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[WIP] Fullname's Capital Ship demo


REDJOHNNYMIKE

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@PJ, well, pazaakers could set up shop pretty much wherever they feel like,

Interesting you revived the swoop idea, I was actually toying with the notion of finding a long corridor in a sort of structural "spine" of the ship, but it would be something you'd find in a later story release (gotta keep em DLing somehow;))

An official bounty hunter area would work well, the only question is wether or not it will fall under a hutt's management? (if anyone wants to be in the game, they have to make a believable character, complete with personal issues, a subtle backstory, and can't be overpowered...what you thought fame was free:D)

Item, droid and whatever else production is a little hazy right now, I want to get the whole thing working fairly well as a ship before unlocking the ability to produce an army:D Although, droid production seems popular, so it's kind of inevitable:)

And that room where visas meditates, that's gonna be a nightclub

 

@Ztalker, kinda...When stuff snafu's, what do engineers do, do they pull out their +15 INT blasters and throw down on whatever's on fire? No, they use fire extinguishers;)

If somebody boards the ship through a kitchen (yes I do have a kitchen) meat cleavers and spatulas will most definitely be thrown,

Security will need to have low powered and non-lethal weapons,

See where I'm going, item sets need to be something the characters would actually walk around with during a normal day, it would be understandable for an engineer to carry a cutting torch...

Not just the stats, but the actual items, used in ways they originaly weren't...

A fire extinguisher modded from a blaster rifle using droid freezing rays instead of blaster bolts, which just happens to stun enemies and give a small amount of freeze damage...

Keep on storming:D

 

NEW STUFF:

OK, I need someone here to work as a bouncer and whack me upside the head every time I feel the urge to completely change the ship:D

I didn't actually do any module work this weekend (football, sleep and dungeon seige, I know...Priorities)

But I did redesign the ship *everyone groans* again,

it now has...

14 Modules!!!

(L1)

Primary Bridge,

Secondary Bridge (set behind and the primary and rotated to look out over the engines)

(L2)

Fuselage A (main party headquarters)

Dining Hall (on same level as F.A. but connects one level down to F.B.)

(L3)

Fuselage B (Center of activity on ship)

Ebodock (Dock on right side of ship, used exclusively by party and V.I.P.s)

Civydock (Dock on left side, general access to ship)

Rdorms (Dormitories located on right front side of ship in front of F.B. and Ebodock)

Ldorms (same, located on left side, in front of F.B. and Civydock)

Bow (the front of the ship, using the bridge, random use...)

(L4)

Medbay (only thing on level, everything can connect to medbay, left level room for future additions)

(L5)

Fuselage C (Crew quarters, Engineering, Utility, Repair shops, etc.)

Engine Bay (Where the engines are;))

V.I.P. (located on the very front bottom of ship, spaced far from "greasemonkey" modules of same level)

 

Those are my new guns and I'm stickin to em :twogun:

Maybe now that I finally made up my mind I can get something done, eh?:D

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Yes, I am working slow, but I believe in making good plans, and I want to plan with as much room as possible for future expansion, all these suggestions help me understand what people want in their ship (doing it for my enjoyment, but making it fun for everybody) I then apply those ideas to my overall plan and see what works, what doesn't, and what I can move around to make those ideas work, and even if the ideas aren't immediately useful or even useful at all, they still provide a certain level of inspiration:)

I don't know about you, but I enjoy all the input:)

ohhh and if you want to speed it up;)...you could explain which scripts I don't need to keep when extracting the modules.

 

@D.I. well, I've got a few accessable already, so it doesn't seem to hard, what don't you have sorted out?

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hohoo 14 omg!

 

man hey do u remember kung pow enter the fist man i just remembered can u do a radio when u can put your music in the music shop (it should be somewhere close)black betty(from kung pow that was damn hilarious):D

 

:wstupid::sbdance yeah someone should work on that(the music selection stuff)

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oooweee oweee ooowe ewww

ngraaaah haah haagh aaargh

that would be sweet:D

 

Music's something I haven't really learned much about, I don't know if the only choice is to use current ingame music, or if we have to actually record custom music, or if there's a legal way to use any music from cd's or downloads?

 

but whatever we end up doing, maybe one of the almighty toolmasters would be interested in making a utility that would read music files off the hard drive and access them somehow ingame, probably through an armband or console, I guess that was kinda on topic;)

 

But as for an update, it's been slow, I was able to cut the module transitions for the bridge and fuselage modules, but then I forgot how I did it and can't cut access to the citadel docks:( still just trying to whittle away at them:)

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@Ztalker, It would seem a little cheesy, considering that it's supposed to be a serious mod, but there's no reason not to think of ways to work ideas like that in, and if it won't work it could go towards the stockpile of ideas for a parody expansion, after all the whole idea behind this "thing" is to try new stuff:D

 

As for torturing and storing prisoners, that room in Goto's ship would work nicely, I've considered locking that area and the bridge of that module, and allowing access only to the player after a little while,

I just like the idea of V.I.P.s staying in the luxury suite with no clue that there are torture chambers and a secret battle bridge just down the hall:D

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What do you mean by "live performances"?

