Project : Legacy -1 reply

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The Joelteon7

The cake is a lie.There is no cake.

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13th November 2004

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#1 11 years ago

So...hello! I've been toying with an idea for a bit now and come up with, what I think, should be a funky mod. Any of you played Legacy? If yes, you'll know how built off A2 it is...I want to prove it so. So, I announce the not-quite started, [COLOR=blue]

Project[/COLOR][COLOR=purple]:[/COLOR][COLOR=red]Legacy
[/COLOR]

What does it do? 6/7/8 races. Basically, as many as ships I can find. Instead of loading up a starbase and construction ships yarda yarda, you're given a set amount of resources and a shipyard. The shipyard has a list of ships you can 'buy' with the resources you have to start off with, but you can only get 4 ships with the resources you have (or, if you're very sneaky, a bit more, but obviously you'll only have power of numbers on your side, the enemy will have strength in weapons). With no way to get resources, you must cunningly take on the enemy fleet in a reduced map to take them on. With limited torpedoes (hopefully now click-to-activate) and no fast rate of repair, your only point of safety will be the shipyard you started off with as a means of repair, so losing it will mean that you'll be in a spot of difficulty. Of course, don't expect the quickest of repair rates. (nb your ship will still be able to fire while in the yard, but obviously, manoueverability is out the question) You're probably thinking what the point of this is with Legacy? Well, I'll tell you. It's to do with strategy. This way, you can REALLY multi-task your ships to be where you want, set up sensor passage-ways and try and lure the enemy into your trap. Of course, this only works with physics and the game will completely render single player and multi-player in-opperable, but all in good fun, right? Special weapons will be mostly excluded, unless they are of particular interest and work. Eg. cloak will obviously stay. Self-destruct will be kept and made more powerful too, but dependant on your ship size (hopefully). Anyhow, it's yet to meet any ground, but the below are proposed game-play routes: -Play as many races, including the Federation, Romulans, Klingons, Cardassians, Dominion -Play in different era's (this might work through some jiggledy-polkery of the tech-tree system) -Slower physics simulate larger battles And that's all I got :p Any questions and I'll field them. Estimated start date is sometime in June, so I'll happily take any ideas from here on in and maybe get some pics and a Mod Profile set-up ASAP.




pepperman

Cloaked in the Neutral Zone

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5th February 2004

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#2 11 years ago

Sounds like an interesting mod. Haven't gotten Legacy yet so if you do a good and timely job maybe I will never get it.




[ST]PAdm-Medafusion

ugh hangovers

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5th August 2004

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#3 11 years ago

sounds very interesting definetly gonna play it wen it comes out




AdmarilRyan

I'm not crazy... Not always

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17th May 2005

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#4 11 years ago

You never told me about that Joel, I know some of your other intentions but this is a total suprise, might I ask, how many mods are there floating about in your head? It does seem like an interesting and potentially very good idea, especially with lots of work on the games physics, weapon arcs and so on. As the fleet sizes would be pre-dertermined, it will also help with higher poly model tolleration.

btw ship size dependant slef-destruct is very easy to do. As for ships firing in the yard, that's an interesting idea, at a guess, that would be done by using the repair ship classlabel rather than shipyard.




The Joelteon7

The cake is a lie.There is no cake.

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13th November 2004

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#5 11 years ago
AdmarilRyan;3686961You never told me about that Joel, I know some of your other intentions but this is a total suprise, might I ask, how many mods are there floating about in your head? It does seem like an interesting and potentially very good idea, especially with lots of work on the games physics, weapon arcs and so on. As the fleet sizes would be pre-dertermined, it will also help with higher poly model tolleration. btw ship size dependant slef-destruct is very easy to do. As for ships firing in the yard, that's an interesting idea, at a guess, that would be done by using the repair ship classlabel rather than shipyard.

Well as I said, everything is subject to change. But, I guess, it could be a penalty to have your ship repaired and restricted. Same goes for photon torpedo count (it also has an up on torpedoes as we can specify how many and say which torpedo type we want to use). Yes, it will also allow for higher poly models. Where they are not useable, standard stuff will work and work fine. The most difficult part of this mod will not be scaling or points or tech-tree trickery (I may have to have 2 or 4 yards to get all ships, which is interesting in itself) but firearc's. However, we've deemed it possible, so it should all be doable.




AdmarilRyan

I'm not crazy... Not always

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17th May 2005

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#6 11 years ago

yeap, it's just the quantity of work that's gunna be the challenge, all the specific things can be achieved no problem. (The techtree issues can be overcome by some of the modding techniques Freyr has worked out to get around the 2 race restriction in the demo, if you have no idea what i am talking about, probably best you ask him, although he hates legacy...)




The Joelteon7

The cake is a lie.There is no cake.

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13th November 2004

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#7 11 years ago

Well, I've thought of a simple solution: 4 shipyards. Each yard representative of different classes through the era's. So, first shipyard will build your scouts and destroyers. The middle two will build the cruisers of all types and the last will build high-end ships. I think that should work, at least that's what it'll be for the Feds. The other races will, need be, have 4 shipyards for balance.




Majestic-MSFC

Majestic is thy Name!

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2nd April 2006

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#8 11 years ago

Interesting, doable and wouldn't take long to do.




ColdDarkParanoia

Pro-Filer thinks I'm cool!!

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25th March 2005

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#9 11 years ago

just for interest, you could have it so that you can decomission your ships to build a new style of ship research able from capturing certain buildings in the game? Adds another level of stratige to the game ;) you could also use officers to limmit the amount and type of ships build? (these are just me thowing suggestions out there man! :) ) PS. LOVE the idea!




AdmarilRyan

I'm not crazy... Not always

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17th May 2005

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#10 11 years ago
The Joelteon7;3687005Well, I've thought of a simple solution: 4 shipyards. Each yard representative of different classes through the era's. So, first shipyard will build your scouts and destroyers. The middle two will build the cruisers of all types and the last will build high-end ships. I think that should work, at least that's what it'll be for the Feds. The other races will, need be, have 4 shipyards for balance.

So I take it you'd start with the 4 shipyards and a set amount of resources to build your fleet from, and then you have to win the game with that fleet?




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