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MemeMarine

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  1. Well, I mean, if the mission editor was integrated into WingCommander it would mean that we wouldn't need to do anything fancy with smart parts and we could just have them take off normally, fly to points, attack, etc. and even do "clever" things like breaking off when they take a certain amount of losses or receiving reinforcements. And the BD FPS mod exists, but it isn't very good. It's certainly not good enough to actually use Kerbals in the way infantry are supposed to be used. But, before BDA came along I would have told you that something like it would be impossible; crazy beyond your wildest dreams, and just not something that can be done. A good coder could prove me wrong. And I don't know how you plan to add zombies to KSP... I think a zombie-survival mod for KSP would be awesome, but can you please explain how you plan to implement it?
  2. Actually, if the mission editor was integrated into WingCommander, that would be enough.
  3. If BDA could support tank battles that would be pretty swell. But the Pilot AI system is already pretty much computer magic as it is. I've got no idea how it could possibly work.
  4. Have the game playable, so that we can at least go through with most of the "finished" experience. That is to say, at least have: Some parts at every section of the tech tree Core gameplay done I would say that "Core" features would be stuff like darkness and another system far away. As for parts, just some tweaks to the existing tech tree and some part adjustments to make them fit the new gameplay paradigm more would do.
  5. A... necessary evil >:) As some "Food" for thought, you could also have improved versions, each with slightly greater efficiency. Blender > Microwave > Oven > Kannibalizer (Or something to that effect). Do you think all parts should always be relevant, or should they become obsolete as better options come up?
  6. It's alright. If I were you (And I'm not, this is all personal preference) what I'd do, for flavor, is to get a bit of uniqueness by having "Primary" research nodes for sciences and smaller, cheaper nodes coming off of each for small selections of related parts. Sort of simulating "Science" and "Engineering". In general, "Science" nodes would have no parts or very few parts. This way, players would be able to skip parts they don't care about while still spending plenty of points to get good tech. They'll only save a few points, but you know how much of a difference that can make. I do quite like the idea of later parts completely obsolescing older parts, simply being better - it adds a little extra flavor to the fact that ships you launch a long time ago will be much worse than newer ships. For instance, you might be able to get a flare projector early on with five flares, but later being replaced by a similarly sized but superior flare dispenser with twenty-five flares, lights becoming more efficient white LED lights, etc. You could also make a bit of a unique tech tree type of thing by having tech radiate out rather than being in a straight tree. Maybe with Biology, Physics and Chemistry being your three branches (If you're going to split Research and Engineering like that). Certain parts or sciences would require you to get certain advances in all three fields. I dunno, I'm just putting stuff out there. It might or might not conform to your vision, take whatever you like.
  7. This looks pretty cool and really unique! Looking forward to how this progresses. I'd personally like to see flare dispensers for illuminating a large area on the ground, but with the caveat that flares are strictly limited. Also, are you going to limit RTGs with a fissile material resource? I think that sort of thing would fit nicely with the theme of energy of all forms being in short supply. Just some Uranium resource carried with RTGs. And on that note, maybe some sort of reactor, too, consuming vast quantities of Uranium in exchange for massive power generation. I'm also very interested in how tech progression will play out. Can you give a quick rundown?
  8. I keep getting problems with downloading from Github. Could you please upload this mod to Spacedock or Curse or just somewhere that isn't Github? I've spent hours trying to download from Github and every time there's some network error that stops me from downloading it, and it doesn't even let me resume.
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