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Star wars mod: planning

Posted: Thu Sep 25, 2003 5:48 am
by hurleybird
The purpose of this thread is to plan for the upcomming star wars mod.

There are a number of items which should be discussed.

Firstly we have to decide what time the mod will be set in. It sounds as if etheral walker has an idea for how to do the secound death star, so with this in regard I think that the mod should either be set in episode 6, or partially in episode 6 and partially beyond that.

Secound is what type of a game should this be. Should the mod be more like privateer, or tie-fighter. Here I see a few different paths that we can take.

1: toltally privateer/vega strike style. Accept missions from computers but have no fixed campaign.

2: Combine the aspects of privateer and tie-fighter/x-wing. Have a dynamic universe which also has a story line and mission string with it.

or

3: Keep the elements as seperate as possible. Inlude a 'bounty hunter' mode which is generally like privateer, as well as story driven non-dynamic modes which would be basically the same as other lucas arts space fighting games. We could than have two campaigns, one for the imperials, and the other for the new republic.

3 definantly sounds the best IMO, but it would be a lot more work than either option 1 or 2. If we went with option 3 it would be nice to have someone/s help with either the campaign story lines, or with mission scripting.

I think that for space craft it would be nice to have most of the ones from the x-wing series as well as a few of our own.

If anyone feels like getting involved with this project, than this is the thread to say so in. Programming, texturing, or modeling experiance is not needed. The mod would need people to do balancing, communications, stories, cargo, and (possibly) a story line. With the tasks which i just listed, general star wars knowledge would come in a lot more usefull than programing or graphics experiance. ( me nudges JaseP) :wink:

comments, ideas, or opinions anyone?

Posted: Fri Sep 26, 2003 4:16 am
by JaseP
I'm all for a hybrid type game that has scripted missions as well as an open type. We can have it set in Episode 6 and shortly thereafter and have it be as follows:

1) You are a smuggler (not unlike X-Wing Alliance, but with the exception that the smuggler has no scripted missions only an open universe). You can also join the Alliance and run a few scripted missions in which you get access to an X-Wing, B-Wing, A-Wing, and maybe for those who are gluttons for punnishment, a Y-Wing.

2) You can also join the Empire as a spy/elite pilot (regular pilots are clones, remember). you have the open universe and can also run scripted missions for the Empire, training in a TIE Fighter and TIE Interceptor, but also then getting access to Imperial Shuttles and TIE Advanced and Defenders.

OR

3) You start off as an Imperial spy and elite pilot, but eventually turn traitor and double agent, switching over to the Alliance side in the end closer to the destruction of the 2nd Death Star. You're scripted missions include releasing the plans to the Bothan spys, having a change of heart when you witness Imperial attrocities, and eventually taking part as an X-Wing pilot in the Death Star destruction. After the destruction of the Second Death Star, the game goes completely open with new smuggling runs and the oppurtunity to take randomly generated missions running down the rag-tag Imperial fleet as a Alliance reserves pilot.

The smuggling runs can be like Privateer 2, in that you don't actually fly the transport, but you fly escort for the transports that either you hire or that you are hired to guard. That way, you are just a trader and private security force, not necessarily a criminal (which unless you happen to be Han Solo wouldn't be). We can make it so that you can fly an assortment of older fighters, including Y-Wings, Z-95s, Naboo Starfighters, and maybe even rebuilt Jedi Starfighters in your private jobs, and fly Alliance craft in your pick-up reserves missions.

Personally I would go with #3... It'd make it kick-ass.

Oh, as for modeling, remember that in most LucasArts games, the Correllian corvettes are modeled wrong, with a missing section.

Posted: Fri Sep 26, 2003 4:30 am
by peteyg
Hurleybird: Your number 3 option is the best.

Having a privateerish setup in place first will give you a good, easy framework to lay the specific campaigns over. Doing the whole privateer universe will take a lot of effort, but it will make the campaigns somewhat easier.

I probably won't be a huge contributor to this project, but I will be MORE than happy to provide feedback, ideas, and perhaps even some tweaking.

Posted: Fri Sep 26, 2003 4:34 am
by hurleybird
Thanks peteyG, i'll definantly looking forward to your feedback. i'm kind of leaning towards option 3 myself, if somehow we could make it so that after one of the main campain's is complete that it turns into the dynamic universe and lets the player continue playing, than that would be pretty sweet.

