The-Starport FLServer ?
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Nope, that would put the StarPort into a “rut”, or force them to make their own mod, and that would take a lot of effort and need updating and so on.
Not a good idea.
The first idea is much better. It can be every month, 2 months, or 3 months.
If players want to keep playing a particular mod then it can be held for a while longer, or even transferred to another server along with the player files.
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Don’t really see the point in you hosting a mod that can be played elsewhere already. This is the hub for the best modding talent that this game has, what would be great is if you all colaberated to make a starport mod. I’m sure it would be pretty special.
I’m not thinking extra systems, bases, ships etc, just ploughing all your graphical and engine advances into making the original look and play as good as it can and let it rip, good old vanilla facelift, probably wouldn’t take long with all the potential here.
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I believe that the server in any way for StarPort - it was good. Moreover, there Forge where everyone can add something of his own
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I think the idea is a good one what ever way it goes. It would be nice to see some kind of showcase mod though, one that is just plain old FreeLancer just with all the goos stuff the folks on TSP comes up with. Although I think somthing like this would be too hard to maintain. But I still think it would be a cool way to advertise modifications the people around here are making by the bucket load. Just a thought but like I said the concept from the original post sounds cool.
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I think making a Starport exclusive mod, be it only FL enhanced, or a Total Conversion, will just cause too much trouble and in the end may not even turn out to be that great. Every modder has a different vision of the game - which is good.
Another idea would be to make a Freelancer Modders Demonstration mod:
Every mod-team would have one system in which they can show off the typical theme/features of their mod. This way, new players can experience many different mods by actually playing only one. If they want to dig deeper into a specific mod, they still will have to join a specific mod server. -
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.