It's Different.

Forum For Privateer Remake
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micheal_andreas_stahl
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It's Different.

Post by micheal_andreas_stahl »

I went on to Joan's Fight Crafts and looked up the Stilleto and was quite shocked to see that it had two mass drivers not mensons. and also the Paradigm had
(01) Dual Tachyon Turret
(03) Heavy Laser Turret
(03) Mass Driver Turret
(02) Point Defense Meson Blasters
(01) IFF Missile Battery (40 ASM-31s)
(06) Torpedo Tubes (12 ASM-89s)

That's not what the PR one has. What happened?
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Post by z30 »

Too few developers, too much work , too little time. It takes time and effort to align the feel and specs of the ships, weapons and other eq to the original Privateer and WC specs.

The Galaxy & Centurion definitely feel very different from what I remember the original were, they both feel like heavier ships and not the medium class they're supposed to be.

Also the lasers are much stronger, and the mesons that much weaker from what I remember.

But it all depends on what the original developers vision of what the game should be. Even if you deviate from WC canon for PR, the important questions are :

1) Is it playable ? Is it enjoyable?
2) Is there balance? Do light weapons feel like light weapons , heavy weapons like heavy etc.. (same for ships)
3) Does it retain the spirit of the original game?

Note that Mamiya & Spirit are the original developers - what Goss and I are doing is just a simple user mod which builds on what they've managed to create.
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Post by mkruer »

There might be another reason, depending on the reference. I believe that Mamiya & Spirit pull the information directly form the game, and not from some flight manual. One of the best examples of this is in WC1
http://www.wcnews.com/ships2/wc1jalthi.shtml
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Post by z30 »

mkruer wrote:There might be another reason, depending on the reference. I believe that Mamiya & Spirit pull the information directly form the game, and not from some flight manual. One of the best examples of this is in WC1
http://www.wcnews.com/ships2/wc1jalthi.shtml
I forgot about that - that explains a lot.

At any rate for the usermod we're scaling things up. The PR Gothri is far more manueverable than the JFS stats would indicate so we're upping the YPR stats of the other ships to scale.
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Post by mkruer »

I am hoping to correct all of these issues, by making the weapons on all the ships dynamic. What I mean by this is that instead of having set instances of weapons, the player will be allotted space for weapons, what they chose to place there is their decision.

Variant 1
Guns-

(3) Laser Cannon
(3) Neutron Gun
Missiles-
(2) Fang FF
(3) Stalker HS

Variant 2
Guns-

(4) Laser Cannon
(2) Neutron Gun
Missiles-
(1) Fang FF
(1) Stalker HS

Base Line
Wings (x2)

2x Gun
1x Omni slot (Gun or missile)
Hull (x1)
3x Omni slots (Gun or missile)

Something to this affect.
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Post by OnyxPaladin »

It seems to me the wings should have an even number of weapon slots. Are the wings lopsided? I don't mean to sound condescending, but i don't remember many ships in pr, or wcu with three small wings.
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Post by mkruer »

Its an example, and each wing would have 2 gun slots, and one Omni slot

Realistically the spaces would be larger, as well as the wepons

A neutron gun might take 2 slots while a laser cannon takes 3 slots. That would mean that there would me a minimum of 8 (2+3+3) slots for you to rack weapons into of the combination say 4 of the 8 slots are Omni, meaning that it could mount a gun/cannon or a missile.
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Post by OnyxPaladin »

I see, thank you for the clarification.
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Post by z30 »

mkruer wrote:I am hoping to correct all of these issues, by making the weapons on all the ships dynamic. What I mean by this is that instead of having set instances of weapons, the player will be allotted space for weapons, what they chose to place there is their decision.

Variant 1
Guns-

(3) Laser Cannon
(3) Neutron Gun
Missiles-
(2) Fang FF
(3) Stalker HS

Variant 2
Guns-

(4) Laser Cannon
(2) Neutron Gun
Missiles-
(1) Fang FF
(1) Stalker HS

Base Line
Wings (x2)

2x Gun
1x Omni slot (Gun or missile)
Hull (x1)
3x Omni slots (Gun or missile)

Something to this affect.
Reminds me of the old Mechwarrior game where you're alloted weapon spaces. I liked the Mechcommander implementation where weapons had a grid size and you could fit a PPC into a light mech as long as it had space for it.
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Post by mkruer »

I know you believe you understand what you think I said.
But I am not sure you realize that what you heard is not what I meant.

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Post by z30 »

mkruer wrote:Theres a good reason for that...

http://vegastrike.sourceforge.net/forum ... php?t=5908

:lol:
mkruer wrote:Theres a good reason for that...

http://vegastrike.sourceforge.net/forum ... php?t=5908

:lol:
I haven't actually played the WCU beta but I realized the scope of what you and the others were trying to do when I realized (from the ships and the code) that the player could be a Confed/Civilian/Kilrathi merchant/hunter with their own unique ships/bases & worlds.

Looking at the incredible detail and information contained in the planned user interfaces and the complex relationships between ships in a player's fleet, that's a huge amount of work.

Maybe small subsets can be retro-fitted into PR to test for playability and get user feedback. Goss and I are already considering creating a militia career path and also want to boost the pirate option to make it more viable.

I'd be very happy to see some Mechwarrior & Mechcommander configuration functionality being planned for WCU - it would fit ship building very well.
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Post by micheal_andreas_stahl »

have they released a Wing Comander? i would like to play the game but the origanal (of course) won't run on our computer.
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Post by legine »

have they released a Wing Comander? i would like to play the game but the origanal (of course) won't run on our computer.
Who is they?

:?
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Post by micheal_andreas_stahl »

The people who are remaking it.
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