Posted: Fri Sep 26, 2003 5:00 am
by peteyg
Yeah, I'm sure that's possible! You can have them pick which 'campaign' they want to play by letting them pick from a few starting mission (like VS's privateer game is started by the explore_universe mission). You could just have a few campaign missions like that, which loads one mission after the other, but keeps the privateer stuff going on in the background for later.

Posted: Fri Sep 26, 2003 5:17 am
by hurleybird
An idea for the campaign mode would be to incorperate some sort of ranking system in the game, just like in the x-wing series. The higher of a rank you get, the more credits you have available at the begining of each mission for equiping your ship. After each mission your credit balance could be reset to your ranks default, as well as taking away any ships or upgrades which you have. What might be cool would be the ability to fly cap-ships in some missions.

An x-wing style breifing room would probably be possible, much in the same way as the fixers in the bars. Getting the actual x-wing style of breifings going through all of the points of a mission on a screen would be cool too (for both the mod and vegastrike) though probably less feasable.

Posted: Fri Sep 26, 2003 5:57 am
by broadsword
I'm not exactially sure how I could help, I can create/get stories or backgrounds, as long as it is not technical. Basically I love Star Wars and am here willing to help.

Posted: Wed Oct 08, 2003 2:03 pm
by Angel29103
In my opinion setting the story after Return of the Jedi, would be the best choice. You will have many different agendas, which we all know. Like the the Republic, perhaps new bounty hunter guild, the Hutts, still restless pieces of the Empire aso.
The Interface for choosing the career could be designed after privateer, joining mercenarie's/merchant's guild.
The careersystem would do a great job for advantages in ship buying. sth. like you only can fly a tiebomber, if you are veteran level 6. Since you are starting as a freelancer,it wouldn't decrease realism, if you have to buy your imperial/republican craft, or get going the mission with your own one. So the navy vessels have to be cheaper and weaker than the custom ships. e.g. Millenium Falcon certainly has to be stronger but more expensive, than an iperial shuttle. That would make the player being able to start as imperial/republican pilot and later continue as merchant or mercenary on your own.
So there will be the possibility to freely explore our loved Star Wars universe, which you can't do in any lucasarts game.

Posted: Fri Oct 10, 2003 12:34 am
by stampsm
if you need any help just drop me a line at stampsm@msn.com subject star wars
i know a little of everything and nothing of anything 8)
i have just about every type of software that i can for making games and have beenn itching for a reason to use it

Posted: Fri Oct 10, 2003 1:06 am
by hurleybird
do you know VS missions coding or python? what kind of art skills do you have? i would love to have you on the team, but i would like to know more about your strengths (grammar is not one of mane :D ).

Posted: Sun Oct 12, 2003 3:32 am
by broadsword
I am willing to create (as in think up and write, NOT program) an imperial campaigne, as long i'm told the starting point (event's wise)

Posted: Sun Oct 12, 2003 7:51 pm
by hurleybird
ok, your on :D

Posted: Tue Oct 14, 2003 8:37 pm
by sjton
This sounds very interesting! I want to help, but beyond testing I'm not sure what I'll have time to do.

Hmm, I was just playing Tie Fighter earlier today. :) I like the idea of having a TF like campaign, and when it's over you play in the open ended universe. I'm not really fussy though, I just want to fly my beloved Tie Defender with modern graphics. :P

~sj

Posted: Wed Oct 15, 2003 11:26 pm
by stampsm
i am ok at modeling (i use anim8tor works good and can export 3ds, obj, ect) i haven't much delved into VS code but working on that i also have access to maya 5.0 so i could work on some animations for an intro i know some have requested that. i have been quite busy (calculus 2 test ARG) but should have some free time for a while. any other sugestions? :D

wow

Posted: Tue Oct 28, 2003 1:24 pm
by agentg
Im a newbie but the star wars mod sounds real kick ass.
the idea of powering through vegastrike in a tie fighter really puts a grin on my face i cant code and dont know that much about the system but if you need a play tester give me a call

Posted: Sat Nov 15, 2003 8:02 am
by Guest
This may save some man hours. Scifi3d.net has some legendary star wars models that people use to make fan films. The rebel craft can be found here. I'm not sure what the conditions of use are but I'm sure the artists will only be too happy to see their models in a game.[/url]

Posted: Sun Nov 16, 2003 8:39 pm
by hurleybird
wow, those models are really top notch.

we already have models for those ships but some of those would might be nice to use to.

