Only War 2: Space
#1
Posted 12 November 2007 - 09:00 AM
Fleets will be divided into four main classes; Structures (stations), Capital Ships (Battleships and Cruisers), Escorts (Frigates) and Strike Craft (Bombers and Fighters). The maps will be HUGE, and players will start with a station and a few ships, I will probably make a few levels with starting fleets too (and other "set-ups"), so that you can just play a battle between two fleets. Resources will be supplied by supply vessels which will arrive every minute or so, this means that you have to guard your supply chain as well as your station.
The balance will be different too, weapons will be very long ranged, and when ships die, they will leave permanent hulks behind. Capital ships will suffer critical damage, crippling them, and allowing them to be captured by boarding craft, or recovered by the owning side. They must then be returned to the station for repairs.
That's all I can think of at the moment. More is to follow! Please ask any questions you want and I'll try to answer them.
#2
Posted 12 November 2007 - 11:36 AM
Can't wait.
I love BFG.
Will there be Blackstone Space Fortress's?
#5
Posted 12 November 2007 - 04:45 PM
My Wii code: 6472 3114 4930 8707
"Om du kan stå, när alla andra sviktar
och sen klandras du för att just du står rak
Om du kan tro på ditt när andra riktar
sitt välbekanta tvivel mot din sak
Om var minut av nitti sen kan fyllas
med verk av dig som giltigt räknats ner
min vän, som jordens konung ska du hyllas
men du är också man, och det är mer."
#7
Posted 13 November 2007 - 06:50 AM
My Wii code: 6472 3114 4930 8707
"Om du kan stå, när alla andra sviktar
och sen klandras du för att just du står rak
Om du kan tro på ditt när andra riktar
sitt välbekanta tvivel mot din sak
Om var minut av nitti sen kan fyllas
med verk av dig som giltigt räknats ner
min vän, som jordens konung ska du hyllas
men du är också man, och det är mer."
#9
Posted 14 November 2007 - 02:08 AM
Than let the commandset hierarchy do the rest of the work. have a totally flat terrain, paint it with space textures, add some nebulae impassable areas, some asteroids for mining. Wammo...
Space battles...
Save the environment, use green text
Some Bullshit Somewhere
#17
Posted 14 November 2007 - 07:02 PM
My Wii code: 6472 3114 4930 8707
"Om du kan stå, när alla andra sviktar
och sen klandras du för att just du står rak
Om du kan tro på ditt när andra riktar
sitt välbekanta tvivel mot din sak
Om var minut av nitti sen kan fyllas
med verk av dig som giltigt räknats ner
min vän, som jordens konung ska du hyllas
men du är också man, och det är mer."
#18
Posted 14 November 2007 - 09:44 PM
Yeah have to figure some r/p/s balance. They should be suseptable to something. Also, I'd suggest a custom map ini template changing the starting units on the map to appropriate space units.
Than let the commandset hierarchy do the rest of the work. have a totally flat terrain, paint it with space textures, add some nebulae impassable areas, some asteroids for mining. Wammo...
Space battles...
Space doesn't scroll when you move the camera, and stars billions of miles away don't get bigger when you zoom in on a unit right close to the camera. Play Homeworld .
I'm not sure the whole under the map thing will work, it seems ineffiecient for the engine to render stuff underneath the main terrain. But we'll see, and we kind of need to figure out how to use the skybox too, and how we can manipulate it.
#19
Posted 14 November 2007 - 11:52 PM
I did not know that, that would actually allow you to hand draw the map first.It'll do this:
I know that's the EAW map editor, but it'll do the same thing.
What if you changed the map files to use a differant texture for the water line. Created the map with a rather high height, and painted a texture that uses an alpha channel that allows the water level to show through. Than as you scrolled, some stars (waterline texture) moved differently than the alpha channel texture paint on top of it. It would give a slight bit of 3d. I think though that the waterline doesn't show unless you paint the whole map as a waterlevel.Yeah have to figure some r/p/s balance. They should be suseptable to something. Also, I'd suggest a custom map ini template changing the starting units on the map to appropriate space units.
Than let the commandset hierarchy do the rest of the work. have a totally flat terrain, paint it with space textures, add some nebulae impassable areas, some asteroids for mining. Wammo...
Space battles...
Space doesn't scroll when you move the camera, and stars billions of miles away don't get bigger when you zoom in on a unit right close to the camera. Play Homeworld .
I'm not sure the whole under the map thing will work, it seems ineffiecient for the engine to render stuff underneath the main terrain. But we'll see, and we kind of need to figure out how to use the skybox too, and how we can manipulate it.
But seeing the terrain would be too high for the waterline to actually affect gameplay, it should show up with little fuss. And seeing there isn't any animated water texture, it shouldn't cause any lag as well.
I'm just throwing some ideas out there...
[IDEA COPYRIGHT ONLY WAR MOD TEAM 2007] Any idea thieves will be eaten.
Edited by Hostile, 15 November 2007 - 11:53 PM.
Save the environment, use green text
Some Bullshit Somewhere
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