View Full Version : Wish list for Star Wolves 4 or expansion/dlc for 3
Ruinous
03-06-2010, 09:13 AM
1. More more more, more ships, equipment, motherships and missions.
2. Random but rewarding stuff to do. Maydays, station defence etc.
3. Territory control? Maybe clearing a system (or systems) and being able to set it to your choosen faction. Owning a station and being able to upgrade it in various ways to provide a regular income / bonus missions, researchable ships & equipment.
4. Some real trading in commodities. Should be a viable way of making money ;)
5. Hidden goodies. Make exploring worthwhile with out of the way stations offering rare ships & equipment, or good stuff a bit cheaper.
6. Bring back the bridge crew! Didn't really make a lot of sense the mothership flying itself ;)
7. Being able to own some corvettes for the really heavy missions would be cool (butcher / walrus etc).
8. Being able to continue playing after the end of the main storyline. Would make sense if exploration was worthwhile.
9. More really epic battles, you know the ones I mean :D
Feel free to add your suggestions or discuss!
Ps. if Nike-it could pass these on to the devs it'd be appreciated!
Groundtotem
03-06-2010, 09:33 AM
10. Every time you go in to a new system your pilots will be launched without being told to do so. I find this to be annoying. The pilots should not be launched just because you enter a new system!
11. Easier controlls. Sometimes the controlls really screw you up, the controlls can be hard to handle.
12. Better explosions. What i mean by this is that i would like to see the bigger ships to be totally destroyed and not just become a burnt out ship in space. It would be more realistic. This goes for stations too.
13. Some ship models is to be frank really ugly and makes no sense, some of the models don't even look like ships, im talking mostly about the smaller fighters. Don't know if anyone agree, but i think that the ship models should be looked over and given a more "realistic" look.
Ruinous
03-06-2010, 09:54 AM
10. Every time you go in to a new system your pilots will be launched without being told to do so. I find this to be annoying. The pilots should not be launched just because you enter a new system!
You can set that one in the options bud ;)
*minor spoiler*
In fact for one mission, if you don't have it set you'll miss out on an opportunity towards the endgame.
Tarskin
03-06-2010, 09:54 AM
you can disable auto pilot launching in the settings ;)
Groundtotem
03-06-2010, 12:00 PM
Ok thanks guys, my bad.
SieraBobs
03-07-2010, 01:34 PM
being able to occupy/build stations (like the bandits do) would be nice, Even forming a new empire( wich obviously costs a lot, needs a lot of manpower, and makes u pretty much every1s enemie). for the epic battles make a RTS mode, where u could control many ships, in this mode my heroes could work as admirals, guarding my trade convoys, or initaing attacks for more space. Make it available to climb up ranks if i work for an empire or corp , resulting in them letting me protect a system with all the stations, where i pretty much control it, but for the empire. Make it available to actually contact the corporation/empire leaders/representatives to negotiate wars/trades/sharing of technology/alliances/bribes/beneficial offers.
Resources should start to pl;ay an important role, especially in war times, as in blockades to systems, sabotaging/blowing up mines, trading.
Make it so that time passes by, as in with time of playing new tech appears, wich could be bought stolen,sabotaged... different for each corp or emp and at different times.( and dont make it just 1 super ship/gun per corp)
Make it possible to manage population in ur systems( as in training troops to become pilots, ( rookie>pilot>advanced pilot>ace>Will Smith)) make them guard the systems strategical objects, patrol , or attack another system.
and ya more more more more more ships/ship classes/ SIZES / firepower. ( carries with many fighters, drone ships, builders - to deploy turrets , build jump gates, build stations, capital class ships, to take out larger ships/star bases/ fortifications.
if u implement at least half of this, and a half of that half actually works as i hope it will , ILL BUY 2 CD`s :grin: ( unless the game will be on 2/3 cds and weight 20GB wich i totally dont mind, ill still buy double )
**edit**
give exploration a different aproach: finding wormholes or anomalys, that could be used to travel to new systems. It could result into u stumbling upon new alien races, that could be agressive or friendly they could be on the smale level /lower/higher tech wise , u could trigger a war with to take their territory or learn something new from them, finding some artefacts that could improve your empire, not only in weapon tech but industrial aswell , wich would make u target of sabotage, espionage and intrigues even simply others wanting u gone.Or simply finding a system rich with resources that u could mine , to produce new weapons/ships or simply trade with.
putting systems ( for example if you dont want others to make contact with the aliens or find some artefacts) off limits, making ur ships fire at any1 who enters.
Optional autosave for every time you enter a new system would be nice.
Killer
03-08-2010, 12:54 PM
I would really welcome the fighters autoset to guard the MS. It is becoming really annoying having to do it everytime I jump...
Timberwolftrass
03-10-2010, 03:51 AM
I don't know what more to add, buddy. I think your recommendations 1 - 9 pretty much sum the up.
We definately need something more to do in an open universe. Exploring should be more rewarding with more hidden treasures and other cool stuff, like hidden portals or anomalies that allow you to travel between systems.
We also need the option of doing freelance jobs back. I welcomed the option in SW 2, altough the jobs need a bit tweaking. getting about 10000 credits to travel into the next system and wipe out a squadron of 5 berserks is a bit... well, plain :-/
It would be cool if you could dock a station and take on several missions with neat surprises. Such as:
Patroulling a specific sector by following about 6 nav points. Each point has the possibility of spawning 1 or 2 squadrons consisting of 3 to 5 ships. The higher the payment for the mission, the higher the chance of a nav point spawning enemies. For example you could take on a patrol for 1000 credits and encounter just 3 or 4 fighter on specific nav point, or you could take on a patrol for 20000 with a considerable higher amoutn of enemies to face.
Assaulting fighters forces in the current system or a neighbouring system. Once again, the payment will determine how many enemies will spawn. Low payment with spawn just one tiny squadron, will high pay will spawn several squadrons with a possible MS as support.
Assaulting convoys in the current or neighbouring system. Intercept a convoy of an enemy faction and raid it like a jolly old pirate. Again, payment will determine the total amount of transports, their escort fighters and whethever the transports themselves are armed or not.
Assassinations where you have to take out a high ranked member of an enemy faction. Basecally plays like assault, with the sole difference that you are required to destroy a specific target which could attempt to escape and thus, making you fail the mission.
Capture of a specific enemy, plays just like Assassination except that you automatically "collect" the target and must return it to your employer. The difference here is that there is a chance of your victims followers trying to attack you to free their superior.
Transporting cargo. Transporting cargo should be a regular job and always available. The payment for a cargo delivery will determine the chance of a scripted encounter with pirates from happening. So in other words, not only would you have to deal with the regular pirates or whatever faction there is that has you black listed, but there will be an encounter with a group of pirates who are after the cargo somewhere to begin with. After all, a simple cargo run would be kind of boring, right? Obviously, low paid deliveries will have very little to no chance of being ambushed by pirates, while high paid deliveries will have pirates come after you. ;-)
That would be a nice selection of stuff for you to do...
If you want to spice things up, you could add even more ships to be buyable, not only fighters but also a selection of different MS, so you have really something that makes it worth taking these missions on. ;-)
Nanaki
03-11-2010, 01:06 AM
4. Some real trading in commodities. Should be a viable way of making money
You know, I kind of find it odd that the main character is supposed to be a trader, but he can do everything OTHER than trading, including piracy! You even get cargo from killed transports that you can sell for cash.
But try to be a trader? Not happening.
6. Bring back the bridge crew! Didn't really make a lot of sense the mothership flying itself
I never liked the bridge bunnies from Star Wolves 3 to be honest, and FYI, you -can- assign pilots to your mothership, but there needs to be a way to get seven pilots (six flying fighters, one flying the mothership) and allow motherships to use special abilities, cause why on earth would you assign a pilot to your mothership when you can just buy software and have another fighter out there, especially since for most of the game you only have 4 pilots (you get the last two at the very end)
But, it is very easy to replace all the icons and text data of the bridge systems and replace it with human faces and human descriptions, and instead of purchasing software upgrades, you are hiring a new pilot.
7. Being able to own some corvettes for the really heavy missions would be cool (butcher / walrus etc).
The walrus is an armed transport, FYI
The only way I see this being possible is by hiring Mercenary corvettes that follow you around. Theres only two Corvette classes too, the Cavalier, which makes an appearance in Star Wolves 1 and is never seen again, and is oddly very small, about the size of a large interceptor (it is the same size as a dragon, has 2 small guns, 4 missile racks, 2 systems, 2500 HP and 1000 Shields), and the Butcher we all know and love.
