Feature requests for FH2

Quote

Originally posted by vIsitor:
**Blessed Turner,
I wish to adress a few thoughts on the end of FH now that you are making an update:

1...What might happen if a shield computer failed?
2...Why does the Tach Fighter, class 12 stratofighter, look nothing like the normal one?
3...I wonder what the first hyperlight ship looked like?
4...Are you ever going to make more sequls and/or get elected to parliment?**

1 A good thought
2 Actually there's no connection between the Type 12 and the Stratofighter. The Strato is a current model atmospheric and system ship, the type 12 is an old, out of production model that Emile could pick up second hand and tinker with
3 Absolutely enormous and very ugly. I'll try and include one in the plot somewhere, although you won't be able to fly it.
4 Yes, FH2 will include FH, FF and the next sequel
4b Don't know. I'm standing for the European parliament in June. We'll see what the result is.

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Oh man of many Talents,
I now respond to your responses

1.A catostophic Shield loss perhaps?
2.Oh...Sorry.
3.Perhaps you could mention that Trasure hunters Hijacked it a few deckades ago...
4a.GOODIE!!! 🙂
4b.Good luck! (Me wishes I could vote for U)

And a new one:
5.Will the Tach. beem be Zig-Zaggy?

Quote

Originally posted by Martin Turner:
There are now a number of different kinds of asteroids - some which do nothing, some which bump into other asteroids and destroy them, and some which bump into your ship and destroy it. None of them now appear on the scanner

(Emphasis mine)

If I may ask, how'd you do that? I'm trying to achieve something similar for ion storms in SFA. If you'd rather not spill the secret, that's okay, and if you'd rather keep it secret from folks at large, feel free to e-mail me, but man, I could use that.

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I would guess the asteroids that destroy your ship would be ships with the 'untargetable' flag and set to be hostile to the player, while the asteroids that destroyed other asteroids would be ships with the 'untargetable' flag and set to mine asteroids. Possibly they have low turn and acceleration ratings, to make the behavior more realistic.

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Yes, absolutely correct.

I've come up with some more twists on the game engine - heck, EVN is so much easier to design for than the predecessors - all thanks to MCB and DR Ralph, of course.

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Just when you think you've got it all figured out, here comes Mr. Turner with a new ingenious twist upon the game engine.

Looking forwards to playing your plug, and good luck in your other ambitions too :).

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Aha! I thought I'd had the untargetable flag checked and low and behold I hadn't! That was the missing equation, guys... thanks!

Martin, you've been a major inspiration for me on SFA... if it hadn't been for your innovations, I never would have thought to tackle something like SFA, let alone the adjustments to the engine that I've made to make it more Star Trek-y. Thanks so very, very much and I look forward to the opportunity to play the Nova-ized version of Frozen Heart and Femme Fatale.

(edit) Well, after experimentation, shďps marked as untargetable that are in flëts are still targetable. Feh. (/edit)

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(This message has been edited by UncleTwitchy (edited 10-09-2003).)

Actually, almost all my twists are the same twist - simply, they are one thing that looks like another. Ships that look like planets, two planets on the same spot looking like one planet, ships that look like asteroids, planets that look like ships, missions that look like outfits, etc etc.

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Turner +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

All I can think of right now at this point are a few more planetary-oriented ideas...they all really fall under the same category. I'm not sure if there are tricks to get all of these to work, but you're the development expert.

-- missions beginnings/endings where you go from one port on a planet to another...like you're just traveling by aircar or something

-- more ports on stellars, or even multiple bars if possible

-- have things happen to you or your ship -- basically ground-based hazards to complement your space-based ones...affected by your decisions (e.g. you click the wrong buttons in a series of mission dialogs and your ship gets sabotaged)

-- outfits that are more like items you'd have in adventure games or RPG's (they matter for missions)...gained through missions, purchase, or plundering

I'll see if I can't dig up the list I made that has a couple more...

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Very nice.

I'm not sure if you can move from one spob to another in a system. I'll have to look into it. The rest seem eminently achievable.

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Quote

Originally posted by Martin Turner:
Very nice.

I'm not sure if you can move from one spob to another in a system. I'll have to look into it. The rest seem eminently achievable.

I haven't tried this, but the "Nova Bible" says "Mxxx - move the player to system xxx. The player will be put on top of the first stellar in the system, or in the center of the system if no stellars exist there." Theoretically, it seems to this inexperienced Nova programmer that if a mďsn had you land on spöb 2 in a system and were given a mďsn with the Mxxx command, then you would be placed onto spöb 1 in that s˙st.

I'll check and see if works, and post the results.

