Hi guys. I've just started playing this mod, and haven't played earlier versions, frankly... so please bear in mind that my comments are based on just messing about with OpenSP.
I've been playing for about 1 hour, and I'm lvl. 5 at this point, also, so I fully appreciate that I haven't seen the entire mod by any means. Please take my critique of the gameplay with the proper amount of salt- I'm probably missing a lot've the dynamics here.
OK... first off, the good things:
1. I like the custom weapon effects. Very pretty, and the beamers are very nice indeed. Overall, this mod has some of the best use of Beamspears and ALEs I've ever seen- very creative.
2. The game's code feels rock-solid. No significant problems, crashes, or other issues.
3. The custom Intros are bad as ... uh... heck
4. It has that Evo. feel to it- it doesn't feel like a bunch of ships and things were just randomly slammed together. Evo has always been my yardstick for what is "good" in a mod that mixes FL's original ships and weapon concepts with new ones, and this one has that same, nicely-polished feel. I haven't yet seen a ship that makes me go, "hey, you're in the wrong movie... I mean... game".
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And here are my first-hour critiques. Please, don't look at them as "complaints"- I can see that you guys really worked hard on this thing, and unlike certain mods made with certain <cough> star wars <cough> ships... nothing about this mod's game-balance or game design, thus far, is really irritating me- these are just minor quibbles. In short, if I'm missing the point on an area or three... well, I've only been playing an hour, so feel free to chuckle at my ignorance
1. I feel that many of the ships don't fit the visual themes of the Factions they're assigned to. This is a purely aesthetic judgement, and as such, it's all in the eye of the beholder- and I know that y'all have been putting this together with whatever you've had in terms of art resources- as I'm running an art team myself, I know what you're dealing with.
But, for example... the Rogue's Shrike, while a pretty vessel, doesn't share any visual similarities with the Bloodhound, Wolfhound, or Mule- the characteristic boxes-glued-together-with-engines-on-the-side look of the originals. It's a very silly quibble, on the one hand- if the Shrike's attractive (which it is), then who cares? But... to achieve classic status, I'd suggest looking at your art assets, and cutting pieces that don't fit their visual themes as well as they could, and switching things around to match your art assets to the Factions a little better.
2. The AI doesn't handle ships performing the "two thrusters and engine-kill" shuffle very well at all. I'd suggest that every ship that has two or more thrusters have its linear_drag entry (for the ship, not the Engine) be raised to at least 5, so that it's not so obviously abusive. This will, of course, effect overall handling of the ship, so I'd go ahead and dock the Engine's linear_drag by the equivalent amount. This will cause ships with multiple thrusters to come to a halt much faster.
3. The rapid-fire guns... say, "abuse me, high-level players" to me. If I were you, I'd go steal the code I used in WOS B1... and make all such guns use ammunition that takes up cargo space and costs... something. I don't mind the concept of rapid-fire guns... but the way they work right now... if a player min/maxes, they can end up with a high-level ship that can fire two or more of these things all day long... and they will pwn anything else in the game, in terms of sheer damage/sec. and hit-rates, in the hands of anybody with moderate skill. I'd offset that by making it cost money every time you fire one... and setting their cargo space usage vs. the cargo holds of combat fighters so that there is a distinct tradeoff here, instead of how it is now. Just my $.02, of course.
4. On the lvl. 1 missions, I quickly found that if I took any of the ones where "helpers" showed up... they so rapidly destroyed my enemies that I could've just sat there and watched. In short, it wasn't very challenging, and I'm thinking that the Loadouts for equivalent-level ships need to be looked into.
5. For goodness sakes... why, o why... is it that the starting fighter completely owns the Defender in every stat category, so far as I can see? Please... buff the Defender up some, so that it's actually worth using again. It's always been a laughingstock vessel... give it a stat boost, so that it's relevant.
6. The Xenos Starfliers seem to move at insaaaaaane speeds. Combat with them in the starting ship with starting guns vs. their shield recharge wasn't terribly successful- luckily, I brought "help" which killed them for me
7. I know this is petty and lame of me, and feel free to stick your tongue out... but this is a personal pet peeve of mine. How is it that you cannot buy SHIPS at the SHIPYARD?!? This mystified me in FL, and it double-mystifies me in any mod, considering that fixing is simplicity itself
Overall... while I am enjoying myself at this point... I am seriously wondering how much challenge will be left once I upgrade my ship to something that can mount some rapid-fire guns. I know that I won't be able to get all the way to the capital of the Corsairs until I can afford a VHF and survive the radiation... but I'll betcha that I won't need to upgrade ships until then. Maybe I'm wrong here, of course- maybe the difficulty curve reverses once you get past this initial threshold. But, given that the NY system is literally crawling with Factions who carry Diamonds, Niobium and Cardemine now... I can very easily see myself earning a few hundred thou by hanging outside Buffalo and just owning the poor buggers as they spawn... which, surely, isn't how you want the gameplay to go, right?