Although Star Wolves 2 had a mod that added a ton of new large ship classes like the Stone Turtle and the Cleaver. I wonder if that mod maker plans on making a similar mod for Star Wolves 3...
8. Being able to continue playing after the end of the main storyline. Would make sense if exploration was worthwhile.
YES! It always struck me as odd that Star Wolves 2 and 3 never allowed freeplay. Oh well, it is something that is easily modded into the game.
larynx69
03-11-2010, 09:19 PM
I find myself a little disappointed with the game. I do not regret buying it, but it feels a lot like additional content to SW1 & SW2 rather than an entire new game. I feel the developers dropped the ball when it comes to evolving the game into something truely great and not just great.
My thoughts on improvements and the potential of the game series:
1. As mentioned above, I really like the idea of having a pilot and a gunner for the mothership. I really wonder why the removed this.
2. Maybe this is me being stupid, but is there an option to save you figher settings. I mean I wonder how many times I have gathered the recently released fighters as a team and set myself as the repairman. You really should have an option of saving the settings.
3. Sometimes while playing the game I just got the feeling the developers forced me down a part. This ruin the feeling of this beeing and open and "free" universe where you can go wherever you want to as long as you have the firepower. An example, after having exited the system where my tradeships where made into shrapnel I get chased by MSF pilot. Ok so far. however, if you try to run towards an exit or station it goes to a cutscene and your ship is shown beeing bombardet and destroyed. Grayhair mentioned he could fix if he docked, however it took some time before I relized he did not mean to dock at a station but with the mothership. But the cutscene solution was weak. I would be ok with it if they send 50 fighers against me and force me to change the id before they arrived, but just going to a cutscene was a bad solution. IMHO.
4.Random events. There where a few, but way to few. It can not be that hard to add? And in my first playthrough I got some missions I never got in the second and vice versa. Maybe they were not few but I went to the wrong places.
5. This related to #4 and has been mentioned by other posters. To little freelancing work. If you where short on money in this game you pretty much had to go chasing pirates which is pretty boring in the long run. Of course you could do some of the main missions but I like taking my time and honing my skills before a play (and progress) the main elements of the game. There are options the developers have here (and why did the not build upon this from SW2?)
Ideas:
-The patrol stations could give you missions to take out pirates or patrol an area.
-Trade stations could be full of traders willing to pay you a king ransom to bring them to their destination.
-You yourself could bring cargo somewhere. Included here should be passengers who could pay you to arrive safely at their destination.
-Again, maybe this is something you can do, but I never discovered; you often get a newfeed. A really nice touch, but is the information pretty much useless? This could be a way of giving the player mission. Not directly, but at least hint to something being up in some system and giving the player the opportunity to go there and explore.
6. The firmware was a nice touch but not well taken care of. Not only was it very little intuitive, but you should have more options, and you could at least at a person you could talk to about the firmware and not just a machine.
Modifying you (mother)ships should be easier. You could for example add systems which you could put in a turretslot but it actually enhanced the engine. (I love having a fast mothership). And a minor thing, I would love to choose my own colour. At least of the mothership, but also on my fighters.
7. I must have killed thousand of pirated and others during my time of playing the SW series. However, I am rarely acknowledged or hated for my actions. How about a ranking system for merceneries who have killed pirates. (Yes, this is a rip off of Space Rangers), or you could check the bounties available and find yourself on the top for having killed to many MSF-fighters.
My favourite game of all times would probably be a mix of Space Rangers and Star Wolves. The main story, graphics and fights from Star Wolves, and the rest would be Space Rangers..
Nanaki
03-12-2010, 12:09 AM
but is the information pretty much useless?
There are occasional events in the galaxy map that are reported... For example, the news reports that the Imperial army has posted defense drones at every jumpgate, which explains why suddenly theres drones at every gate you visit now.
The news also reports other events like systems being taken control of and such.
tsavo
03-12-2010, 01:04 AM
well, it's my first time ever to try a starwolf, and i'm now stuck in the middle of a mission, but i still wish:
1 when a fighter is docking, the mother ship should not come to a complete stand still, at lease make that upgradeable by maintenance station or something:rolleyes:
2 in flight group should stick together when jumping through a stargate(as per "Star Wolves 3D space RPG with deep strategy and tactical elements"):cool:
3 i prefer to keep some fighters in bay before going into a combat, so i can disignate which fighter always out, which always in would be superb.
4 a hotkey to mothership bay, for convenience sake.
Nanaki
03-12-2010, 01:10 AM
3 i prefer to keep some fighters in bay before going into a combat, so i can disignate which fighter always out, which always in would be superb.
The game does not tell you this, but look at the pilot icons of your docked fighters, you should notice a button that has two downward facing arrows. Clicking on that will launch that fighter and only that fighter.
in flight group should stick together when jumping through a stargate
That is a holdover from Star Wolves 1, when fighters were unable to jump through gates (although that rule has been violated in Star Wolves 2 and 3 so many times that it is pretty much retconned out of the universe). Although if anything I prefer having all my fighters docked before jumping into a fight, so that my mothership can absorb the initial missilespam and keep all my enemies distracted...
But than again, my mothership is a 12000 health, 7500 shield monster that can shrug off an entire fleet bearing down on it.
tsavo
03-12-2010, 02:33 AM
The game does not tell you this, but look at the pilot icons of your docked fighters, you should notice a button that has two downward facing arrows. Clicking on that will launch that fighter and only that fighter.
That is a holdover from Star Wolves 1, when fighters were unable to jump through gates (although that rule has been violated in Star Wolves 2 and 3 so many times that it is pretty much retconned out of the universe). Although if anything I prefer having all my fighters docked before jumping into a fight, so that my mothership can absorb the initial missilespam and keep all my enemies distracted...
But than again, my mothership is a 12000 health, 7500 shield monster that can shrug off an entire fleet bearing down on it.
well, thanks for the tips, it is much better now, besides, "B" is the hot key for mothership bay, althouth there is no indication.:-P
the other thing, i think i'm pretty early in the game, so the mothership is not so good in fighting. and, i always mount a better radar in one fighter, to save valuable system slots for mothership, so i need to keep the scout out as long as possible.:shock:
Nanaki
03-12-2010, 12:43 PM
I would recommend visiting the hidden stash thread and visiting some of those hidden stashes. They can net you some pretty good mothership components including a shield generator and a repair system. I also recommend purchasing the MK3 System software since that gives the greatest improvement to your mothership's defenses
Schweaty
03-13-2010, 09:44 AM
Wow, I have to say I agree with most of the things people have said so far but I'm a little surprised no one mentioned this one yet...
1) The absolute #1 thing I would change in an expansion/or new game is the way long distance travel is handled. For me there were few things in the game more annoying then the sudden "oops" leave now for your new mission or spend 20 min making your way across the entire game universe. There were times between missions where I didn't even have time to repair and rearm. There should be a way to fast travel at will between distant systems using the big system map. There could be restrictions on it like you have to pay if you aren't traveling for a mission or you have a chance to be ambushed by pirates/hostile forces for each system you cross but I think it would be a huge improvement especially especially with more freedom of missions and exploration rewards.
2) I know it's been said already but the being able to upgrade the mother ship in SW2 by training the crew was one of the best parts. I'd really like to see it back.
3) Either do some more work on the path finding or turn off collision damage because i'm tired of having my nice (expensive!!!) fighters explode when i haven't saved in forever because I'm not getting in any serious fights and they suddenly ram themselves into a freaking asteroid for no apparent reason.
Also I'd just like to say I see quite a few complaints on this forum, Personally I love this game. Yeah it has a few flaws but overall it's a lot of fun. Thank you to the developers and keep up the good work.
tsavo
03-13-2010, 12:09 PM
I would recommend visiting the hidden stash thread and visiting some of those hidden stashes. They can net you some pretty good mothership components including a shield generator and a repair system. I also recommend purchasing the MK3 System software since that gives the greatest improvement to your mothership's defenses
agree, restarted a hard one, totally out of cash:(
Binesi
03-16-2010, 08:09 AM
You know, once I start reading all these suggestions it starts sounding a lot like the X-Beyond the Frontier series. But I really don't like that game's story, weapons, items, ships, etc. Star Wolves is a much more believable and interesting universe and I like having skill trees and different characters in my team.
