Looking to Assemble a Team for an LoGH Mod
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I agree with you. I wasn’t meaning to offend on the “niche” comment. I’m not trying to extinguish any flames of enthusiasm, but your niche (tho exclusive as far as FL mods go) might be hard to get large player-base… when compared to shows with a larger fan-base such as Star Wars, Star Trek or BSG fans. That’s what I was referring to.
But as I said before, I hope its a huge success and turns out to be a rewarding venture for you and your team. Best of luck to you.
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I headed up and developed the Tides of War: Clone Wars mod, based entirely off the Clone Wars of Star Wars.
It died despite awesome looking ships and numerous requests for help (not just the one thread I put up here). Of course I couldn’t put out a working test version due to a lack of help, which then also contributed to it’s death.
Sadly, I don’t think mods die based on genre, they just die for the sake of dying and because people don’t give a flying f***.
[/end_my_two_sense]
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First ship for this project:
954 polygons, Free Planets Alliance Cruiser (second smallest capital ship).
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Reliance on others… Is a shure way to Doom any project to failure…
We are dealing with Humans and Real life in the end… lolz…Way I see it… if one is to design/make a mod… for any game… a “team” should be a secondary asset… to “save” time really… not be the center point for all that devlops outwards… thats the headsdev’s job…
But then… I suppose I’ve been grinding for so long on my own… I cannot sympathise with failing projects due to team issues… I myself have asked for help… didnt ever actualy expect it as everyones got there own work to attend to 1st… and im still relativly a “baby” in this sharktank…
That all said… I wish ye all the best of luck… just don’t rely on anyone else par yeself… and the job will never fail… unless you throw in the towel… niche mod or no… It sounds good!
I cant join ye team… (obviosly!.. im tied down by XLR…) but Feel free to ask me anything you get stuck on… need a hand with… ect I’m also a pretty good model converter (and now "fixer lolz) and love to re-texture just for fun.
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Well there is one benefit to doing everything in a mod solo:
The singular ability to run a dictatorship over that mod’s community which includes the ability to tell people off simply because you can and to ban/kick/destroy people when they get on your nerves.
However, I myself also have real life to contend with and I’m not the kind of person who goes around trying to put together Total Conversions all by myself and taking a year or two to do so because I have committments outside of what I do in what little free time I’m able to cobble together for myself.
Teams on the other hand have the ability to “share the wealth”, “spread the load” and “share the credit”. Also with most team setups, a delay on the part of one person doesn’t mean a complete shut-down of development. With one-man development, shut-downs are inevitable due to outside circumstances, more often than not.
Besides I don’t know of any single modder who has put together a TC to include all original ships with textures (all of their own singular creation with 0 assistance), original stations with textures (again of their own singular creation with 0 assistance), new systems, new weapons, fully custom working SURs for each of those original ships and stations, plus a full working economy with no vanilla-Freelancer commodities. (By “original” I simply mean made from scratch without converting models or re-using textures)
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I have to agree with Arvis; pulling off a large mod alone is just about impossible. A perfect jack-of-all-trades does not exist. You will have to neglect parts of the mod - if you ever complete it, that is - and you will not be able to properly run it. You can’t hope to be the sole administrator, moderator, modeller, designer, coder and programmer all at once. It’s just unfeasible.
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FF hit it on the nose.
This is the very reason why I limit myself to modeling, texturing, and ship/weapon coding.
Besides, when you’re a jack-of-all-trades, you’re also a master of none.
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Well despite my better judgement I’m still going on this idea lol.
My next two ships:
Flagship Agateram, 674 polygons
Flagship Triglev, 880 polygons
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Next ship, the Free Planets Alliance carrier:
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Several more ships and a size comparison:
Free Planets Alliance High-Speed Battleship
Free Planets Alliance Flagship Kulishna
Model Size Comparison
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Newest fleet scale size chart for the Free Planets Alliance. Over half way done with their list and then I will be starting on the Galactic Empire’s ships.