So yeah, I love disco, but being able to fly and shoot in a direction other than directly forward or backward at the same time... I just always wished this capability had existed in freelancer from the first time I bought a heavy fighter or freighter. And now, in a way, it does.
I can never leave here though cause the RP rocks, and I have to see how the history of vanilla continues to play out. Not to mention all the great people here.
But what do you all think of this? To me it is simply epic win.
First mate I tried Freeworlds and its not like you think. The ships turn very very slow and so if you are in normal flight you ship sometimes get out of the screen. You cant sit in turret view and controll you ship. Second if you look at the bottom of your video there is the whole time Mouse flight and not turret view like it should be.
Sorry to destroy your dream but its not able to do the 2 things at the same time in Freeworlds.
yes - that is just an exceptionally sluggish ship response compared to the camera - but - its not a bad concept indeed.
but its really like a rubber band, you drag the screen much further around and wait for your ship to "follow". - i believe that FW cap fights are a lot slower than disco cap fights, where a battleship can die in less than a minute - so there s room for such a feature.
what you can NOT do with this camera is to fight bombers and fighters that fly around you - cause the camera is not really "free".
but i gotto say ... respect ... for such a nice solution. it fits to their gameplay
i tested freeworlds - and its a brilliant mod ( from a technical point of view ) - but they got other stuff to deal with than we have - and we have the hundreds of players - they don t.
They use to have a huge following Jinx but the community destroyed itself and the main mod creator left, along with the next mod version.
Since then it's been people picking up the remnants and going on with it.
I actually think they are doing better now then they were before.
Still, I always fear Disco may be torn apart by itself eventually.
In relation to this though, it's an interesting solution to something that isn't a great problem (Make a waypoint behind you on your navmap, hit goto and stop yourself cruising when you want to turn around etc)
Freeworlds has huge potential, a shame it lacks the players now though:((Love the giant ring shipyards around Mon Calamari and Kuat etc)
how disco goes and continues depends on how respectful we treat each other. - when we drown ourselves in drama and bickering, it goes down, no matter how good the mod balance is.
for a mod like FW - its a sad thing that they re not at least as popular as disco. the mod itself is pretty awesome and is really a "complete conversion" into something new.
i played it some time ago - and sadly, the "star wars" feeling didn t really get me. ( like it does when i play knights of the old republic )
Their commitment to re-modeling everything impresses me as well, every cockpit, every planet surface, every station. I wish we had more of that, but then we probably would have a bizillion ships with which to play with. Oh, if you're interested you should probably checkout the yacht as well. The whole cabin has floor to ceiling windows so you can see almost the entire interior of the ship, it's pretty.
' 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.