Unfortunately both games share the same antiquated and immersion limiting system of small self contained zones with jump gates connecting them. If I have a feature request to add it would be to use something seamless like Freelancer. I want to feel like the world is connected and alive. The difference sectors right now are like independent games running and if you leave and come back the population will even reset! Terrible. There isn't much point to freeplay as it is because the universe is totally faked and dead. So many missions just spawn ships right out the void and make no attempts at realism.
My request would be to make the world more alive and seamless and stop making a game which is a feature poor and technically inferior version of the X-Series with a better setting and story. Obviously this needs better funding, etc - but it would at least be good to see some progress between new releases instead of just a rehash of different story elements and minor changes.
Oh, and sound! Please.. it is not just graphics which make a game. I could see a massive improvement by spending more time on sound effects, ambient backgrounds, music etc. And this would be so low cost to implement. License some good sound libraries and hire a sound engineer for a bit of work. Maybe swap out the sound engine for something more advanced and realistic. Something that doesn't stutter like mad during epic battles with lots of kinetic weapons.
Binesi
03-16-2010, 08:20 AM
- double post please delete -
Killer
03-16-2010, 09:05 AM
1. Well pathfinding. It has improved much since SW 1 and 2 but there is still much work to do :-)
2. autosetting fighters to guard MS after launch. It is incredibely annoying having to do it EVERY SINGLE TIME after launch.
3. More music themes. Take a look at the X series (X3 Reunion and Terran Conflict).
4. More side missions. SW3 seems to be halfway between SW1 (only storyline missions) and SW2 (freeform with side missions). Currently there is no way to get money. Only to sell loot. Why can not we make use of the long journey to the next storyline mission by taking cargo/offering help with pirates/defending something or someone etc.
5. Faction standings. Again, inspiration in X series. Having a good relation with a faction would allow us to buy their best ships or weapons. And maybe even ask them for help if we get attacked in their sector. On the other side, low standing would mean no missions from this faction, no help and with the worst standing being attacked on sight (this is already in game I admit).
6. More cool motherships. There are already some good ones in SW3, namely Lions, but since SW1 I have been looking forward to fly something like the Stalingrad. I know, I know, the balance would have to be corrected but for the right price or through a really tough mission some cool ship should be obtainable.
7. More life to the universe. It still looks too empty. Also more AI would help. Currently AI ships only patrol predefined routes. It would be good if AI should attack enemy sectors and maybe even overtake them. To be honest, everyone in SW3 speaks of war but I have not seen any real war except of a few skirmishes....
8. MS crew. It was one of the best things in the SW2. The firmware is also a good idea, I would keep it, but the most important should be the crew.
Nanaki
03-16-2010, 09:57 AM
7. More life to the universe. It still looks too empty. Also more AI would help. Currently AI ships only patrol predefined routes. It would be good if AI should attack enemy sectors and maybe even overtake them. To be honest, everyone in SW3 speaks of war but I have not seen any real war except of a few skirmishes....
This is very much so moddable. Star Wolves 2 had the same issues until a couple of German Modders re-did all the systems, AI, and ships. It was pretty amazing considering you occasionally even saw capital ship battles.
6. More cool motherships. There are already some good ones in SW3, namely Lions, but since SW1 I have been looking forward to fly something like the Stalingrad. I know, I know, the balance would have to be corrected but for the right price or through a really tough mission some cool ship should be obtainable.
I would say this is Star Wolves 3's biggest accomplishment, as both previous games in the series you were stuck with the mothership you were given for the entire game (The first game it was the Star Wolf, the second game it was the Ramadanta, which was basically a Star Wolf with a better model).
cyanideghost
03-16-2010, 06:31 PM
I find the biggest problem is you can't find your units that get lost or shot down during combat.
For instance, you get into battle and your fighter gets shot down - theres no actual way to differentiate between the colors or even track your lost pilots, you literally end up scavenging all the crappy circular artifacts - which gets very annoying. (Maybe they need an option to select what you want to grab, and preferably have it auto grab whilst the flight is in motion (an option)).
The first time I passed the game, I ended up literally killing every planet's orbital structures and every pirate and MSF around, because at some point in time they get way too easy with the 1600dmg, 12speed pegasus.
Certain missions were WAY too hard and it doesn't help when the background of the sky is repeated over and over...I was hoping for a dynamic scenery for space, not some image they stretched using 3D studio max or whatever else was used.
There were lots of issues however I found the game ended way too quickly just as you got a ship... there was no room for enjoying the new ships with the added technology. Also they needed to make the FTU show fixed items and not have it show you forty-fifty others if you redock. Maybe even have sectors where you can buy good items for all I saw were weak ones.
This game had the potential to be the best space RPG if there were a few modifications to fix certain aspects to it.(Next time change the color of items and pods in space so you know what's being scavenged, maybe even stick a mini radar (tv) screen)
Having the ability to track objects in space should be an option, rather than flying blindly in space hoping to find combat.
I would love to see not one or two but dozens, maybe even an entire clan showing up through the gates of a system at random intervals, also dependent on a real time scale, just like in Flight sims you have an entire battle that unfolds in real time, units being produced from different shipyards or hangars travel freely in the space hopefully with ALOT more activity.
Great game as always, hopefully you guys can recommend more like this to me.
Hopefully we can expect to see a Star Wolves 4, I am looking forward to it personally, will definitely buy and pre-order it. ;-)
jerryfanfan
03-20-2010, 04:34 AM
Comparing with the X series, would be nice if some capital ships were on sale as well. Or capturable to be even better.
I'd also like to see more random battles involving hostile capital ships, fighting mere fighters as I go along gets boring after a while.
Pirates should assess the strength of what they are trying to attack before attacking. It doesn't make sense that three fighters with crappy guns would try to rob a warship bristling with turrets and escorted with six state of the art fighters.
Finally, how come every trader I attack manages to call in an armada, yet no one is here to defend me when I get attacked?
The game should also remember how your pilots are grouped so you won't have to set this up all over again every time you enter a new system. And yes, guarding the mothership by default is a good idea.
ViralHatred
03-20-2010, 08:28 AM
More Freeplay, return of the missions tab, more storylines that intersect/can be changed mid story rather than 3 lines that you follow to the end, more motherships, purchasing of new motherships too, ability to take a neutral side, Ability to "hire" new crew members (I.e. their ship is blown up they don't get rescued in an escape pod and have preset perks.)
But most of all:
A COLOR SCHEME CREATOR! Let us design our own mercenary group!
Rastix
03-20-2010, 08:38 AM
This is very much so moddable. Star Wolves 2 had the same issues until a couple of German Modders re-did all the systems, AI, and ships. It was pretty amazing considering you occasionally even saw capital ship battles.
Please PM me the link on this mod;)
Comparing with the X series, would be nice if some capital ships were on sale as well. Or capturable to be even better.
SW is TACTICAL Squad-based with some RPG elements game ;)
more storylines that intersect/can be changed mid story rather than 3 lines that you follow to the end7 storylines aren't enough?;)
jerryfanfan
03-20-2010, 10:43 AM
SW is TACTICAL Squad-based with some RPG elements game ;)
I don't mean buying or capturing a massive fleet of capital ships like in X series, but do it just for the purpose of switching to a different mothership to your liking.
Stalker
03-20-2010, 10:48 AM
Please bring back music from star wolf 1
ViralHatred
03-20-2010, 11:17 AM
7 storylines aren't enough?;)
No, because they are too linear. I want to do what I WANT to do, and not what someone else is telling (or pretty much forcing) me into doing. I want to be able to just runaway and not take a side, I want to be able to play as a pirate, or a merc, or help the patrols!
Nanaki
03-20-2010, 12:28 PM
Comparing with the X series, would be nice if some capital ships were on sale as well. Or capturable to be even better.
Agree! More Mothership choices are always good, especially since the existing choices are pretty bland...
I'd also like to see more random battles involving hostile capital ships, fighting mere fighters as I go along gets boring after a while.
Also agree.
Please PM me the link on this mod
http://freenet-homepage.de/allaway/star_wolves/index_english.html
No, because they are too linear. I want to do what I WANT to do, and not what someone else is telling (or pretty much forcing) me into doing. I want to be able to just runaway and not take a side, I want to be able to play as a pirate, or a merc, or help the patrols!
I would be happy with just repeatable optional missions.
BuilderX
03-30-2010, 01:00 PM
After having finished the game in Hard mode and pulled my hairs out lot of time here's my wish list :cool:
1- like stalker said bring back the star wolves 1 music, but in fact there are pretty cool songs in each star wolves episodes. Would be cool to have a mix of all the old songs in the 4th.
