Hello Kyle, and welcome to the boards.
I don't know anything about Fight Night, so I do not understand clearly what you want to suggest.
Maybe it could eventually be developed to where you could select which type of character you play as, allowing you to play both sides of whatever conflict you are involved in (maybe even as a Kat???)
There are somewhat related things planned: Branching campaigns. Those will be realized within the python scripts. Taking over a totally new character (with his/her own ships, own relations, etc.) is not meant to happen by the engine and would require changes to the code, which is currently not our aim. You might want to talk to chuck_starchaser about that, he once planned a WC0/Priv0 project based on the engine where the player would "switch" between his military engagement and privateering, which are the technical requirements which are needed for your campaign. I don't know how far the code-part are advanced, but I guess chuck had at least an idea how to solve that.
anyway, i took a couple C++ classes in high school, and i don't know much about modeling...
Not sure of how we (the modders) could make use of C++ right now, still I have loads of ideas which would be of great use for PU:
- A PU Win32 installer
- Mod aiding programs, like a "campaign creator"
etc.
With chuck, we currently call a great modeler one of our friends, so there is no need to jump into the cold water
What we could use of most right now I think is 2D artworkers, guys who are willing to dig into campaigns or AI, or python in general, or even dialogue scripters (you should be familiar with the WC story a bit just to make sure that you don't build in X-Wings, see?).
But overall, maybe z30 knows how C++ can be of use for us - I'm no progger, but he knows some more about that.
But i'd like to think of myself as somewhat creative and would like to put my meager skills to helping rather than just leeching off you work.
Hey, we virtually get any feedback except of the download number, so feel free to criticize
What definitively will come is that we'll need a lot of beta testing within the next version - we'll have a lot of experimental stuff in it which might be unbalanced or simply not working as it was supposed.