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 Post subject: BSF 2 suggestion topic.
PostPosted: Wed Aug 20, 2008 10:25 pm 
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As it is clear by now that BSF will never again be updated, and the BSF wishlist had reached 95 pages, it has been archived and this topic has been created. Suggestions for BSF 2 go here, but please, do mind that not everything you suggest can be added.

THINGS THAT HAVE ALREADY BEEN SUGGESTED

In-game functionality

Code:
* Three-way battles
* Civilian AI, Fighter AI
* Custom ships in Campaign after winning
* Gas Giant Background Planet
* No Module Glow
* Ships/stations launching other ships/KKWs
* Custom Formations
* Recording/Replay feature
* "Launch Arc" stat for all weapons
* Ability to color nebulas, in the same way one can color planets.
* Visible (but subtle) damage effects
* More control over aegis/deflectors -  stats, visibility, depth, visual effects, scripting etc
* True fighters -  ability to give fighter squadrons simple commands, fighter bays, modules that affect only fighters, custom weapons w/fighter behavior
* Weapon/module upgrades
* Ability to define  ship subsystems from section or a group of sections with custom behavior when destroyed/damaged (say, weapons control, engineering,...).
* Repair bays (you have to dock with them, special functionality), construction yards
* Ability to link and script (conditions etc) weapons and modules       
* Custom sprites and effects for weapons/modules and their projectiles/effects
* Turrets  (custom sprites, make turrets out of a section/group of sections, multiple weapons, custom stats and behavior, etc
* Ability to give all beams inner and outer color
* Splitting ships. (*)
* Fixing the Ctrl-select ability.
* Independant tracking for missiles


Shipmaker Functionality

Code:
* Selection of multiple pieces, groups, hiding and freezing sections/groups
* Mirror selection along arbitrary axis with arbitrary pivot
* Automatic symmetry - if you insert/modify a piece while symmetry is on, it gets automatically inserted/modified on the other side (sides) as well, with correct parenting etc
* Array tool - quick insertion of many pieces with custom rules
* Ability to use custom hp calculation formulas
* Ability to move/rotate selection by a defined step (nudge)
* Select children tool
* Ability to set arbitrary pivot (the point around which something moves/scales/rotates) for exction/selection
* Ability to rotate and scale selection (multiple pieces) uninformly or non-uniformly
* Ability to move along rotated pivot (so if a section is rotated 45 degrees, if you move it up itll move at 45 degree angle)
* Ability to 'paint' color onto sections with a brush
* Ability to change colors with a single click or key, much like in SMHelper
* Custom color table, select pieces of a certain color, set selected pieces to a certain color, sample color from existing section
* Precise moving, rotating and scaling with mouse; gizmos
* Parent editing mode - right mouse selects the section you want to act as parent, left mouse click picks children that will be parented to that section
* Shot-size Modification w/o turret size change
* Hiding Thrusters
* A group saver. (**)



Module & Weapon additions

Code:
* Mines
* Electrical/Lightning Bolt style weapon
* Flux Beam Weapon Effect (see above)
* Grapple Module
* Bubble-shield deflectors
* "Spray" asteroid fields (painting multiple w/ one click)
* Asteroid Core (for asteroid mining bases & platforms)
* Splitting Missiles (MIRV)
* ECM Module


Out-of-game functionality

Code:
*Ability to import custom sections, along with distribution functionality (section packs, few sections packed together; easy download and installation) and integration with ship database (you see what custom section packs each ship uses, and have the ability to download them with the ship).


THINGS THAT WILL MOST CERTAINLY BE ADDED IN BSF2

Code:
* Online Multiplayer

___________________________________________________

Quote:
If you're looking for the old BSF wishlist, it is here.


____________________________________________________

(*) Enterprise D style. Saucer separation doohickey or whatsitcalled. That kind of splitting.

(**) Explanation here

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Last edited by ArcaneDude on Mon Sep 01, 2008 1:28 am, edited 15 times in total.

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 Post subject:
PostPosted: Wed Aug 20, 2008 10:45 pm 
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ECM module.

AD EDIT; Added to the list.

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 Post subject:
PostPosted: Wed Aug 20, 2008 10:53 pm 
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Elaboration.

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And in this Alliance we bestow our hope and will, that the Dogs of War may never harass the people of our homes again, and that it will bring peace, equality and liberty for all in need and despair. One Universe, One Goal. By the Manifest we command this.~ Saren Vil Ush


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 Post subject:
PostPosted: Wed Aug 20, 2008 10:59 pm 
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To make missiles aimed at the ships be thrown off course.