2- SLI enabled ! Star Wolves is one of few games i have played which isn't supporting my 8600M GT SLI on my laptop. Even Dragon Age Origins the latest RPG game supports it ! And for players like me who aren't feeling good about changing their computers right now, SLI disabled is a lot of Fps Firepower drop !
3- As i said i finished the game in Hard mode but would have like to be warned that the final mission, was actually... the final Mission ! Because i didn't know about the fact that i was earning largely less XP, unless of course i went to this forum to know it. But nothing at the beginning of the game told me about it when i choosed the difficulty. And so if i had knew it, i would surely had explored the galaxy longer than i did, and would not have finished the game with only 4th tier fighters, as my team was far from the 5th tier skills in terms of XP ! so i felt a little frustrated at the end, that the game just stopped after the Berserk mothership exploded.
(needless to say i had a really hard time finishing this last mission with 4th tier fighters and 4th tier skills team... with no precursor weapons or alien turrets mounted... of course i had not the skills to do so :confused:)
All in all i still had a great fun playing SW3, it kinda renewed with the quality of the first episode.
Trucidation
06-21-2010, 08:18 AM
I know there's already a sticky thread for the upcoming expansion/sequel, but there are some nice ideas in here.
>> Previous games' music
The game keeps track of the music in a script conveniently called PlayLists.script, adding music is a simple matter of copying the files to the music folder and adding their names to the entry in the script file. It would be a nice touch if mothership interface could access this script dynamically (so you could add/remove tracks on-the-fly).
>> Freedom to do what you want
This is a mixed bag. I've played many space sims and nothing gets boring real fast like having no goal. This depends heavily on WHAT can be accomplished outside of the story scripts. Currently the game has little to offer besides looting and skilling up your team - nothing else. If the game had plenty of side quests and random missions, then yes I would absolutely love free time. Heck, even meaningless achievement medals or trophies would be a step up. The thing is, as it currently stands free time is only good enough for grinding exp and looting. Once you've had your fill of that, there's nothing to do.
Basically, "freedom to do what I want" must include the premise that "there are plenty of things to do outside of the scripted missions".
>> Bridge crew
I never got to play SW2 but my impression was that like in SW3 you just stuffed a free pilot into the mothership cockpit instead of a fighter. I'm kinda ambivalent on this one too. On one hand, I agree it would make sense to have specialist crews help run the mothership. On the other hand, I haven't seen any game pull this off well.
It would be great if any big ship (assuming the player could purchase large ships and not just single-seater fighters) could have several crew slots. Then we could have the option of hireable specialist crews.
>> Trade
This is a huge missing chunk from traditional space sims. However, the game economics need to be re-scaled carefully if we want balanced trade. In most space sims you general fly around in a crappy tub hauling cargo until you can afford a decent fighter, at which point most people turn into FPS zombies and blast everything in sight and declare that they've "won" the game.
Trading needs to allow you to buy gear at a decent pace: not so fast that you can immediately retire after 2-3 hauls, but not so slow that it would be faster to just fight pirates and loot. Speaking of loot, it makes the game too easy when you can simply score perfectly-working items from destroyed craft. I know I'll get a lot of hate for this, but it is a totally unrealistic concept.
I'd prefer it if ships actually did just blow up and you had to work for your gear. Tractor beaming escape pods and the occasional cargo module some guy ejected is fine (hell, make it so that ships can eject cargo - this can be used for pickup missions, etc). Grabbing perfectly working modules from combat debris is not.
This would actually make random missions more desireable instead of simply shooting people up to get rich. You'd need to remain in good standing with some people to make money off of their missions. Blowing things up is fun, blowing them up for profit is even better.
p.s.> @Nanaki: the hero was a trader, until the incident forced him to sell off his company. However, it's true the starting missions make it sound like you get to trade. But if you pay attention closely to the dialog, he and Alex have some unrealistic expectations: one trade and they think he can change his starting tug boat for a decent ship? They really need to seriously think about item prices if they implement trade. Otherwise I only need to haul cargo 3-4 times until I can afford a few fighters for my pilots and then just start shooting pirates like now.
>> Random missions
This. PLEASE. Other players have posted very good suggestions. If you've played any number of space sims you'll know this feature is a common request. Why? Because it lets players "do what they want to do" without giving them too much freedom that they get bored, and without straightjacketing them to a scripted storyline. I could go on and on about the types of random missions but this should have its own thread to do it justice.
Be creative. Missions don't need to reward only money. You could win reputation, for example. Better rep = access to better missions. Or even top-tier equipment not found outside of faction territory.
>> Equipment availability
The age-old question: should stuff be easy to find or hard? In SW3 the answer is generally "easy". Visit 1-2 stations and re-dock with each of them repeatedly, and you'll find nearly every item available in the game (with very few exceptions). This is bad. Sure, it gives new players an exciting look at the best equipment, but it also reduces incentive to explore. Why go far into the unknown and possible danger, when you can just grind at the local system until you can buy The Best Items (tm) and then immediately own everything when you finally start travelling beyond your home systems? Nothing kills the exploring spirit faster than this. "Why should I visit X, Y, or Z? I already have the best gear."
>> Easier controls
I really have no idea how much easier you can get. It's a point and click game, what else do you want to throw out? Sorry but maybe I didn't understand the intention of this suggestion.
>> Auto-escort mothership when launched
Agreed, I don't understand why this isn't the default. Why would pilots just drift and let the mothership fly away?
>> autosave on new system
I'm a rabid save abuser so this isn't a big deal for me. It would be a nice (and easily coded in) feature though. Toss it in the options screen.
>> random events
Having looked through the scripts it appears like they were supposed to be available, but taken out - except for those random annoying pirate extortion encounters. Perhaps they didn't have enough time to debug them. There's always the hope of another sequel...
>> faction handling
This will need the game to have a pretty huge overhaul. It's not just about factions and reputation. A lot of scripts have hardcoded stuff regarding this. Spawning flights, for one. Which is unfortunate, as Freelancer, a decade-old game, has one of the better faction & reputation handling I've ever seen in a game.
A lot of SW3's problems are hardcoded stuff, really. Things like hardcoded perk checks, internal XML schema definitions, etc.
>> mothership stopping when fighters dock
To be fair, it's not easy to land on a moving target. Of course, it would help if the mothership only stopped moving when the fighter was already in the landing zone - not stopping when the fighter is half a system away.
>> remembering flight groups
If the launch-all shortcut was clicked or the option "launch immediately when entering system" was checked, I agree the game should remember previous flight groups. I very rarely formed teams so it wasn't a problem for me but I agree this is a useful feature.
>> hotkey to mothership bay
To launch the fighter in each bay? Yeah, this would be useful. It's annoying to have to click on the tiny double-arrow icon to launch them.
p.s.> @Nanaki: i remember reading one of the journal entries (or was it mail items) that mentioned 1 fighter cannot jump through portal so it had to wait for big ship. Always thought that to be odd because patrols appear to violate it all the time...
Btw I also prefer not to auto-launch, mothership makes for good tank in portal ambushes.
>> able to swap pilot order
Probably not important but it's annoying how when you dissolve a team, the pilot you just dragged out automatically becomes the last member. I'd prefer it if I could swap Hero back into slot 1, Ternie 2, Greyhair 3, etc.
>> long distance travel
Schweaty said it: either you take the auto-jump express which leaves you no time to visit a station to dock and rearm, or you're forced to crawl through half the systems in the entire game to reach the destination. There needs to be a middle ground.
@Binesi: aren't Freelancer's systems also self-contained? I distinctly remember jump gates. It's ironic that SW3 savegames contain system info - when I modded the fog clouds, my saves refused to load because they "remembered" the original configuration. Ironic that it remembers relatively useless stuff like that, instead of more important things like how I blew up a station but I come back and it's like nothing happened.
Even something as simple and basic as pilot chatter (be it text, let alone sound) is missing. If I'm not mistaken Nanaki told me triggers could be added but that would mean basically rescripting all the systems. That's probably not even considering trying to random the chatter text.
>> station defense
It's gratifying how stations will auto spawn a bunch of defenders when you start firing at them, but is that it? When you kill them, nothing else happens. Even the local patrols ignore the fact that you're committing mass murder (what do you think happens to all the station inhabitants...). I'd expect waves of reinforcements from other stations and portals from adjoining sympathetic systems. At the very least all the other related patrols should help with the defence, and earn yourself a huge negative rep for that faction.
-
Nanaki
06-21-2010, 11:32 AM
>> Equipment availability
The age-old question: should stuff be easy to find or hard? In SW3 the answer is generally "easy". Visit 1-2 stations and re-dock with each of them repeatedly, and you'll find nearly every item available in the game (with very few exceptions). This is bad. Sure, it gives new players an exciting look at the best equipment, but it also reduces incentive to explore. Why go far into the unknown and possible danger, when you can just grind at the local system until you can buy The Best Items (tm) and then immediately own everything when you finally start travelling beyond your home systems? Nothing kills the exploring spirit faster than this. "Why should I visit X, Y, or Z? I already have the best gear."
This has actually been experimented with, somewhat. There are a few ship models (mainly the Black Stormcrow, Eraser, Templar ships) are only available from certain stations in the game.
Rastix
06-21-2010, 11:49 AM
I don't want to argue with forum's admin but as i sad before noone developer from core team are reading this forum.
Trucidation
06-22-2010, 12:18 AM
Oh definitely, this is just a wish list. You find it on pretty much every space sim game's forum. There are plenty of reasons why.
Rastix
06-22-2010, 09:26 AM
Oh, it's just brain training :D Yep, I understood that now ;)
Marodeur
07-03-2010, 09:35 AM
I agree to most of the wishes... But i have another one...
- A star map i can print off would be useful :-P
http://freenet-homepage.de/allaway/star_wolves/index_english.html
This link is dead. Is there an alternative? :confused:
Stuka10000
07-03-2010, 10:31 AM
I would just like to see the engine optimized better before anything else so that we are not down to 3 or 4 fps in large battles, even on higher end machines.
altean
07-09-2010, 06:19 AM
Please PM me the link on this mod;)
SW is TACTICAL Squad-based with some RPG elements game ;)
7 storylines aren't enough?;)
Yes , but half of them are broken, with lot of scripting errors, sometimes the conversations are just meager hints, other times endless meaningless chatty despite the warning of Ternie, that "everyone" can hear you in space.
Apparently they all have scanners..hrhehehe..
I haven't found 1 dude (pirate) saying that he just eves dropped on us and he's calling in reinforcements to rid us of the universe or just sell us out to some unknown party. lol
Goblin Wizard
07-09-2010, 11:22 AM
Yes , but half of them are broken, with lot of scripting errors
AFAIK only InoCo path is really broken (3-4 script errors). Other paths are fully playable. Here (http://forum.1cpublishing.eu/showthread.php?t=14788) you can find fix for InoCo path.
lamorta
08-14-2010, 11:07 PM
I love Star Wolves 3 Civil War and look foward to a expansion or another game in the series. I would like too see it where whe you win the story line you can continue playing like in 3 it would have been nice to run mission delivering supplys or trading and hunting down more pirates the game may not have continued the story line but you could free play and explore.
Thanks
Lam
Namsum
08-17-2010, 11:45 AM
Hello Poeple!
A lot of my wishes are mentioned before... MS-Chars - Better Sidequests - more open World / less travel.... and so on.
But what i would love is a "Starbase". Did somebody play IWar2 - Edge of Chaos? At the start of the Game you got a old pirate Base hidden in an nebula. You could take your loot to there and sell or recycle to get money or create new items.
You could it use also as a storrage for Pilots. I can take 6 with me and leave the rest an the Base - but they should level up also.
Thats a way to get sidequests to the story - every Char has his own past and future - maybe they need assistence of me? (Yes - like Mass Effect 2 ;-)
Also Motherships - Ships with more cargo to stay longer away from Base or a Tank to do a critical fight. It should be possible to keep them in Base....
And finaly - think about Starbases (NPC). I newer had the feeling to "dock" somewhere. If there is a way to do it like Privateer (Hangar/Bar/Mission Terminal/Stores) you should thin about it. I loved Privateer because of every Planet had his own "Skin" when you docked - it made the universe more "different" and createt an "universe" this way. New Oxford is still in my mind! ;-)
Sorry for my poor English...
Namsum (A huge Star Wolves Fan)
hey guys, i'm new here, but i would like to add few my ideas i would like to see in next game:
- active (long range)/passive(short range) radars and ability to detect active radars easily
- specialized ships - would be good to see clear distinction between classes - light vs heavy (good maneurability and speed vs armor and shields), interceptor (gunship destroyers) vs gunship etc...
-
ChronoDome
11-26-2010, 12:30 AM
1. Bring Back The Bridge Crew. Why???
Two Reasons:
1st... I Was Almost Happy About The Firmwares
(I Got Firmware MK III Weapons)
So... I Thought If I Have Lasers It Would Always Be A Sure Hit
But No, Sometimes Its A Miss
2nd...Its Much More Better If Humans Are Piloting The MotherShip
Because Of The Perk From The Pilots
AI's... I Hate Them (I'm Kind Of Selfish, Ain't I???) LuL :3
2. The Mothership (This Is Important For Me)
Change The Size Make It Bigger ,I Would Like 4 To 5 Turrents
(Like Ramadanta) ,4 To 5 Systems Also And High HP And Shield
The 2 Cannons Are Already Good. Last One Thing New Motherships,
YES Motherships Not Mothership
Two Reasons:
1st...I Used Logic For This One
It's About The Fighters And The MotherShip
How Would The Fighters Fit Inside The MotherShip
I Always Notice This When My Fighters Dock
Makes Me Laugh, Sorry ,Can't Help It
2nd...I Hope For Some New Classes Of MotherShip
I Liked The Lion MK II
It Was A Beauty HaHa
3. Owning A System
Its Pretty Much De Same To Previous Post
4. I Don't Want To Fight The Old Team (Except For Viper And Heretic)
Makes Me Feel Sorry And I Kinda Miss Ace And Astra
5. When The Final Mission Ends
I Want To Play It Some More Or To Put It In Simple Words FREEPLAY:grin:
6. New Enemies
I Liked The Angorians WOW They Were Just WOW
Aliens I Like Them Green Makes Them Really Look Like Aliens HaHaHa
The Precursors
Uhhm.....
I Don't Care What They Look Like But Don't Make Them Strong
Its Name Is Already Scary (Please Don't Make Them Dead)
And Forms Of Monster
Like A Squid In Outer Space
And Maybe Some Other Form Of New Races
7. We Love Fighters
So... New Ones Would Really Make Me Happy
Like Those Fighter T, I Mean When Did They Have Their On Production
It Was Cool That The Templars Have Some Of Their On Holy Fighters
8. Lots Of Treasure Hunting
Always Makes Me Intrigued To Find Those Caches
9. EPIC BATTLES Like The Cache In The Precursor System
Inside A Globe That Star Hammer Memorial
10. Side Quests
Lots Of Lots Of Side Quest
Like In StarWolves 2
Thank You,
Knave
11-27-2010, 07:45 PM
I've played all 3 games to some extent and joined to add my 2 creds.
Mothership improvements:
1) A system or turret that streams repair nanites to friendly units. You could limit it to your squads, but why not let it repair any Green allied unit in range? How many times have you wished you could repair your AI backup?
Limitations include range and that players can not directly control which ship gets repaired. Perhaps it will repair a guard bot while letting your own craft explode?
2) Salvage!!! Give us a system to actually recycle some of those dead ships. If you can stream nanites to assemble a ship, why can't you stream nanites to disconnect systems and cut the ship up into cargo sized pieces? The amount you get from a dead ship could be determined by the size. Low level salvage systems pull mostly intact armor plates and once in a while a broken system/weapon. Higher level salvage systems search for the mostly intact system components. The better the system, the better the extracted material. "Space junk", is always an option it means a salvage roll failed and as you can guess is worth only a few credits. More on repair below.
Disclaimer 1: Due to the energy required to operate to a salvage system, the mothership can not power its weapons or engines at the same time. Only the salvage and tractor beam can work together.
Disclaimer 2: I believe SW3 refers to salvage operations as illegal in some regions. Best not to get caught hacksawing that Stone Arrow by the patrol! :grin:
Salvage chart example:
L1 system does: 50 dmg and gets 1 small roll, every 10 seconds (until target explodes from damage)
L2 system does: 100 dmg and gets 1 moderate roll, every 8 seconds...
L3 system does: 200 dmg and gets 1 medium roll, every 6 seconds...
L4 system does: 500 dmg and gets 1 large roll, every 5 seconds...
