Hey Warzog... I'll offer you a trade... if you'll get my custom cockpit working (I posted about this in the main editing forums, and the 3D files/Mat are all done), I'll rework the SUR file for that station that's giving ya trouble, so it'll work right
Wanna deal? I suspect that my problem is easier than yours
... but on to the main business, which is more or less a short review.
I've been playing your mod for about 45 minutes. I haven't left the original planet, gone to any of the kewl and unusual sights, or even bought a new ship yet. I've just been taking missions and blowing things away. So bear in mind... this is mainly a review of gameplay, and while it's not all positive, it's not meant as a slam on the obvious polish and style of this mod.
Things I Like:
1. This has to be the most beautiful mod I have ever seen, visually-speaking. It meets or exceeds the visual standards of the original game. I have yet to see an object (in space, on the ground is another matter) that doesn't look dark, mysterious and wonderful. If all of the systems are this pretty, and the objects in them are lit with such careful attention to the placement of lights, ambient light and features, then I may go touring the systems just to see the sights. Well done.
2. The inclusion of new characters and Rumors is very cool, and must've been a ton of work. The way that you start off in a distinctly neutral balance with the available Factions is also a nice touch.
So, overall... I'm impressed. Please bear that in mind... much like my review of Slivik's Tie Universe mod, the following is:
A. Just my opinion.
B. Not meant to annoy you personally in any way.
C. Like seeing a dark stain on an otherwise perfectly white tablecloth- it won't kill you, but it bugs you.
Things I Don't Like:
1. Combat, Combat, Combat... there are a lot of problems here, in terms of game-balance and design approach, in my opinion. Before I go further, I should reveal my biases- I like games that reward skill, involve swift kills, and are fast-paced. For example, I am a huge fan of Counter-Strike, where a single headshot means your opponant dies... NOW
A. The ROF (rates of fire) of the weapons in this mod are far lower than I remember the weapons in the original Privateer being, and I don't like the effect this has had on the gameplay. This more-or-less cripples the AI, which is inaccurate even at the "ace" settings. I'd double the ROF, and leave energy consumption and damage alone. This would make the AI much more dangerous (at all levels of the game), but would also reward players.
B. The secondary penalty of not having a high enough ROF in a game like this is that the thrusters become less and less of a tactical tool. I found that if I kept to slower-than-top speed and just followed bad guys around, they'd die, eventually. There wasn't any need to use the thrusters... the AI wasn't hitting me enough to kill me, unless I sat still, so I just used strafe occasionally. Mainly, though, I got very bored following enemies around, waiting for my shots to occasionally hit and finally destroy my enemies.
C. The rewards of combat are waaaaaaaay too high! On my very first mission, I got a Shield Mark 3 and Power Upgrade Mark 4... that's a lot of free credits for players for one mission. Considering that the enemies weren't any kind of real threat, I took 3 more missions and had enough money to buy all but the most expensive fighter offered.
D. I saw no point in upgrading from the Tarsus to something heavier and slower, when it was more than satisfactory. Nor did the thruster upgrades matter much.
E. Weapon balance doesn't much resemble the original game. In the original Privateer, lasers were just about the best weapon, despite their low damage. This was because of their range and ROF, which was quite high. Since you're not using fixed-forward weapons for the ships, you can't duplicate the effect of having 6 lasers firing in a nasty grid every quarter-second. So you should probably make them have a higher ROF (after raising the ROF of everything else), but cut their damage a wee bit. I think they should have a refire rate of between 0.3 and 0.4, myself.
2. Movement with the ship revealed some problems. This is only with the Tarsus, but I assume that since it's the starting ship you put a fair amount of time into scripting it "just so". I think it still needs a little fine-tuning:
A. I can see why people are probably having trouble landing on bases- among other things, the nudge_force is waaaay too high. Nudge_force / linear_drag (engine + ship) = top speed of nudge. It shouldn't ever be above 40 M/s. Really. Strafe can be quite high if you want, but Nudge needs to stay low, or the docking AI won't deal.
B. In the original game, ships didn't stop on a dime, or turn on one. Go download my mod, where you can see some (admittedly-extreme) physics models, where ships can't just stop whenever they want, and don't instantly-decelerate after events like Cruise or using Thrusters. Maybe I'm just an old stick-in-the-mud, but I strongly prefer a game with a "loose" steering model to one where all of the ships fly like they're glued to an invisble ceiling.
C. In the original game, running into things HURT. Two collisions with an enemy fighter, and you were DEAD. This is super-easy to fix... please, make running your umpteen-ton fighters into objects at 200+ KPS... a little more dangerous.
3. Gameplay grumbles of a general nature:
A. In the original game, there weren't any nanobots. Or shield batteries. As ineffective as the bad guys are... I haven't had to use either one yet, but that's beside the point. When your shield is down, you should be WORRIED
B. Again, in the original game... when an enemy's shields went down, you had about 5 seconds to react and kill them. Shield didn't pop up this quickly, and the ship's armor was more important.
Last words: when I'm referring to "the original game", I'm talking about Privateer... not Privateer II, which was a horrible piece of bad game design, and sold very poorly with good reason. Privateer = classic... and unfortunately there aren't any ways to re-do some of the best parts of the game with the current FL engine. But what you've got here is a very nice start. Just tighten up the gameplay... make things a lot rougher and meaner (i.e., more like the original), and this could be a really classic mod
Edited by - Argh on 11/10/2004 7:40:03 PM