Lit Nerd

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"O For a Muse of Fire, that would ascend
The brightest Heauen of Inuention:
A Kingdome for a Stage, Princes to Act,
And Monarchs to behold the swelling Scene." Henry V

Whoa. Never been to the EVO board before. It's all yellowy. Anyways, I'd gladly be willing to aide in beta testing, as I've been beta testing plugs for a good while now. Just let me know when and send me the plug.

As far as recommendations for the new FH2 go...

1)A side mission bit that involves Rift-B and their techs/history

2)Even more ships, some with unique weapons; like the Thunderhead Lance for instance in EVN.

3)Storylines that are more leniant as far as mission failure goes. i.e., you fail to resue someone in time and it effects the rest of the storyline.

Hope all goes well, and I'll keep checking up on this one.

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-Drew
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"Marge, don't discourage the boy from weaseling out of things. It's what seperates us from the animals. Except the weasel."
-Homer Simpson

Quote

Originally posted by Lit Nerd:
**I haven't tried this, but the "Nova Bible" says "Mxxx - move the player to system xxx. The player will be put on top of the first stellar in the system, or in the center of the system if no stellars exist there." Theoretically, it seems to this inexperienced Nova programmer that if a mďsn had you land on spöb 2 in a system and were given a mďsn with the Mxxx command, then you would be placed onto spöb 1 in that s˙st.

I'll check and see if works, and post the results.

Lit Nerd

**

I've never really played with Mxxx, but I was always under the impression that it works like the transition from, say, Earth to S7evyn at the end of a storyline - namely, you land on Earth but end up in orbit around Our Spiel. You don't go from the planet window of Earth to the planet window of Our Spiel.

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Quote

Originally posted by Mazca:
I've never really played with Mxxx, but I was always under the impression that it works like the transition from, say, Earth to S7evyn at the end of a storyline - namely, you land on Earth but end up in orbit around Our Spiel. You don't go from the planet window of Earth to the planet window of Our Spiel.

That's what I though as well, but it was worth a shot. As an update to my earlier post, so far, I have been unsuccessful in my attempts. I probably won't try again, as because I think more about it, using Mxxx wouldn't really have the desired result.

Lit Nerd

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"O For a Muse of Fire, that would ascend
The brightest Heauen of Inuention:
A Kingdome for a Stage, Princes to Act,
And Monarchs to behold the swelling Scene." Henry V

No Rigellian storyline you say? Would it be possible for me to create a democratic, pirate, revolutionary or mercenary storyline? For the original, EVO-Version FH of course. I just was so taken by the FH universe I feel the need to add my own part to the legacy. I don't want to press the point but I don't see the harm so long as I don't radically change or input to the storyline.

Apart from that I must emphasise the importance of me beta testnig this product. pistman@yahoo.co.uk if you remember... or I'll e-mail you closer to the time.

As for new features, here are a few bits and bobs I thought up --

- More projectile weapons and jamming devices. It was a right pain waiting for all the torpedoes to blow up before you could do anything (they lasted for a long time and bypassed asteroids)
- Sub storylines that do or don't affect the galaxy and are optional to take but perhaps with various rewards - new missions, outfits or hard currency
- Certainly more choice of ships for the independent vagabond
- At least some involvement with Rigel or Magella or an expansion on their storylines. I didn't play FF so I can't be sure but I don't think Magella was even mentioned in the first game
- More changing syst and spobs: For instance in the mission where you have to evacuate the refugees for Ashkelon I was a little surprised at how it didn't turn Rigellian/buffer. I think a galaxy where independent systems are being slowly yet steadily swallowed up by the empires would be more exciting and create a greater sense of urgency. Also with Nova's capabilities you can make it so the changes are random and without any player interaction.
- More than one active storyline. Like I said, fighting for the Magellans would be interesting.
- More elaboration on the alien technology and their part in the storyline
- A bit more emotion could be thrown into the mix. Kill of major characters now again whom the player have been accustomed to, to help create a sense of anger, resentment and sadness. These are great feelings to have when you're playing a game and if it works it lets the player really get into the storyline. I know it would be hard for you to kill off your own creations (which are not just generals and commanders but characters in a book) and impossible if you follow your original FH story but if you want to make a stand-alone game with new people to meet it could be done. This is only a suggestion and not a request, but I would like to see it in the next game.

Of course if you need any help on the project you know who to call.

--gav

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**

(This message has been edited by pistgavin (edited 11-04-2003).)

(This message has been edited by pistgavin (edited 11-04-2003).)

As I remember it, it's important to the main character in FH that he is a Christian. This was interestingly different from most space-opera SF, and raised questions that I don't remember learning much about in the course of play: in this future, how common is Christianity? What denominations and factions exist within the faith, and how do they differ in belief and practice? What other religions are there, and where are their heartlands? What good and evil has been wrought over the centuries in the name of religion and/or ideology?