L5 system does: 750 dmg and gets 1 massive roll, every 4 seconds...
Roll Chart: On a 1-1000 roll scale, wide range to minimize lucky hits.
FOR L1 Roll;
000-250: Nothing
251-600: Space Junk sells at about $4 a unit
601-900: "Like New" Armor plates worth about $11 a unit
901-975: Systems/Weapons components, worth $25 or used in repairing gear.
976-998: Heavily damaged system/weapon, needs multiple parts & skill.
999+: Intact component, lets face it they probably cheated to get this.
...
FOR a L5 Roll:
000-040: Sucks to be you, nothing.
041-060: Reroll as a L1 roll.
061-080: Reroll as a L2 roll.
080-100: Reroll as 2x L1 rolls.
101-125: Reroll as 2x L2 rolls.
126-150: Reroll as a L3 roll.
150-175: Reroll as 3x L1 rolls.
176-210: Reroll as 3x L2 rolls.
211-250: Reroll as 2x L3 rolls.
251-300: Reroll as a L4 roll.
301-350: Reroll as 2x L4 rolls.
351-480: 1-3 lengths of power conduit, resale at $215 or so
481-630: 1-3 intact circutry components, resale at $260 or so
631-790: Heavily damaged system\weapon, ship dependant
791-900: Moderately damaged system\weapon, ship dependant
901-960: Lightly damaged system\weapon, ship dependant
961-980: Intact system\weapon, ship dependant
981-999: 5x L4 Rolls (motherload of lesser parts)
1000+: An odd item, they probably cheated to get it, but it sells decently :cool:
Disclaimer 3: All parts heavily, moderately, lightly damaged or intact are relitive to the ship type that dropped them. This could reference into the original loot charts if they exist. IE only fighter parts on fighters, a walrus will not have heavy calabur cannons, dead stations are mostly armor and systems. Alien ships tend to have alien gear, berzerks, etc.
3) Repair. (Told ya!) The ability to take damaged components you have gathered and return them to a working state. An extra tab on the mother ship may be required to handle this. Perhaps an extra option while at a maintenance station? To repair it you would need a systems tech with training at that level or higher. Additionally you would need x number of spare parts or components, possibly based on the rarity of the device. It would also be nice to have the options to sell the component damaged for a lot less or to gut it for components. After all, who needs 14 storm ECM units?
4) The ability to upgrade basic mothership components. IE an Engine slot, a Shield Generator slot and maybe an "universal" slot. For the right price at the right location you can purchase an upgraded engine. You know, for the right price you can swap out that old 2 stroke engine for a V8. ;) A core shield slot would be nice. Sure you could remove it but then you'd have NO default shields. Or you could upgrade it with a Kali from the original 500 point shield, without chewing up a precious systems slot. Higher end mother ships may have more than 1 shield slot, IE mantacore could have 2x 2500 shields.
5) Large Calibur rapid fire guns! GRRR! You have no idea how bad I want a 80 dmg, 150 speed chain gun for my main gun! Sure 800 dmg and 15 speed is nice, but in one game when a butcher came at me loaded with a slew of rapid fire guns... I went "I want THAT for my Big Guns!" Seriously, I'm not alone in that am I?
6) Factions, clans and small companies. Someone suggested starting an empire, that gets unrealistic. But it would not be unreasonable to side with a pirate clan or one of the smaller factions and assist them in caputing a system or sector. They become Green allies to you and offer better prices or more options. Their enemies most likely start to hate you and unless mission specific they become Red. Maybe I'll help one of the dinky outpost stations in a lawless sector reclaim the sector. Perhaps I can help them repair and reclaim a patrol station, thus starting to send out their patrols in the sector. Maybe they want to seize the local smuggler's station, if they take it pirates are reduced but a "legalized" smugglers market becomes available. Etc. While I know some parts would be a simple flip of a switch code wise, others would be a complete pain. So I understand if this doesn't make it in.
7) Stations. For @$%& sake, there have been how many years of brutal war and chaos now? Why are military stations and patrol stations unarmed? They should ATLEAST have low grade turrets and maybe even low end capital ship shields! Their armor is rediculously high, as their should be several hull breaches by then...but they should be treated essentially as non-moving motherships. All stations should have at least 1hp/s regen systems.
Mining, LOX and misc stations might have minimal shields.
Repair stations should have a turret, minimal shields and Good repair rates.
Commerce stations should have light shields a turret or two and maybe a low level anti-missile system.
Patrol stations should have moderate shields and 3 turrets or so around the upper edge, that would give them huge arcs of fire for defense.
Pirate stations should be somewhere near the rate of their comperable station. Maybe with more shields and less HP since they could be under maintained.
Military stations should be heavily armed, shielded and armored. These are intended to with-stand enemy assults and clean up the mess afterwards.
...
If factions are enabled then stations should be able to offer to surrender. A surrendering station switches to the alignment and faction it yeilds to. If you happen to be allied with that faction, you may get better rates, etc.
(Yielding not absolute, only possible to occur)
Commerce stations yield at 40% hull.
Patrol and pirate stations yield at 25% hull.
Military stations yield at 10% hull.
Repair yields at 20% hull.
Misc others at 35% hull.
---
Okay that about sums up anything I can think of just now. Sorry if it seems like a bit of a rant. I don't know how many times I was floating past a 'debris', 'ship carcass' or 'dead ship' and thought it was a waste to leave perfectly good salvage there! :)
-Knave
Goumindong
11-28-2010, 03:27 PM
A X^3 style game world would be nice (as in, a real working space economy). But i think that the primary motivation in Star Wolves is making the combat good.
And there are significant problems in that regard which ought to be fixed.
Lets break these down into weapons and maneuverability/piloting.
Maneuverability and piloting are clearly king in combat. Well, that is, until they break and your pilots get so maneuverable that they simply stop an turn in spot(where they are then murdered).
In General what this means is that people who have good piloting skills dominate people who do not until such a time as the ships they have get too maneuverable and are prone to simply being terrible.
Not the least because of this, but also because other specializations need to have oomph (we will talk about missiles later). Piloting ought to be a separate function than maneuverability(in order to rectify this I am in the process of modifying all the maneuverability values for every fighter in the game for SW 3).
I.E. piloting determines what you do with a ship, maneuverability determines how well you can do it.
To be more explicit, as a pilot gets better, he should get better at doing specific tasks such as "getting and staying behind an enemy pilot" or "keeping enemy pilots from staying behind them" or "keeping enemies off the rear ends of wing mates"
As it is, it seems pilots simply fly around randomly and take pot shots when they can, no different piloting techniques are used when you have lasers or your opponent has lasers etc. This may not be the way that things really are, but unless specific target orders are given that is certainly the way things seem. One member of the wing will catch a bogey on their tail and the other members of the wing will happily sit there trying in vain to shoot someone else while their friend gets shot up. And that friend, even though he can simply get out of the line of fire by speeding up to their max speed won't do it and will keep trying to turn into the enemy.
Either each member of the wing needs to be able to be given much more complicated orders (while still being able to maintain wing functionality), or the piloting ability needs to get a lot smarter about how pilots fly and not simply make them more maneuverable (or give them bonuses to hitting or not hitting)
The second issue that needs to be resolved is missiles.
Missiles have a large problem in that they are either ridiculous useless (enemies shoot them down easily for non-specialized pilots) and when they hit they do about as much damage as a single volley from high quality weapons (for instance a cleaner with 2 helios combat lasers does 400 damage for two hits, 440 for a laser specialist, almost as much as a torpedo).
Or, with the right "clickies" they're massive ridiculous killing machines which murder entire wings without doing much. ALRMs with the missile damage boost clicky pretty much kills any wing in the game before it can do anything. Considering you get 2-5 clickies per map and well...
Missiles either need to be treated more like regular guns (I.E. their marginal cost of use needs to be zero) or removed as specialty and given status as long range pre-engagement killers that you use when you think the resources are worth it.
They can be both but it would require a large departure from the current system. I.E. consider a system where missiles "regenerated" inside a fighter. So that you reasonably had a full load of missiles for each engagement, but only for that engagement. Use them wisely. While at the same time, your mothership could, a limited number of times per map, launch area torpedoes that did massive damage.
---
Solving these two problems are, imo, the most important aspects of making a better Star Wolves.
