird.

Re: The MOD/MAP Idea thread

Posted: Sat Apr 25, 2015 12:19 am
by razac920
My next modding goal is to make a massive vehicles-only space-to-ground team deathmatch battle. Here's a tentative possible list of vehicles I plan to use for clone wars:
Hidden/Spoiler:
Republic land:
1. rep_hover_barcspeeder (stock)
2. rep_hover_fightertank (stock)
3. rep_walk_atte (stock)
4. rep_walk_oneman_atst (stock)
5. rep_hover_swampspeeder (Conversion pack sides)
6. rep_walk_atxt (Conversion pack sides)
7. "Republic Light Attack Speeder" (Psych0fred)
8. "SPHAT" (Psych0fred)
9. "UTAT" (PR-0927/Majin Revan)
10. "ATOT" (ForceMaster)
11. "ATAP" (FragMe!)
12. "ATPT" (FragMe!)
13. rep_hover_nubianspeeder (Conversion pack sides)

Republic space:
1. rep_fly_anakinstarfighter (stock)
2. rep_fly_arc_gunship (Conversion pack sides)
3. rep_fly_arc170fighter (stock)
4. rep_fly_gunship (stock)
5. rep_fly_jedifighter
6. rep_fly_vwing (stock)
7. rep_fly_v19 (Conversion pack sides)
8. "z95 Headhunter" (Anakin)
9. rep_fly_naboo_fighter (Conversion pack sides)

CIS land:
1. cis_hover_stap (stock)
2. cis_hover_aat (stock)
3. cis_tread_hailfire (stock)
4. cis_tread_snailtank (stock)
5. cis_walk_spider (stock)
6. cis_hover_gat (Conversion pack sides)
7. cis_hover_mtt (Conversion pack sides)
8. cis_walk_dwarfspider (Conversion pack sides)
9. cis_hover_hag (Conversion pack sides)
10. cis_hover_sith_speeder (Conversion pack sides)
11. cis_hover_cydon (Conversion pack sides)
12. "TCW Tridroid" (ForceMaster)
13. cis_hover_aatx (Conversion pack sides)

CIS space:
1. cis_fly_droidfighter (stock)
2. cis_fly_droidgunship (stock)
3. cis_fly_fanblade (Conversion pack sides)
4. cis_fly_geofighter (Conversion pack sides)
5. cis_fly_greviousfighter (stock)
6. cis_fly_maf (Conversion pack sides)
7. cis_fly_scarab (Conversion pack sides)
8. cis_fly_tridroidfighter (stock)
9. "Hyenda Droid Bomber" (kinetosimpetus)
It's a mixture of stock and custom (mostly pulled from the vehicles side from the conversion pack). My question to people is: what vehicles would you like to see? Am I missing some other good custom vehicles? I think with clever scripting I can have up to 10 space vehicles and up to 10 ground vehicles per team, so I need to trim some vehicles out (I actually haven't tested to see if they all work though). Also, would it be nice for it to be space-to-ground? Or would people prefer an purely land vehicle battle?

Re: The MOD/MAP Idea thread

Posted: Sat Apr 25, 2015 12:35 am
by jedimoose32
I like the idea. My concern with a space-to-ground vehicle-only map is that the ground vehicles for the most part lack the ability to engage with air/space vehicles, while the other way around is the opposite.

Re: The MOD/MAP Idea thread

Posted: Sat Apr 25, 2015 4:17 am
by thelegend
Interesting concept idea. I would like to see something like a battle only with vehicles instead of soldiers and verhicles. But there probably might be some problems.
The first one could be the effects (e.g. vehicle exhaust, missiles etc.). Some effect could disappear after a while.
The second one could be the sound. But I guess there's no actual limit.

Would there also be some slow, flyable frigates?

Re: The MOD/MAP Idea thread

Posted: Sat Apr 25, 2015 4:52 am
by razac920
thelegend wrote:Interesting concept idea. I would like to see something like a battle only with vehicles instead of soldiers and verhicles. But there probably might be some problems.
The first one could be the effects (e.g. vehicle exhaust, missiles etc.). Some effect could disappear after a while.
The second one could be the sound. But I guess there's no actual limit.

Would there also be some slow, flyable frigates?
Yeah, if there are too many vehicles, effects could disappear if the system can't keep up.

And I don't know, have people released slow flyable frigate assets? I wouldn't know how to make things like that.

Re: The MOD/MAP Idea thread

Posted: Sat Apr 25, 2015 10:14 am
by THEWULFMAN
thelegend wrote:The second one could be the sound. But I guess there's no actual limit.

There is actually a sound limit. We don't know what it is in megabytes, but Marth and I have hit it.

But you should be fine with loading the stock vehicle sounds together.

Re: The MOD/MAP Idea thread

Posted: Sat Apr 25, 2015 1:08 pm
by razac920
I've hit the sound limit too, when I was working on the Gun Game mode (Since it needed sounds from all 4 factions). But here I'm just keeping it to a single era, and I can get rid of tons of folley and VO stuff if necessary.

Re: The MOD/MAP Idea thread

Posted: Sat Apr 25, 2015 1:27 pm
by thelegend
Aye,
that possibly might help.

I hope this is the right topic to post some screenshots of a map I am working on. I know I could start a new one, but I never know when exactly I can keep it updated and I am not even ready to start a new "Map in progress" topic. But I think these will be the last pictures before I am going to start a new topic.
Anyway these are some new screenshots of my upcoming Coruscant Map. As you can see I got all buildings finished you can reach by a ground vehicle. Skyscapers and other stuff will be introduced sooner. I have also cut out Rend's Palpetine Office Mesh and only retextured the outer wall. But I still wait for his permission I have asked a couple of weeks ago.
If anyone here knows that Rends didn't mind if other people edit the .msh files of his objects then I were very grateful if you tell me that.
Hidden/Spoiler:
Image

Re: The MOD/MAP Idea thread

Posted: Sat Apr 25, 2015 3:31 pm
by commanderawesome
thelegend wrote:Aye,
that possibly might help.

I hope this is the right topic to post some screenshots of a map I am working on. I know I could start a new one, but I never know when exactly I can keep it updated and I am not even ready to start a new "Map in progress" topic. But I think these will be the last pictures before I am going to start a new topic.
Anyway these are some new screenshots of my upcoming Coruscant Map. As you can see I got all buildings finished you can reach by a ground vehicle. Skyscapers and other stuff will be introduced sooner. I have also cut out Rend's Palpetine Office Mesh and only retextured the outer wall. But I still wait for his permission I have asked a couple of weeks ago.
If anyone here knows that Rends didn't mind if other people edit the .msh files of his objects then I were very grateful if you tell me that.
Hidden/Spoiler:
Image
*Drools*

Re: The MOD/MAP Idea thread

Posted: Sat Apr 25, 2015 3:39 pm
by Marth8880
thelegend wrote:
Hidden/Spoiler:
Image
You know what'd make everything look potentially even better? If you changed the materials' ambient color to a much darker color (like 0,0,0) and also change the map's top/bottom ambient light colors to really dark colors as well. :) Especially considering how bland Battlefront's default ambient color settings are.

Re: The MOD/MAP Idea thread

Posted: Sat Apr 25, 2015 5:19 pm
by thelegend
Marth8880 wrote:
thelegend wrote:
Hidden/Spoiler:
Image
You know what'd make everything look potentially even better? If you changed the materials' ambient color to a much darker color (like 0,0,0) and also change the map's top/bottom ambient light colors to really dark colors as well. :) Especially considering how bland Battlefront's default ambient color settings are.
How can I change the material's color? And..what is a "material"? :cpu: