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Retroboy
27th May 03, 6:11 AM
I call 'em "tweakmods". These are modifications that are nowhere near the scope of total conversions, and don't necessarily add things like new ships or major elements to the gameplay. These often don't effectively change the game itself - they could change sounds, voiceovers, music, etc.

The tweakmod that I'll be looking into once the game is released is significantly increasing the complexity of the damage effects (smoke, sparks, etc.) and explosions. Going by Uber/Fox's E3 video, the damage effects are very nicely done, but I'd like to see if they could be considerably ramped up once Relic is through with them - a simple example is significantly increasing the count of, and decreasing the size of, the shrapnel given off, and slowing the whole process down. It's undestandable that for performance reasons, Relic may want things relatively simple, and of course we haven't seen the final version yet, but I still think I'd like to play in this area a bit just to see what can be done.

Anyone else thinking from what they've seen so far that they'd like to do a "tweakmod"?

-- Retro

Elif Tymes
27th May 03, 7:04 PM
Invinci Scouts :-D

or, IonFighters,

or, even better!

Candy Corn torpedoes!

Starfisher
28th May 03, 9:39 AM
Derelicts after big ships blow up.

What you would need to do would be to make a bunch of derelict models and tag them as asteroids. Then, whenever a big ship blew up, you could place one of these models in the explosion. Steps would be taken, of course, to make this transition as seamless as possible.

Various practical problems come to mind - framerate issues mostly. Still, it would be a cool mod, and not much work once you figured out how to do the switch.

Retroboy
28th May 03, 1:12 PM
Ooh. Good one.

The previews all state that there WILL be debris as a harvestable resource, but we haven't seen it yet in any of the preview movies. Depending on how well it's implemented, 'fisher's mod might be a freebie!

-- Retro

Starfisher
28th May 03, 4:48 PM
BWAHAHAHAHA!