Trucidation
11-28-2010, 11:43 PM
Excellent observations Goumindong. Yeah, there's really only "one" AI and the manueverability/speed pretty much determines how each ship flies. They all behave more or less the same. I don't hope for something as customisable as Dragon Age's combat tactics (that would be awesome gravy though), but you figure a pilot who's got a repair module equipped would at least have enough brains to use it on a damaged teammate right?
The LRM missiles do seem to be designed for pre-engagement: their range pretty much means you're invited to blow things up before they even see you. I'm... not too comfortable with this (it feels cheap :p ) but some players enjoy this. Ditto torpedoes. The other missiles - well, a "regenerating" load is an interesting idea. For my mod I simply upped the pod count and toned down the damage a lot. Mothership missile launchers are also a good idea, although it may be wise to differentiate which missiles can be used by what.
I mentioned something else in another thread I think: degradable modules. Right now a nearly-destroyed ship flies just as good as a brand-new ship. Ha. What if certain hits could cause modules to take damage? The idea is the more damage a module takes, the less efficiently it operates. Each module would have a min/max rating for what it does. For example a shield module which gives 200hp. Max would be 200hp, let's say min is 50hp. When it is intact (100% ok) it produces 200hp. The more damage% it takes, the lower the value goes, until at 1% ok it produces only 50hp. When a module reaches 0% it's considered destroyed (dock at a station to get it repaired).
This way we can boost weapons indirectly as well: e.g. lasers would only produce "normal" damage and only have a very low chance of inflicting damage on modules. Kinetic guns would have a better chance of damaging modules. This would make up somewhat for their crap "normal" damage. Heck, there could be "hacking" type modules for use by system specialists which would temporarily disable a ship's modules (set them at 0% for a certain duration). And modules which prevent this kind of hacking. Repair modules would certainly be much more useful.
There's a lot which SW3 can change fairly easily - we're not talking about massive game engine changes either. I'm kinda disappointed the next installment seems to be mostly about better graphics but we'll see when it comes out. One can hope...
ChronoDome
11-30-2010, 11:20 AM
I Totally Agree With Goumindong
The Pilot Should Be Aware Of Enemy Fighters In His Rear
Rather Than Making A Complete Stop And Turning For Your Death.
I Hate Those Fighters Equipped With Chain Guns And Yataghan.
These Fighters Always Manage To Destroy A Single Ship In Your Team.
Grinds Them Up When My Pilots Making A Turn.
(Even If My Pilots Are Already Fully Perked And Their Fighters Is A Wyvern Mk II)]
(I Always Say: WTF!?!?! Even With A Support From The Mothership With Top Tier They Still Manage To Destroy A Fighter!?!?!)
He/She Should Do The Best To Avoid Enemy Fire
Or He/She Should Boost The Speed To Avoid Enemy Fire
Or Maybe Don't Make A Complete Stop While Turning
And Gives Me Another Idea (Another Request)
The Pilot Should Not Only Concentrate To Its Single Target
For Example:
Your Pilot Has A Target But It Is Right Behind Him...
So He/She Would Make A Turn
But There Is An Enemy Fighter Right In Front Of Him/Her
And Should Open Fire To Take It Down As Well
I Always Order My Fighters Which To Kill First
But Always Re-Order Them
If There Are Enemy Fighters Right In Front Of Them
Its Very Stressful
Re-Ordering Them Again And Again
Edit:
When I Said Chain Gun
I Meant All Types Of Rapid Fire Like Vindicator
But Sometimes Aliens Are Causing These Troubles As Well
Because Of That Green Missile
Goumindong
12-03-2010, 03:58 PM
I actually don't mind the whole "you have to give specific orders to your team mates" aspect. For instance, i love that I can have a single member of my squad on missile/repair duty and he can still attack.
All I do is pause when i hear/see a missile, turn on the anti-missile defense and when the offending missiles are no longer in the air, turn off the missile defense. (ditto repairing)
My gripe is more that when I have pilots on Defend or Attack they are incompetent. An order of defend or attack should not have the pilot do a specific simple thing (though they should focus on the target you have selected), but should influence their behavior in a very specific way.
A pilot on defend should be concentrated only on getting an enemy off his rear(or concentrated on getting enemies of his friends rear, either one), and should be fairly successful at it. All of this of course depends on whether or not the pilot is good enough and the ship is fast enough/agile enough. A slow but agile ship should attempt to out turn an enemy, a fast ship should run out of weapon range and then re-align when the enemy can't shoot at him, so that when the enemy is back in range its no longer a threat or no longer a threat anymore. Pilots on defend should still be able to shoot(as shooting is part of defending yourself), just concentrated on not dying more than making others die. If i have a pilot on defend(or attack, it doesn't matter which) and a target they should make sure that that target won't be able to get a good shot off on whatever they're trying to kill.
A pilot on attack should be concentrated on attacking the target and should be fairly successful at it. The way in which they go about it should be different for each weapon. If they have lots of lasers they should be concentrated on making passes at high speed (because all you need to do is get the enemy in your sights for a second).
If the pilot has high RoF weapons then making high speed passes isn't valuable, the pilot should be concentrated on getting into a position where they have lots of time to make attacks.
If the pilot has SRMs active they should align themselves so that their friends won't be incidentally hit by their shots. I can't tell how many times i have blown up me entire team because i launched an SRM/LRM and had the super damage clicky on and then another team mate decided to fly right into the path of the super-missile of doom.
In addition, a pilot who has missiles active needs to have some sort of consistency of when they will use them. If missiles are active then the pilot needs to fly at a distance where the missiles will actually fire. Again, i cannot tell you how many times I have triggered SRMs for a missile pilot and had the pilot do nothing buy shoot their 2 small guns at enemies and never actually use the missile!
Pilots need to be better at running away from their wing-mates and escorts. A wing of pilots attacks my mothership which should be an easy fight considering the proximity to the laser/chaingun spewing monster... Nope, because invariably the enemy will chase one of my pilots off of the mothership and he/she will drag the others out there so that they can have a fight away from our fire support. It would make sense if it was the enemies running away, but its my own damned pilots!
For some reason i feel that these problems did not exist as much in the first game. It seems like as piloting got better my pilots were less likely to run away from the fight because they got someone on their tail and were incompetent at shaking them. That my pilots were less likely to sit and spin while enemies chewed them up and were more likely to fire their missiles.
______
That being said i want to elaborate on the LRM/SRM thing.
There isn't much of a problem with long range engagement missiles existing and being effective. The problem is that LRMs/SRMs use the same resources. I.E. LRMs and SRMs are money and purchase limited and use the same launcher.
So if you want to use SRM's because you think missiles in dog fights are cool, then you can't use LRM's. And if you want to use LRM's because you know that LRM's are awesome and pre-engagement is valuable you can't use SRMs. (and you're probably going to be flying a ship that is worthless in a dog fight anyway). Because of this you're pretty much locked into playing a certain type of way. One of those ways which is pretty clearly inferior to the other.
The second problem is that missiles both do too much damage and don't do enough damage and there can really be no middle ground with the current setup. As it is, the clickies mean that LRMs or SRMs will simply take out an entire wing in one hit but that SRMs are pretty weak otherwise.
This is good in one way as the clickies limiting LRM usefulness means that you can't just sit back and bomb every enemy you see with your 400 range radar then redock and get more(exception is berserks of course as they have so few hit points and weak ABM). But its bad in another way that SRM missiles only do about as much damage as a single high quality laser shot unless you use the clickies... and if you use the clickies then your entire wing will explode because the SRM will turn into the equivalent of a torpedo.
If SRM's are to be limited use weapons they have to do a LOT of damage, they pretty much have to take out a ship(any ship) in one hit. But at the same time, they can't be such that the explosion is able to hit multiple ships.
It is funny when the MSF stops me for being a pirate and starts to attack and a single SRM wipes out 8 of them. Its not funny when a patrol launchers a SRM at an enemy pirate I am tangling with and the explosion kills me when I am unable to shoot down the missile! (because you can only shoot down missiles that are targeted at your wing, not allies, and not enemies. So if a missile is shot at an enemy and you are too close when it goes off you get hurt)
Its funny when you can lay waste to swaths of enemies by launching 8 LRMs in quick succession that all explode in huge gigantic fireballs of wing killing death. Its not funny when those same "fast launch" clickies are useless with SRMs because they send 3 missiles at the same target before you know it and the explosion of the first one blows up the other two!
To put it in a simple way, the reason that these problems exist and cannot easily be remedied is that SRM's and LRM's use the same game resources. Think about a game as an attempt to succeed against some odds using limited resources. When two things use the same resource you will always and only use the better of the two things (unless you're masochistic). If two things use the same resource and have wildly divergent uses then balancing them becomes problematic.
