As some people might be aware, the next version of the mod will include a new model for the Junker VHF, the Collector, completely re-designing the ship.
Personally however I personally love the model of the Collector, it is one of my favorites, and it is a pretty high quality model that fits in surprisingly well, seeing as it is a direct upgrade to the CSV.
Now a new Junker VHF, okay I am okay with that. I just do not want to see the Collector model go. So I was thinking about it for a while today, and I know it is too late in the dev cycle for this opinion to matter much but what about this...
The CSV is a freighter. The Collector right now is based off of it. The Junker Freighter, the CSF, is an import, a retextured Turanic Raiders Standard Corvette from the game Homeworld. We do not like imports here. So what if we took the Collector model, maybe made it a little bigger, changed the stats around and used it for the CSF's new model? The ship is an upgrade to the CSV, so the role of a freighter fits, it is also rather big and not very combat worthy as is, so that probably is not an issue...the only thing it is missing is some additional turret mounts to compare with other freighters, but that is a balance issue more than anything else and it would be addressed with the other balance changes like armor, cargo, b/b, and maneuverability.
I just really like the Collector's model. Look at the other ships the Junkers have, their models are not very good. That is one of their highest quality models and it would be a shame to see it fall into the ether. Why not replace the import with it?
I've heared the same arguement for the old Decurion model. Simple truth of the matter is that the more ships we push into this mod, the more complex it gets, and the harder it will be to update it. Speaking for myself as a dev - I'm about at the limit of what I find fun to handle for Disco. We can't keep adding complexity to a volunteer mod. We just don't have the resources devside to deal with that. And before you go "well, it's just a ship":
- Ship model
- Model test for consistency and to prevent conflicts with other resources in the mod.
- Ship hitbox
- Ship hardpointing
- Ship "package" preparation (ship hull/engine/powerplant combination needs to be set)
- Ship balancing and testing
- Define sale points across Sirius, make sure the ship is available in all regions for the faction that owns it (Except capital ships). And yea, when you keep that in mind we're running low on sale points for ships.
- Declare ship as NPC template for owning faction (if there is one)
- Add loadout for NPC ships
- Test NPC ship.
All in all, that's roughly a week's work if you do it right and stick with it. If you do it hastily or skip steps, you'll probably end up with a buggy model. As for the Collector - that thing is a superimposement of the CSV and an upsized Startracker. Nothing high quality about it to be honest... I'm not sure where you could fit all the turrets on that thing.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
Ops proposition is good, i agree and think it should be done.
Regarding the problems Aet revealed, well... it seems to me you just need more devs, better organisation and work distribution. When you can't do everything yourself you have to delegate. And damn, that's a quote form my boss.