Next jump for FO
Post ideas and suggestions on new features or improvements here.
posted on June 8th, 2008, 4:59 pm
If the fleetops mod made ships move around and over/under the target (smaller-ships only) wile in close rage fite this would add a level of feeling like one sees in the movies.
A another thing that would make Fleetops more real looking would be the ability to have ships switch targets if when in a large scale fite the choose of which target to switch to would be decided by the AI. ( each ships would have its own AI altho it would be working this the other ships AIs.
Finally to add very small explosions at the point of impact between a ship and a weapon hit.
This would add a new diminution to the game.
e~
A another thing that would make Fleetops more real looking would be the ability to have ships switch targets if when in a large scale fite the choose of which target to switch to would be decided by the AI. ( each ships would have its own AI altho it would be working this the other ships AIs.
Finally to add very small explosions at the point of impact between a ship and a weapon hit.
This would add a new diminution to the game.
e~
posted on June 8th, 2008, 5:48 pm
in A1 i think this was realized, the ships there moved around their targets.
posted on June 8th, 2008, 6:00 pm
Yeah I always liked the idea of small explosions; when phasers hit sparks fly... torpedoes cause large fireballs etc... and different effects when phasers hit different parts of the hull (antimatter breach!!!) 

posted on June 8th, 2008, 7:18 pm
Maybe the devs just implemented these things inside the mod 
Or the other side: In a later version
But I would also like the idea of small explosions...it would feel much more...hmm...interactiv...you are choosing your vessels to fight against a large fleet....explosions everywhere....no concentrating on just one target....and while the big ships are just standing and spreading the death to their enemies, the fast and small vessels will just surround, searching for a weak point at the defense of the opposing force...
Yeah, that´s like a dream...and maybe our dream will come true?
We will see and enjoy, what they have made for all of us!

Or the other side: In a later version

But I would also like the idea of small explosions...it would feel much more...hmm...interactiv...you are choosing your vessels to fight against a large fleet....explosions everywhere....no concentrating on just one target....and while the big ships are just standing and spreading the death to their enemies, the fast and small vessels will just surround, searching for a weak point at the defense of the opposing force...
Yeah, that´s like a dream...and maybe our dream will come true?

We will see and enjoy, what they have made for all of us!

posted on June 8th, 2008, 10:26 pm
they had a thign in Armada 1 called Directors cut which in turn turned on dog figthing (ships circling each other)
maybe the devs can look into re unlocking this in the A2 engine if the code is still there... i understand why maddoc removed it because they were too lazy to program the code to work on multiple planes....
maybe the devs can look into re unlocking this in the A2 engine if the code is still there... i understand why maddoc removed it because they were too lazy to program the code to work on multiple planes....
posted on June 9th, 2008, 6:20 pm
yeah the dog fighting directors cut would be great for FO. I hope there's a way to bring it into A2.
posted on June 10th, 2008, 1:31 am
redmanmark86 wrote:they had a thign in Armada 1 called Directors cut which in turn turned on dog figthing (ships circling each other)
maybe the devs can look into re unlocking this in the A2 engine if the code is still there... i understand why maddoc removed it because they were too lazy to program the code to work on multiple planes....
No mark that's not why it was removed, It was removed because when they redid the AI pathing they added the whole Attack patterns and Formations which killed Directors cut or the apparent need for it
posted on June 10th, 2008, 11:32 am
i would love for the attack patterns and such to be reimplemented into the mod..but Doca told me they wouldn't so..i gave it up a long time ago
posted on June 10th, 2008, 6:34 pm
I asked the same and my answer was the same.
posted on June 19th, 2008, 8:27 pm
---
After seeing the new update I knottiest that weapons fire on shields has some new fire-effects that take out the hard square edge of a deem weapon.
After seeing the new update I knottiest that weapons fire on shields has some new fire-effects that take out the hard square edge of a deem weapon.
One out of 3 almost done to what I would like to see. The one thing I think could further the game along those lines is if there was a explain on a ships hall that would be more realistic the deem seems to pass throw the ships hall striate to there warp core. ouwch!Finally to add very small explosions at the point of impact between a ship and a weapon hit.
posted on June 21st, 2008, 5:25 pm
Indeed Ewm 

Who is online
Users browsing this forum: No registered users and 25 guests