If SRM's and LRM's are on different resource schedules then you can design them in such a way that each one is useful.
Dantiandeo
12-04-2010, 01:11 AM
Hi, I'm long in with Star Wolves but new to the forum. To be brief, i agree with ChronoDome and Goumindong suggestions and alot of the other thing.
One thing about the fighter not just focusing on its primary target wouldn't be so hard...just look at the mothership, it does it all the time.
Also i do NOT believe this has not be mentioned yet as it seems to me( might be that i'm blind tho...). How about online play...I'm not suggesting MMO style, More like Diablo 2, Baldur's Gate and Icewind Dale style. Every Player has his money and stash of items and controls his own fighter. The Mothership would either be an AI that takes commands from the person who started the session or who ever decides to steer it. And I even produced a solution for breaks. Upon Pressing Spacebar there would be a message (e.g. "Player XZY suggests Pausing") and everyone that agrees presses spacebar as well, within like the next 2 seconds. If not everyone agrees it will be chosen to have a pause depending on how many said Aye. Majority Aye means Pause and majority Nay means no pause. I'm still trying to figure out how to handle loot. This online play would heavily rely upon Free Roam Mode.
It could also be that there are different servers, or example one server is just completely you and the group o friends you have decided to play with, where the storyline quest could be you and your friends trying to build up a reputation as a reliable mercenary group/ Traders Company/ Transport Service/ Guards/ Etc.
And on another server you could battle another group of players.
Having this "1-Player-1-Ship" Multiplayer mode would also give rise to REAL tactical game play. Since Players do not just chose target and wait until target eliminated. This would be good if it could get a system similar to Star Trek online with the 1-player-1-ship.
Thats all from me for now.
Goblin Wizard
12-15-2010, 05:32 PM
I've just read this (http://www.rpgwatch.com/show/article?articleid=167&ref=0&id=451) interview.
Damn...after each answer I had one thought "I want this in Star Wolves...I want this...I want... I WANT ALL OF THESE!!". Truly, I'd like to see all these features in Ashes of Victory or SW4.
Some best parts below:
"The world has to live on its own, driven by AI. Traders dock on stations to trade, miners go deep into asteroid fields to search for ore, scientists roam the sector looking for anomalies to research, police squadrons go on patrols and deal with pirates, military fleets round up and attack enemy fleets... all of that and more goes on regardless of where the player is. The AI doesn't act only when you're nearby... they live their own lives."
"We actually aimed for this "scenario" approach, to ease modding and mod implementation, but it also enables us to easily create new content and ad it as new scenarios. And I'm not talking about DLCs here, but rather new game content we intend to release as free updates. It is our wish for SPG to last longer and not flash for a month and then disappear."
"RPGWatch: Capturing enemy ships has always been a favourite element of mine - how does it work in Starpoint Gemini?
LGM: Every ship has a predefined maximum number of Troopers it can carry. When trying to take over a ship, you first have to knock out one of his shields, either by draining it, destroying it, hacking it etc.. Then you can transport Troopers onboard to try to take it over. There's also a Perk that improves your Troopers."
If those guys will keep all promises it'll be a fantastic game. The Elite Games team should really consider "borrowing" some ideas form them.
Trucidation
12-17-2010, 11:42 AM
Thanks for the heads up Goblin Wizard, I'll look it up.
Edit:
Apparently it's somewhat like Space Empires: Starfury, in that it's not actually 3D but flying around on a plane. Well, crap. I enjoyed Starfury but I don't think I can't stomach another 2D sim. The other ideas are pretty good though, like being able to hire crew to man the mothership, and ship boarding combat instead of just shooting up everything.
TrashMan
12-27-2010, 12:11 PM
More mod support. Some tools and documents!
Mod support is VERY important. Keeps the game interesting and fresh long after it's release.
Rolotomasi
01-26-2011, 03:26 AM
i have to agree with defend missile and repair should assume attack role when no missile in bound or no damage done.
defend role need to be improve. they should not chasing the enemy across the system. go back to target after some range.
my ultimate wish is for online server with some monthly subscription(to combat piracy) as per dantiandeo suggest.
no pause, just 2x speed.
at char screen let us choose MS & team with gen1 fighter. choose faction and grind equipment + perk. if MS is destroyed you lose everything but money and starting MS. nearby player can loot all?? O.o
you can assemble other player's team and raid other faction. or just enter a portal to a full pvp system where station can be capture and change side between station.
if those too hard to be realized, just give us pvp system and no grind. all perk maxed. just choose your team and best gear available and join the war.
maybe rank to join gen1 fighter instance b4 you could enter gen5 instance. if straight to wyvern mkII & T ship, it could get bored fast.
i wish i wish i wish!!!
k1net1cs
01-26-2011, 05:45 AM
defend role need to be improve. they should not chasing the enemy across the system. go back to target after some range.
I think a pilot with the defend role attacks whichever ship that attacks the team leader & member(s), and doesn't pick an enemy on its own...so if he/she doesn't 'see' anyone attacking the team, he/she won't shoot at anyone or help attacking.
The probable reason a defending pilot may chase an enemy too far from the wing formation is because the enemy ship is still 'locking on' the team leader, but needs some distance for its next attack run.
maybe rank to join gen1 fighter instance b4 you could enter gen5 instance. if straight to wyvern mkII & T ship, it could get bored fast.
Isn't this already been implemented on SW3 Civil War?
Rolotomasi
01-26-2011, 06:28 AM
Isn't this already been implemented on SW3 Civil War?
i mean for online server, each generation should have own server/realm. if not all want to fly best ship.
k1net1cs
01-26-2011, 10:39 AM
i mean for online server, each generation should have own server/realm. if not all want to fly best ship.
You probably meant a rank requirement in the multiplayer mode, which shouldn't be too hard, IF there's any multiplayer maps or co-op missions.
If different generations mean different servers, how are you going to assemble a team that has ships from various generations?
The biggest problem with multiplayer is the game speed implementation.
And without the inability to speed things up, playing multiplayer would be downright boring.
This one time I raided Fronn's armory (which netted me 5+ mils. afterward), after I was done blasting off the bays and its debris, while waiting for the MS to collect the loots on normal speed, I took a bath, had dinner, and still had to speed up by 4x because it hadn't finished looting by the time I got back to my room.
Of course Fronn's case is one of the extreme cases, but you get the idea.
Either multiplayer should have smaller maps, or more things to do like an ability to mine asteroids, a live economy, w/e.
If multiplayer mode is everything the single player mode is just with more players, scrap that.
My own personal wish is to fix the ship's pathfinding.
It's often that escorting ships bonk whatever is ahead of them, and sometimes going to an eternal spin unless being bonked again by the MS.
Also, I like the BGM from SW2 better; the ambience of the tracks fits the spaceflight theme perfectly compared to the ones in SW & SW3 CW, but keep the battle tunes from SW3 CW.
Antixus
08-28-2012, 02:28 PM
Cool , another SW game :) Now only 4 , 5 and 6 to come in future :)
BlackSpirit1
08-08-2013, 05:12 PM
I think they should add something with the alien races. It could be AWESOME! :grin:
kolomans
08-26-2013, 08:33 AM
I think they should add something with the alien races. It could be AWESOME! :grin:
Alien, Berserk, Prekusor, Angorian (http://www.google.pl/search?q=angorianie+star+wolves+2&bav=on.2,or.r_qf.&bvm=bv.51156542,d.bGE,pv.xjs.s.en_US._-554IbEZc0.O&biw=1680&bih=935&um=1&ie=UTF-8&hl=pl&tbm=isch&source=og&sa=N&tab=wi&ei=URIbUsD_G8aG4gS6o4GIBA#fp=5819d4c08e7dbab0&hl=pl&q=star+wolves+2+alien&tbm=isch&um=1&facrc=_&imgdii=_&imgrc=AUelSvNY68m9nM%3A%3BndaVvBiVZnV3iM%3Bhttp%25 3A%252F%252Fwww.1cpublishing.eu%252Fdata%252Fgames %252F38%252F1216_starwolves2_11.jpg%3Bhttp%253A%25 2F%252Fwww.1cpublishing.eu%252Fgame%252Fstar-wolves-2%252Foverview%3B800%3B600) right?
MaverickJO
08-26-2013, 01:17 PM
Ded gaem :\
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