If you mean meeting certain characters for quests and the like, then yes, I've already planned several primary quests, but most of them will eventually find there way in there.

 

Update: Thanks to Stoffe's advice, the module cleaning picked up speed, and I finished last night, I just have to install the turbolift system and then I'll send it to whoever's interested:)

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@RJM, in reply to your comment to me, try orientating the Statue_Blue_Marble placeable in your module. Also, when you are doing a complete makeover, and are trying to make it a somewhat lavish design, it can be difficult to find the time to do it all ;)

 

edith: Oh, and who gets cameos, and where :D

Also, can we submit dialogue?

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@DI, I'm working on turbolift console placeables tonight (and week:D) so I might try it (what is it exactly???)

I'm not sure how the complete makeover (aka retexture) thing will turn out, with 14 modules now it would probably require a full team working on textures and no story or anything else for months, so maybe we'll end up with a few small texture adjustments and better lighting, which will make the ship seem less cobbled together (maybe banners, flags, etc. found around the ship could have different versions with a DL choice)

 

Pretty much every cameo I've come up with isn't something I can say without giving a spoiler or ruining a "WHAT THE.............:eek:" moment :)

 

Dialogue is always welcome, just post whatever you come up with, although I do want to keep the plot under lock'n'key until story production (and then only to mod collaborators with tight lips;)) so any spoilerish stuff can always be discussed via PM:)

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I'm working on some items now..

 

some just boosts the skills of the people on the ship, so it gives +Intelligence and Repair. Here is my idea:

 

WIP Fullname Capital Ship Demo:

Clothing and weapon specialties

By: Ztalker

 

General: These are just some thoughts about items and clothing. You don’t have to use them if you don’t like it. It’s your mod….

 

CLOTHING AND EQUIPMENT

 

Class specific:

 

TECHNICIAN

 

Welders Belt:

A belt frequently used by welders, since it boosts your skill using nerve synapses. After the Mandalorian Wars, these belts were also used by other technicians.

 

Repair +2

Intelligence +1

Dexterity +1

 

Welders Headgear

A headgear frequently used by welders, since it boosts your skill using nerve synapses. After the Mandalorian Wars, these belts were also used by other technicians.

 

Repair +1

Intelligence +1

 

Welders Gloves

Gloves frequently used by welders, since it boosts your skill using nerve synapses. After the Mandalorian Wars, these belts were also used by other technicians.

 

Repair +1

Dexterity +2

 

Welders Implant (requires 12 Constitution)

This implant is the source of the nerve synapses used by the other parts of the set. It boosts you skill even further. The story goes this technology was used to rebuild the Starforge.

 

Repair +2

Intelligence +1

Dexterity +2

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@DI, I didn't see that placeable, but there was one that sounded similar but abbreviated, it was an old sculpture of some dudes head? Was it supposed to be something else?

 

@Ztalker, Man! that sounds perfect, like original to the game perfect.

It's great that you didn't go overboard, it's a well balanced set.

The only thing I'd do different is add a +1 or 2 awareness to the headgear, and maybe a +1 strength to the belt just to round it out a little, but well done:)

 

For headgear what do you think would look best, a blacked out Force Mask, or something smaller?

And maybe for a torch, do you think the torch model would be best, or possibly a watchman blaster with a small spark effect?

 

Update: I didn't get much done, what with the Thanksgiving football, work, and just taking to long to get started, but I have decided on using "plc_comppnl2" for (most) elevators, I installed it in the fore and aft bridges, and that was pretty much it, I was also having a little trouble figuring out wether the game wasn't registering the coordinate changes or I wasn't doing it right, ended up about 6 hours for 2 placeables:D

 

When I was choosing the Panel to use, I started thinking about the look of the ship,

the panel I chose was light grey and blue, and didn't fit well with the dark grey and red elevator, so I was thinking, since the ship is basically pulled from a junkyard and has a partial refit (one game feature will be the ongoing finishing ship repair) that all "new" systems should have a brighter color scheme to make them seem just a little out of place, whereas anything that wasn't added in just prior to the player acquiring the ship should blend as much as possible into the ship...

Any thoughts on that?

 

Does anybody have a good idea for the systems on the bridge?

I was looking through the placeables, and couldn't really find anything that looked right, are there any good looking computer displays or tactical screens that would fill the bridge well?

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