' Wrote:All I see is an slow, endless shoot-out that does not require any skill whatsoever.
Well, what you're watching there is just a example on the camera that we may try to employ in FW:ToW. In terms of the fight, you're right. But that's because it's just against NPCs that have not been strategically coded.
As for the people that have mentioned they've tried FWs, the new FW:ToW is going to be a lot different than the old FWs. We've completely redone the mod from the ground up. FWs had a long history of using code of previous modders, and it ended up, sadly, to be one big buggy mess - by no fault of their own. As a result of this, I started coding from the bare minimum. Then, with a tonne of help from great coders/modders from the FW and ToW community, as well as other mods, we started to form what you see in FW:ToW today.
In terms of capital ships, we're currently in heavy debate, as developers, in the roles of the capital ships in FW:ToW and how we want them to be. As soon as we get some things coded into game, I'll be sure to post up a video here for you guys to take a look at. That way, you'll be able to judge more fairly on what the capital ship combat of the mod will be like. For those of you that have played "Tides of War" before, you'll find the capital ship physics to be very akin to that. As for everything else, it's up for debate.
Also, I hope you don't mind if I show our latest development video. This basically just shows some of the new cockpits, which were not glow mapped at the time and some of the new physics, since we completely removed engine kill to be much closer related to the SW physics.
Now, I know FW:ToW will not be for everyone but I do hope that FW:ToW, and the Clone Wars mod, our sister mod, will become the Discovery Community of the SW genre. Anyways, if you guys have any more questions, concerns or feedback , I'd be glad to hear it.