Last, but not least... could I get whoever wrote your Intros to please... pretty please... write even a basic Tutorial explaining how to make custom THN scripts? Thus far, I've been happy just getting the one I "borrowed" and rewrote from Freeworlds to work... but I'd really like to make one that was more interesting, and I'd really like to make a custom Room... please, share that knowledge, I've been wanting to make a custom Room for ages now...
<comes back from playing another hour>
Ok... I got ahold of *one* Coldsteel. Yikes... after that... just went to Rochester, and suddenly, I'm level 10. In the starting ship. Without having to do jack but fire short bursts, I can own Black Knights, which are surely meant to be a real threat to lowly Lvl-1 ships. Gonna see how long it takes me to get a Mantis without ever upgrading anything but the gun and a single thruster- I haven't bother upgrading the shields...
<and yet another hour>
OK... 3 hours is enough. Basically... here are my thoughts, after 3 hours of gameplay:
1. Like many FL mods... "uber ships" and "uber guns" make low-level ships irrelevant. Which is too gosh-darn bad, because I really disliked that about the original FL's gameplay, and it's far worse here.
2. I cannot for one minute believe that the weapons with fire-rates over 20 are healthy with a MP environment. They lagged enough on this box- granted, I have the resolution at 1280, and 2X AA and 2X AF, but hey, that's still unusual.
3. While "uber ships" rule outside of New York (or anywhere you meet Elementals, which are... ridiculous, and zero fun, since they're just about unkillable with anything but uber missiles)... in NY, hanging outside Rochester works just fine. All you've gotta do is just harvest, harvest harvest... and then bribe the Junkers so that you can continue the slaughter. If it weren't for the Lane Hackers and Elementals, it'd be even easier to do this in Colorado. Instead... in a level one ship, one tends to become a crispy critter as one leaves Pueblo a fair fraction of the time. Is this *really* a good way to ramp up difficulty?
4. The level restrictions on ships are... erm... not making any sense. Basically, they're either reasonable, or Level 28, no matter what price they are, what their usage would be, or their power. By the time I'm Level 28... I do not think I'm going to care about buying a freighter, no matter how slick it is. Personally, I think locking ships to level was a stupid idea in FL from the get-go, and only vaguely made sense as a game-balance tool in the SP campaign. Here, it smacks of elitism... everbody who played this mod frequently MP would have lvl 28 ships, and newbies would stand *zero* chance, as opposed to *slim*. This, to me... is exactly what good MP mods for FL should be opposing... this mod doesn't do that, and that's unfortunate.
In short... I've played 3 hours... and it was good for about 1
Sorry guys... but this doesn't appeal- getting owned by Elementals and Lane Hackers who never run out've thruster power and can out-run a ship using its Cruise engines was the last straw... it went from being somewhat whacky in NY, NY... to being a totally annoying experience just one system out. And I cannot for the life of me imagine that you'd be able to change that significantly by buying any of the ships that are available in NY, NY.
I think that, to fix things... I would:
1. Increase the reward for Missions, so that there is a non-lame leveling path in NY, NY. Most players aren't going to pounce on Rochester... and that shouldn't even be a good option, imho- players should either have to become pirates (bad choice, with a weak ship and the game-balance the way it is), trade (which I don't see as being a realistic option, given that leaving NY, NY is often fatal) or do Missions (which aren't worth taking right now, period- because you're more likely to get good loot by just going to Rochester).
2. Remove anything with a fire rate over 10. In my experience coding WOS, I found that was pretty darn near the limit for MP servers to register shot positions reasonably accurate anyways... more than 10/sec., and you tend to overwhelm a server. I can imagine the lag, when multiple players and AI ships get into a firefight...
3. Review the Loadouts for everybody, and rebuild the difficulty ramping.
4. Review and revise the flight physics of ships like the Elementals, which are ... ridiculous. Imagine a player who got one of those... he/she would be just about totally invulnerable in MP, because of lag + CM.
Basically... I think that the game-balance needs a lot've work to be any fun at all, and I would never, ever be willing to put any time into playing this MP- it'd be no fun to be a newbie, because people who camped on the server would own me regardless of skill- which is totally lame. I like the pretty effects, but I don't like the way game-balance is structured, and the difficulty curve more-or-less steered me towards breaking things instead of following a "normal" FL career path... which is never a good sign.
At any rate, that's my final judgement call on this mod- it has a lot've promising ideas, and it's very ambitious... but it's not very solid on the fundamentals, and once I got past the first impressions, I just don't like its gameplay very much.
Edited by - Argh on 3/27/2005 8:40:25 PM