[=- Master Wish List -=] GSB 2.0

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Re: [=- Master Wish List -=] GSB 2.0

Postby tater » Wed Apr 03, 2013 6:48 pm

Limited ammunition weapons, i.e.: bombs/missiles/rockets, particularly for fighters.

Missile modules for fighters can then have good weights such that if they carry many, they are slower to avoid the problem of 2xmissile 1xarmor 1xengine fighters pwning stuff by firing infinite missiles.
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Re: [=- Master Wish List -=] GSB 2.0

Postby thedrag0n22 » Tue May 14, 2013 2:57 am

gsb 1 mods made compatible
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Re: [=- Master Wish List -=] GSB 2.0

Postby StigRS77 » Tue May 14, 2013 9:00 am

New mode; arcade.

You have to win the battle to move to the next, more difficult one. There could even be a story. Rewards could be access to a "create your own alien species" built-in editor.

Additions to existing modes:

1. Unlockable captains, admirals with special traits. Aggression/caution, Bravery/cowardice + bonuses/penalties to aim, tracking, luck, repair and driving choices. Funny background stories.
2. Dynamic AI in campaign mode. They attack each other, not only you. They have captains and admirals too, and the difficulty would increase towards the end because there is likely only you and one enemy left and both are powerful. Limited "hard counter" intelligence when they attack (at least the second attempt).
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Re: [=- Master Wish List -=] GSB 2.0

Postby Praetors » Fri May 17, 2013 2:20 am

thedrag0n22 wrote:gsb 1 mods made compatible

I would definitely LOVE that feature for GSB 2!
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Re: [=- Master Wish List -=] GSB 2.0

Postby darkstar076 » Fri May 17, 2013 2:58 am

Praetors wrote:
thedrag0n22 wrote:gsb 1 mods made compatible

I would definitely LOVE that feature for GSB 2!


Personally - I would not want that feature, here’s why:

Cliff has already stated that many of the suggestions will have to wait for GSB 2 as they cannot be implemented into the code without some extreme level of coding.

Therefore that makes me think that GSB 2 code will be written from the ground up and will probably require new file setups (ie GTB has all modules in one file and the hull files have multiple components for colour selection).

To enable GSB II to use mods written for GSB I, the game would have to somehow automatically include, compensate or leave out any the new features. In effect Cliff has to not only write the code for GSB II but include the code for GSB I.

For what its worth, I would suggest that instead of asking Cliff to try and get GSB II to run mods written for GSB I, we should be asking the author (or to authorise someone) to do the hard yards and convert the mod across to GSB II. . . and to make use of all the shiny new features :)
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Re: [=- Master Wish List -=] GSB 2.0

Postby GATC » Fri May 17, 2013 4:37 pm

darkstar076 wrote: we should be asking the author (or to authorise someone) to do the hard yards and convert the mod across to GSB II

(or find someone who know enough in programming to do it automatically XD)



Teleportation abilities
Bording crew and defences
Drone construction facilities (A module that "generate" new temporary fighter)
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Re: [=- Master Wish List -=] GSB 2.0

Postby AcePalarum » Fri May 17, 2013 11:22 pm

darkstar076 wrote:we should be asking the author (or to authorise someone) to do the hard yards and convert the mod across to GSB II. . . and to make use of all the shiny new features :)


This has always been my intent, though I would expect that many if not all mods (certainly mine) may require some reimagining depending on the features available for GSB 2.0.

But then, that's half the fun of modding!
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Re: [=- Master Wish List -=] GSB 2.0

Postby Archduke Astro » Sat May 18, 2013 5:19 pm

darkstar076 wrote:Cliff has already stated that many of the suggestions will have to wait for GSB 2 as they cannot be implemented into the code without some extreme level of coding.

Therefore that makes me think that GSB 2 code will be written from the ground up and will probably require new file setups (ie GTB has all modules in one file and the hull files have multiple components for colour selection).

I think you're pointing in the right direction, mate, and for the very reasons quoted above.

Regarding somehow waving a magical wand and making GSB mods that depend on a 2009 codebase somehow become compatible with GSB2 and its projected 2014/2015 codebase, I would not want to rely on that actually happening. As seen here.....

cliffski wrote:
thedrag0n22 wrote:may I ask, are there any plans to make gsb 1 mods compatible? (when its made and done of course)

and if 3d is added it should be optional


Thats a good question. I suspect that may be technically impossible given what I have planned, but you never know,.