If those models were used than we would have both

1. Gorgous visuals

2. Very, very steep requirements.

I'll look into them some.

Posted: Sun Nov 16, 2003 8:48 pm
by hurleybird
Also... had a look at the enviroments... top-notch... could make very good base backgrounds.

star wars mod

Posted: Tue Apr 13, 2004 4:10 am
by MACK
i consider myself an expert on Star wars. i have red most of the books and have all the films on DVD. (yes i know, 4, 5, and 6 arn't out on DVD but tell that to my dad who put them on a DVD for me)

TIME PERIOD = during the Yuzhaan Vong invasion so that players can take place in large fleet battles for ether side. this also give the player an array of fantastic cap ships and fighters that each have there streangths and weaknesses.

PRIVATEIR = this game should not have much of a linear gameing experiance. you should be able to pick a carrear tho. like fight with the new republic against the Vong or join Lando in the smuglers guild, even join the peac brigade and fly the living ships of the Yuzhaan Vong.

If you guys need any help with star wars history, ships, equipment, technolagy, storyline development or just want to have a philisopgical chat about the force, E-Mail me at mikdatv@yahoo.com

P.S. i have never coded in my life so i wont be much help there.

Posted: Sun Apr 18, 2004 5:08 am
by peteyg
Any news on the Star Wars mod?

There's not much on the Star Trek one right now... but there will be in a little while.

Posted: Wed Jun 02, 2004 1:21 pm
by Tucsonbatman
I'm a big star wars fan, and I consider myself to be fairly knowledgeable about the star wars universe. I am not very knowledgeable in regards to modeling or coding or anything like that, however I would be happy to lend a hand with story arcs and star wars history, knowledge, etc.

Posted: Thu Jun 03, 2004 8:43 am
by Tucsonbatman
MACK suggested that the game take place during the Yuzahn Vong invasion. This would be cool, however, I think it might also be a good idea for the game to take place between Episodes 3 and 4. There is going to be about a 20 year gap between the movies, and this could explore some of what might have taken place.

There could be a multitude of ships involved in the game as well. There would be ships from the prequel trilogy (both Seperatist and Old Republic vessels) as well as technology leading into the original trilogy (Z-95 Headhunters, X-wings, Y-wings, tie fighters, tie bombers, etc.)

It would be very interesting to see pirates using old Seperatist battle cruisers and stolen Old Republic assault ships and carriers, new Imperial Star Destroyers being used by the Empire to keep the peace, and a fledgeling rebellion using whatever they can get their hands on (Mon-Calamarian cruisers, escort frigates, Correlian corvettes, etc.). Throw in some freighters (and smugglers) with vehicles like Correlian YT-1300s (like the Millenium Falcon) and you'd have a pretty cool game if you ask me.

Anyway, just some ideas I had.

Posted: Thu Jun 03, 2004 8:45 am
by hellcatv
Z-95 headhunters!!!!!

ships

Posted: Mon Jul 12, 2004 12:23 am
by MACK(guest)
putting it between 3 and 4 would be a good idea exept that not a lot is known about that period. to many variables.

also on ships. most of the sepratist single pilot vehicles are piloted by driod brains, not people. tie bombers, diffenders, and interceptors were not around then. for bombing and recon missions tie fighters were specially outfited for the mission and were deliverd to their location by shuttle. there also would not be any A-wings, B-wings, or E-wings then because they were made after the battle of hoth by admeral ackbar or general Donos.

the bulk ships we would be seeing would be mostly corrialian ships and Kuat shipps since bilbringie (spelling) has not developed into a shipyard planet yet. you might be able to put in victory Mrk 1 star destroyers but not mark 2's or 3's and certainly no imperial class star destroyers.

Z-95 headhunters would be a nice addition but you don't need to make the setting diffrent to incorperate them. even after the rebels take imperial center Z-95 headhunters are still in use by pirates and other groups of people who dont have much in the way of funding.

i would also like to see golan 3 deffence platforms and super star destroyers witch would not have been built yet during the clone wars.

if you have any questions E-mail me at mikdatv@yahoo.com

Posted: Mon Jul 12, 2004 12:38 am
by peteyg
I think the Star Wars mod should be set after RotJ. There's a lot more room for fun in the New Republic, plus you wouldn't have to give up fan favorites like the X-Wing or the Imperial Star Destroyer like you would if you went with a pre-Star Wars setting.