Potential for further integration beyond Armada?
Posted: Wed Aug 22, 2007 2:05 am
I was curious and haven't seen it mentioned:
What would be involved in further expanding PiArmada in the future to support multiple playstyles and/or realtime ship movements? (As an example, being able to run a privateer remake style game inside it, possibly having missions affecting either the Terran or Kilrathi capships/fighters as you did blockade running or bounty missions), Possibly going so far as to have realtime ship movements going on, not just jumping between systems, but flying between waypoints, perhaps a few minute 'simulation' of ship manufacture, etc. This part would likely be not be worth the trouble by itself, obviously, but included with the following perhaps less so.
My second half, which could work either way is:
What would be involved in adding support for other capships, multiple capship movements, multiple generations of starbase types, etc. I'm thinking along the lines of a true 'Wing Commander Universe' consisting of every known generation of ship from WC1/WC2/Privateer/Academy/Armada Thus allowing longer and more varied gameplay (Esp if jump drive restrictions were imposed, no more transferring arrows between systems without a capship carrying them, for example.) The other option I would mention would be optional weapon loadouts, based on the missle hardpoints available (For example the as far as I remember unused Epee assault loadout with the two HS's and the one torpedo replacing the two fuselage mounted dumbfires (May have been sans hs and with dumbfires, I can't find my WC2 manual to confirm).
Anyways, I just bring these up because they're large enough features to warrant discussion of the pros and cons of implementation while the project is relatively young and pondering major architectural shifts anyways.
I welcome feedback on these ideas.
What would be involved in further expanding PiArmada in the future to support multiple playstyles and/or realtime ship movements? (As an example, being able to run a privateer remake style game inside it, possibly having missions affecting either the Terran or Kilrathi capships/fighters as you did blockade running or bounty missions), Possibly going so far as to have realtime ship movements going on, not just jumping between systems, but flying between waypoints, perhaps a few minute 'simulation' of ship manufacture, etc. This part would likely be not be worth the trouble by itself, obviously, but included with the following perhaps less so.
My second half, which could work either way is:
What would be involved in adding support for other capships, multiple capship movements, multiple generations of starbase types, etc. I'm thinking along the lines of a true 'Wing Commander Universe' consisting of every known generation of ship from WC1/WC2/Privateer/Academy/Armada Thus allowing longer and more varied gameplay (Esp if jump drive restrictions were imposed, no more transferring arrows between systems without a capship carrying them, for example.) The other option I would mention would be optional weapon loadouts, based on the missle hardpoints available (For example the as far as I remember unused Epee assault loadout with the two HS's and the one torpedo replacing the two fuselage mounted dumbfires (May have been sans hs and with dumbfires, I can't find my WC2 manual to confirm).
Anyways, I just bring these up because they're large enough features to warrant discussion of the pros and cons of implementation while the project is relatively young and pondering major architectural shifts anyways.
I welcome feedback on these ideas.