I'm only mildly religious myself, but am very much a social scientist -- so perhaps I like depth in these matters more than most. I'll bet there are people out there who were turned off by the use of religion in your plug, but to me it made sense as both futurology and psychology: faith has always been an important motivator for human emotion and action, and probably always will be.

Edit: Sorry I haven't found time to read the novel!

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(This message has been edited by Dr. Trowel (edited 11-04-2003).)

Quote

Originally posted by Martin Turner:
**You heard it.

What do you want?

**

Oh man oh man, do i have some stuff to tell you.

Firstly, i must thank you, Sir Turner, for creating the illustrious and wonderous universe that was Frozen Heart and Femme Fatale. The storyline, with the extra passworded text files was a fresh approach to the game. My hat tips to you.

Ideas huh: welllll, i think i have a couple of good ones...
1)Super fast missles that dont do much, but would be fun for first strike ability
2)Fighters with tractor beams, to slow fast targets
3)Re-introduce decoy flares, but smarter ones and multi launching
4)Long living space mines for expert warfare
5)A ship whose main purpose is launching millions of missles or mine laying
6)You said that you were going to do some fun stuff with tachyon warping? why not a ship with a light sail?
7)Stations who are on the bonder of two waring factions to have real weaps, and can be blown up
8)Cloaked fighters, or cloaked Missles for some sneak attacks

Those are my semi normal ideas. Now, for the wierd stuff:
9) Giant ship eating ameobas
10)A station that is in a sun(For example, David Brin's Sundiver)
11)Hydrogen breathing race that lives in gas giants
12)The more prestige you get in a goverment, they provide military or merchant escorts depending on what you want.

Those are my little controbutions. If your band sounds like the intro to FF, then tell me where i can buy my copy, because that little riff was pretty sweet. You have my full support Sir.

And thank you for making a the world a bit more fun to play in

i dont know how i forgot, but i would be happy to beta test your plugin if you so wish.
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(This message has been edited by dasman69 (edited 11-05-2003).)

Quote

Originally posted by Dr. Trowel:
**As I remember it, it's important to the main character in FH that he is a Christian. This was interestingly different from most space-opera SF, and raised questions that I don't remember learning much about in the course of play: in this future, how common is Christianity? What denominations and factions exist within the faith, and how do they differ in belief and practice? What other religions are there, and where are their heartlands? What good and evil has been wrought over the centuries in the name of religion and/or ideology?

I'm only mildly religious myself, but am very much a social scientist -- so perhaps I like depth in these matters more than most. I'll bet there are people out there who were turned off by the use of religion in your plug, but to me it made sense as both futurology and psychology: faith has always been an important motivator for human emotion and action, and probably always will be.

Edit: Sorry I haven't found time to read the novel!

**

The original novel was as much about moral philosophy as archaeology. Lars Sřrensson: Christian, Alana de Quinet: utilitarian, Virana Chabarti: Hobbesian egoist, Mordillo, agnostic existentialist, Piper: nihilist/übermensch

I kind of feel I've done the Christian character. The next storyline is about Mordillo, because after the Vayella Ays character in Femme Fatale, it was always going to be. This will take Mordillo deep into the anti-hero world, although maybe he comes out the other side different.

Importantly, all of the various moral positions of the characters make perfect sense to them. Femme Fatale was a further exploration of that idea - when a character has developed a particular moral view and discovers progressively that they have a past which conflicts with it.

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Quote

Originally posted by Martin Turner:
**The original novel was as much about moral philosophy as archaeology. Lars Sřrensson: Christian, Alana de Quinet: utilitarian, Virana Chabarti: Hobbesian egoist, Mordillo, agnostic existentialist, Piper: nihilist/übermensch

I kind of feel I've done the Christian character. The next storyline is about Mordillo, because after the Vayella Ays character in Femme Fatale, it was always going to be. This will take Mordillo deep into the anti-hero world, although maybe he comes out the other side different.

Importantly, all of the various moral positions of the characters make perfect sense to them. Femme Fatale was a further exploration of that idea - when a character has developed a particular moral view and discovers progressively that they have a past which conflicts with it.

**

Wonderful. Perhaps rename the "bar" button something like "community," and have your photos & descriptions show not just bars but also other kinds of places where people congregate and talk -- temples, town halls, plazas, markets, post/communication offices, theaters, stadiums, etc. This would let you give snapshots of motivations and beliefs for a wider range of individuals and sociocultural subgroups, at a rate of one group per planet. Gambling, news reading, hiring, and job seeking are plausible at all these places.

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