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BronxBob

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  1. Great idea, and you could take it farther. Sorta like what I was getting at with my post above where both client and server could utilize a simple script language...where you could define anything. This would blast the doors open for cool mods and such. Complex teammates scripts could be written to periodically send messages with location and bearings, flag info, nrg readings to your teammates etc etc, you name it . Then the script could execute other functions like when your teammates sister script sends you info that he has 6 flags and only has 100 nrg, you would automatically warp to him. Or maybe it would warp you to him, and then give him items you possessed, perhaps he could transfer the flags to you with the same clock time....Or whatever. They could call server defined variables also, which servers could have posted in their information(f1 like it is now, or news.txt, but hopefully a better format than either). Every user/client script could have its own user defined variable that would be used to call whatever script to turn it on like: %scriptname or whatever. Lets hope that the servers can define all this crap via xml files or scripts themselves. This way they can turn off warping and such in different areas etc etc or whatever. If you make the definitions as open as you can then anything is possible, including only allowing certain weapons to work in certain areas. For example, maybe a certain gun wouldn't work while in certain types of plasma clouds(sorta like the clouds they have in CR, but instead of just being pseudo 3d transparent, you'd be able to define what affect they had on the ship). Areas that slowly drain nrg, recharge nrg, etc etc all defined with server side scripts with coords. ASSS was a good start, but it is restricted by what subspace is right now. I think its all possible, and as long as the client is being built from the ground up, might as well make it as open ended as possible. The real trick although would be to create a game with the same level of control and feel as Subspace/Continuum and CR/Infantry have. Ship movement needs to be fluid with the keyboard as it is with those engines, otherwise it will be a hard sell. Subspace and its bretheren don't use super complex physics, but its more than complex enough to overwhelm the average nerd.
  2. Sorry if these have been mentioned before, but I havent trolled this thread in ages... Pretty much any of the features from Cosmic Rift(ie. Infantry engine)...which has a nice set of graphic abilities etc etc...clouds etc... The ability to make the game engine more modular all together. Current graphical limits and ship # limits hinder the game. Not that we need to see a zone with 32987832 types of ships, but why not have the ability to go beyond the 8. Modular weapon system, ships dont need to be defined by level 1-3 bombs...let it be something that the modders can go crazy with. It would be almost worth it to write a simple scripting language(or steal one for that matter), that way it could make it easier for modders/coders/zone sysops to manage all this. Sorta like what Quake command line scripting did for FPS gaming. Now scripts and addons for these games are abundant and very much alive. You can still find new quake games being played world wide. Not to mention all that came after it, not necc the same engine, but the idea behind the open end of it: Quake 2 & 3, UT, etc etc Make the game types be more modular also...Thank god for what we have right now, and the ingenuity of the current modders out there. But there could be a more...hate to mention Cosmic Rift again, but that one game they had where people could build bases and do mining and such, that was a mighty fun game for a bit. Never mind the auto-gun turrets etc etc(which i know had to have been mentioned in this thread). I also like the content delivery system CR has, it just downloads the graphics/settings/game types/ete etc, as you enter the zone. I guess Continuum downloads are close nowadays...but the CR deliv. system downloaded far more than just graphics...now surely the functionality of what was downloaded was already in the engine, but the settings and the graphics addons made it alive once it was downloaded. I'll continue this later I think. EDIT: Ok...so anyways dont name it anything remotely like Subspace, Sniper or Continuum...fyi i always felt like the Continuum name was a rip from an old old Macintosh game of the same name, which bears a striking but non multiplayer resemblance to subspace... Priitk go make money offa Skype and stop stealing names from old mac games!!@!@ !@#$%^&*. http://www.grenier-du-mac.net/fiches/Continuum.html <--f'ing frenchies!
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