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 Post subject:
PostPosted: Wed Aug 20, 2008 11:27 pm 
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Already have that.

A quad blaster that goes in reverse.

When ships die, they just turn grey for a few seconds, like in the campaign. you can inhabit the ships with a special gun.


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 Post subject:
PostPosted: Wed Aug 20, 2008 11:42 pm 
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Location: "not here" would probably be accurate
so you can inhabit... a core...?
yipidee frickin doodah...


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 Post subject:
PostPosted: Thu Aug 21, 2008 12:57 am 
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Location: unknown to you for privacy
name: randomizer (a)
type: modual
description: place like any modual, then target it with multiple randomizer (b)'s
use: see randoizer (b)

name: randomizer (b)
type: modual
description: never has a parent, ever. surprising, but bear with me. target one or more of randomizer (a), then parent sections to this modual. ingame, when spawning a ship with these, any randomizer (a)'s will randomly pick one of the randomizer (b)'s targeting it, and any sections parented to it will spawn so that the randomizers would be the same place, only it would not spawn the moduals. instead, it would parent the sections parented to randomizer (b) to the section thar randomizer (a) was parented to.
use: making ships with a modualar look, making a ship that has a random amount of cargo bays between the front and back (in other words, making ships of random length), and ships with weapons variations without multiple files.

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 Post subject:
PostPosted: Thu Aug 21, 2008 1:58 am 
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Linked-firing weapons (i.e. if Weapon A fires, Weapon B must also fire)

A setting for weapons that causes them to treat the ship as their turret, ala HW2 Ion Cannon frigates that point themselves at the target and can only fire directly ahead. That, plus an AI to handle spinal-mount guns.

flabort wrote:
<snip>


I'm sorry, but I'm pretty sure nobody who reads that will have any idea what you just said. Myself included. :lol:

Try again, perhaps?

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 Post subject:
PostPosted: Thu Aug 21, 2008 2:06 am 
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flabort wrote:
name: randomizer (a)
type: MODULE
description: place like any MODULE, then target it with multiple randomizer (b)'s
use: see randoMizer (b)

name: randomizer (b)
type: module
description: never has a parent, ever. surprising, but bear with me. target one or more of randomizer (a), then parent sections to this module. in game, when spawning a ship with these, any randomizer (a)'s will randomly pick one of the randomizer (b)'s targeting it, and any sections parented to it will spawn so that the randomizers would be the same place, only it would not spawn the modULES. instead, it would parent the sections parented to randomizer (b) to the section THE randomizer (a) was parented to.
use: making ships with a modular look, making a ship that has a random amount of cargo bays between the front and back (in other words, making ships of random length), and ships with weapons variations without multiple files.


On the note of spelling corrections...
TURN YOUR SPELLCHECKER ON.

Your idea is completely pointless. Basically, he wants a module named "Randomizer"(stupid name for function) to have sections parented to it(POINTLESS)making those sections have a random length/width when put in the game and having the Randomizer's children parented to the section it's parented to.[/runon]

I understood it fine after analyzing it for about ten minutes....


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 Post subject:
PostPosted: Thu Aug 21, 2008 2:32 am 
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AD, I think one of the things that needs to be added in here is the record feature, that lets us play the battle back at 30fps speed.

AD EDIT; Added to the list.


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 Post subject:
PostPosted: Thu Aug 21, 2008 2:36 am 
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BoVinE wrote:
AD, I think one of the things that needs to be added in here is the record feature, that lets us play the battle back at 30fps speed.


That was already mentioned. In the last topic. Wasn't that when SWS freaked out?


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 Post subject:
PostPosted: Thu Aug 21, 2008 2:38 am 
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Stop posting until you learn to stay on topic.


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 Post subject:
PostPosted: Thu Aug 21, 2008 2:43 am 
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BoVinE wrote:
Stop posting until you learn to stay on topic.


That actually was on-topic until the last sentence. I was talking about how that suggestion was already mentioned.


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 Post subject:
PostPosted: Thu Aug 21, 2008 2:45 am 
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Location: In a place, until a time.
I don't think that the fixed framerate is possible. If anything, just use Fraps, or something.

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 Post subject:
PostPosted: Thu Aug 21, 2008 2:48 am 
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Of course its possible. It'd require the game to save every frame, and the organize then as a 30 fps video. It'd still be hard.


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