Need a little mod team :D
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Hi Wolfie,
If you can provide some more details;
Storyline
Complete strip down of current game?
x amount of new systems, ships etc.As much as possible really, and then I will also get a News Item sorted for you also to help recruit. ;D
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I think he doesnât mean a whole new storyline - put it this way.
You have a mod with 10000 new systems - awesome, amazing.
Now go to each system, itâs got one planet, itâs got two bases and maybe a tradelane or two. Thereâs no background for the system, no story as to why it fits, There arenât any wrecks with a history to them, thereâs no fields of relevance, thereâs no logic to itâs layout or its content.At that point, the systems are just plain crap and a waste of time, no one will visit them, no-one will play them⌠no-one will care about them. Not awesome or amazing, something 90% of mods donât think about (or certainly never used to).
For a decent mod, stuffing in endless systems and ships, factions and more is POINTLESS - there are dozens of mods that do this. Take time, plan each faction with a history, a storyline, a logical thought as to whom they like, and mix them throughout the whole of Sirius so they look natural. Design your systems careful, you want it to have a purpose, a reason, what is the system there for and why does it have the contents it does? Intersperse the bases with characters, given them rumours, give them information to sell, bribes to peddle, make the system more involving⌠missions etc.
Virtually all mods I used to play SUCKED at all these aspects, which was why I originally tried to make a mod! It was all due to the mods just being bigger, faster, stronger - without any detail, without any logic, and worst of all - without trying to stay as Freelancer (they became sci-fi messes, driven by sci-fi show ships!).
Since I havenât played most other mods I canât comment upon their completeness these days, but I remember we tried our best to do this - and still failed. The last iteration had more rumours, wrecks, bribes, locations and all the rest than ever before (thatâs 129.17 beta) those systems were all overhauled to give good structure - but it takes a lot of time to do it all right and correctly. Your systems need to literally breathe life, and look good/fit in with FL. Your factions likewise, the ships too, the weapons as well.
So Iâd say forget 50 systems for now, concentrate on working out who your new factions are going to be, and what role they play. Then design some systems, not necessarily âhome systemâ type ones unless youâve come up with a new house (something we sucked at tbh!), but systems they feature heavily in, and give a reason why they do - as well as who else is within the system (mining?). Flesh it all out, so that when youâve got help, youâve got something to give them instead of âjust make me 10 systemsâ - as to be honest, youâll get a pile of crap.
If youâve already done all this and have a good well fleshed out overall plan, then apologies for being a presumptious twerp over here however, at that point, as Roo said - details and tidbits as to exactly what youâre after will help out more than just âneed systems and shipsâ.
Just my 2 cents
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lol
ur wrong hereâŚive added a RP for the mod and trying to make systems as natural as possibleâŚim also setting in stories like âGas filled planet with poisoned surface, therefore a big station etc.â this was only a bad example but ive thougt of all this as ive played those cheap crap mods 2âŚ
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Eyy wolfie.
Even registered an account for this postXD, well anyways, ive got kinda a mod, and a small mod team myself, and even a website and beta testers who will help when its done and all.
Problem is, im the only coder in the entire mod team, we got 2 modelers, 2 idea helpers, we are total 4 or 5(depending on if one ever gets his burnt graph card fixed or get new one, and not 100% sure either if is completely in).
Im like modeler, coder, got ideas, knows alot about FL and its engine, got experience of being admin in many different games and know alot about hosting and making mods and scripts, and some more i forgot.
Well, to come to the point, you are warmly wellcome in our team i bet, im kinda allmost the head of it all atm(the only one who CAN put this down atm), and its alot of work when alone(got alot of ideas and such in short notice, had to write stuff into .txt docs to remember).
So, if your interested reply back, PM me, Email me, or something like that.
Email: [email protected] (checks its about daily)
X-Fire: Saiboht95 (logs in every time im online)
Steam: Saiboht95 (checks more rarely)
Skype: Saiboht or Saiboht95, called âAchmed Labanâ or something (checks very rarely atm)
Hope you like the idea of it or something, and offcourse you will have alot to say about in developing, everyone in the team got their share on that kinda.
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Not knocking the effort here either but iâm with Chips yet again on this as i also believe detail is everything. Iâm trying to finish off a 35 system total conversion mod and struggling tbh, 50+ is overkill.
For a start the player base isnât there, itâs not like it used to be years ago with thousands of multiplayer pilots just waiting to log in. Most servers canât rustle up 20 players at any one time so making a mod with 50+ systems is a waste of time imho. By all means add them in if you have the players and do an update but otherwise make them fewer but with detail.
Secondly, rumours, infocards, bribes, general feel is what itâs all about, least to me and spending time doing that will immerse the player into a believable environment. Imagine SW:TOW without detail and i donât mean the ships either. If they donât go overboard with that and immerse you in the universe, all the modelling and dx9 stuff will be a waste. Same with any mod imo, do the detail and players will appreciate it. Do a half arsed job and players will fly off somewhere else.
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OP Posted on: 2008/5/27 14:59.