The-Starport FLServer ?
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I much prefer having a unique mod.
It would be very hard to drag people from their own little mod land, to be honest, with another mod that’s already available. What would the point be? If you want to play mod X, go on their server and play it. You’ll get the full experience, not a diluted, diminished one where you’re already full of cash and dry up the mod by getting the best ship and equipment within the first hour.
Most mods around nowadays are designed around experiencing a story, going in a believable and interesting universe. Not messing around with ridiculous amounts of money and nothing better to do than to assault the other guy for no reason.
On top of that, you’d automatically exclude all in-development mods from getting the bonus visibility, which I don’t think is all too fair. Worse, any difference in time and/or coverage would probably get some people to scream “bias”, and to be perfectly honest I’m not interested to deal with this at all.
A unique mod for TSP could be something small, lightweight and designed for pick-up-and-play. Something that has no progression or storyline; think Geometry Wars or Tower Defence. Something that’s simple, easy to grasp, quick to build and fun. Even better, that would be the perfect setting for tournaments and a great showcase for modding techniques.
The entire mod could even be documented and commented and released as a full-blown “mod-tutorial”.
Oh and, it’d be a lot less work for all parties involved.
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Yep, i think vannila good choise.
With graphical enhancements, new and unlocked features, web and os server management.
Rp or Pvp - should be controlled by server software.
So player does not think how to play and does not read dozens of pages of server rules -
w0dk4 wrote:
Another idea would be to make a Freelancer Modders Demonstration modFriendlyFire wrote:
The entire mod could even be documented and commented and released as a full-blown “mod-tutorial”.Maybe roll these ideas together?
A showcase developed and documented as a community project would be unique and cool. Assimilating all of the experience here into re-written and organized tutorials would go a long way toward keeping Freelancer interesting for newcomers. It would be good for modders, good for theStarport, and good for players and readers.
Regarding missions, get rid of the vanilla missions, but documentation and show-casing of new “story” missions (through Rumors/News/Wrecks) would be a tremendous asset for the community.
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I’m still of the opinion that a small, arcade-style mod would have far more chances of success and would be much more suitable to the kind of environment The Starport is. We’re not looking for RP’ers or a complex story, just having some random fun, taking a break from our common server or getting introduced to the game in a way that’s simple and effective.
I had already thought about the mod demo thing, but I’m afraid the amount of work required would be large from both the different mod teams and TSP’s staff. It’d require constant updating and bugfixing; that’s why I had discarded the idea.
Oh and, vanilla with enhancements is getting old. Why exactly play that when nearly half the big mods do just the same, but much better?
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I think the arcade idea is great. I wanted to do this with the Arcade Action FLServer, but kinda failed because of technical limitations back in the day - and lacking users.
As FF said, mod rotation also has its drawbacks.
I think the coolest thing to do would be to merge the showcase demonstration mod and the arcade mod idea. We can start with a vanilla arcade mod (i.e. deathmatch, capture the flag, etc…). Now, if a mod team wants to create a custom “map” (=system) for the mod, they could advertise their mod this way.
I.e. there could be a fw_deathmatch map where the deathmatch is taking place with Freeworlds ships and so on.
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“- Objective: Destroy enemy base to win the round.”
Wow, W0dk4, transfer plz this feature to the future server -
Here’s another simpler suggestion:-
Why not just host Allegiance?
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For demonstration of mods in any way must use vanilla.
For mod and server with unique features - pseudo total convertion of course, for example one system with a rotating planets -
HeIIoween wrote:
For demonstration of mods in any way must use vanilla.
For mod and server with unique features - pseudo total convertion of course, for example one system with a rotating planetsThat assumes the mod is vanilla based, not all are so are you excluding those? There is no way you can show off a total conversion by demoing one system. Some other solution is needed methinks.
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I like the arcade Idea.
Vanilla is out there and not too attractive.
Mod showcase might compete with the shown mod.So:
Arcade - and possibly mix it with events. -
@Gibbon
Right! Additional solutions - this is just jumps in demo systems of other mods (for this we must have vanilla files)
And a central arcade system, the core - a total conversion from TSP -
When I was talking about a showcase mod, I never actually ment a mod showcase. I was meening a mod to showcase all of the new features that is being unlocked practically on a daily basis around here. Like the graphical enhancements and all of the hax Adoxa and Wodka and everyone else that specialise in these kind of things do. Even new models and things that people produce can find a place in somthing like this.
Although I suppose I did contradict myself by saying keep it vanilla, how can you if you change so much I suppose.
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i think it should be like this: there are systems representing famous mods and in the starting system there should be news advertising or explaining the special qualities. in addition simple missions should draw a path to the modded systems so you can see all of them without searching too long. all in those systems should be like in the mods but the players should be neutral to npc’s, so they can watch the action from beside. however, the cruise speed etc should be controled by zones covering the whole system rather than by a constant counting for every system. the modded systems should have all, graphic enhancements, different music tracks depending on zone, different ships, planets, stations, stats. the player however, could deside to stay there and learn the infrastructure deeper bying a starship there and getting fully into the ambience of the mod. once he likes it he can than go further to the certain server. on the other hand, a player can just fly somewhere else without having the problems of being shot down by advanced AI or ship stats without he wants to join the ambience.
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the cruise speed is to control easily as you can multiply it by a factor within a zone. graphics are in general only fx and this can be implemented easily too, to use fx in one system other textures and ales as in another. ofc you have multiple fx to manage that. the bloom fx is optional in every mod and can be implemented in every other mod additionally without any issues, so this we could let out or make an option for that, like others do. models and starspheres/textures are the last part of graphics but i think you won’t ask about managing this input, will you?
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OK, there are so many differences of opinion…
So how do we get to a majority favourite so the admins can make a decision?