I'd be quite surprised if such functionality exists in the sequel game. I'm sure cliffski will correct me if needed, but I have a very hard time imagining that it would be easy to make the newer game compatible enough with the older game such that our present mods can function. While the goal is praiseworthy, I think that there would be a large amount of frustrating programming needed on the back end to make it a playable reality, and I don't want the new game to suffer on account of forcing it to carry too much of the old game within it.

Of course, Cliff's future effort to determine what constitutes "too much" is going to be interesting. :P
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Re: [=- Master Wish List -=] GSB 2.0

Postby AcePalarum » Sat May 18, 2013 8:42 pm

Here's a thought I had this morning that I would like to see in GSB2, if only for the potential it could give to modders:

Pulse drives. This would be an engine that fires for awhile, then goes into a "cooldown mode" and goes inert for a time. (In GSB 1 terms, I think of it as adding the consumption and recharge variables from the camouflage shield.)

There wouldn't necessarily have to be any engines of this type included in the base game to make me happy (although that would be cool as well), just the capability to add this type of functionality.

(My inspiration for this was the Leviathan's "StarBurst" from Farscape. Make an engine with absurdly high thrust that only fires in short bursts, and quite infrequently.)
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Re: [=- Master Wish List -=] GSB 2.0

Postby lkohime » Tue Jun 04, 2013 5:34 am

Ha, finally dug my password up to post in this thread:
MAKE THE COMBAT SYSTEM DETERMINISTIC, at least to an extent that would allow the same game run on 2 computers, with the same starting file, end the same way.
Why? It's the easiest way I can think of to add "live" multiplayer to a game, while retaining the core GSB feeling. Think Ramcat and I had a few ideas for stuff like this.

EDIT: I booted GSB up again last night for the first time in a few months, and realized what would make this game an auto-preorder for me. Even if GSB2 was a near perfect clone of GSB1, if it had 3D battles. That alone would make me shell out $60 for it, and never look back
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Re: [=- Master Wish List -=] GSB 2.0

Postby AcePalarum » Wed Jun 05, 2013 12:59 am

Another largely mod-centric idea, but one that I think has potential:

Overcharged weapons. These would be weapons that, when fired, also lash back some damage into the firing ship. I think it's got potential for some strategic (tactical?) decisions; do you make a vessel that could very well blow itself to kingdom come, on the chance that it will wipe out some of your enemies first? This would also be another possible balancing tool for modders.
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Re: [=- Master Wish List -=] GSB 2.0

Postby Praetors » Thu Jun 06, 2013 3:10 am

Just checked the whole topic, and there is something very important that we are missing!

Additional/Unlimited Teams:

GSB currently has only "1 vs 1/green vs red/you vs ai/insert-new-here" style battles, and works pretty nice. But... what about a third team?
NPC transports, civilians, allies, new enemies, dangerous environments (a hull shaped as an asteroid with kamikaze capabilities, or a nebulae looking hull with radioactive modules!), or whatever you want!.
By adding just a single extra AI to a battle, and make possible to mod if they will be friendly, neutral or agressive would open to us all, modders and players, a whole new world of possibilities, going from simplistic 1 vs 1 vs 1 (aka Free For All, or Deathmatch) battles to more complex battle styles like transport escort, interception, target hunt, 2 vs 1 and... well, think u got the point =)
All of that by only adding one single extra AI... imagine to add another one, and a third one?
What about, idk, 10 AIs, combined with direct control, you could make your "Hero" ship and inmerse in some Deathmatch carnage against other AIs, or even players, but i think i'm going a little bit too far... :P

Only one extra AI for GSB 2.0, and i (or we) will be a really really happy modder :P
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Re: [=- Master Wish List -=] GSB 2.0

Postby Breakthrough » Thu Jun 06, 2013 1:49 pm

decouple turn rate from speed, especially if limited arc weapons are going to happen

decouple armor resistance from the hitpoints of the armor module
- alternatively provide a way to manipulate the order in which non-armor modules take damage (though that would spill over to affect lots of other parts of the metagame)

decouple art assets from gameplay effects, i.e. hull size for purposes of weapon tracking and the sprite

change the way multiple shields stack, its so infuriating when so often 5 modules will be completely destroyed while 3 of the 4 shields on the cruiser are at full strength
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Re: [=- Master Wish List -=] GSB 2.0

Postby Galactic Hunter » Tue Jun 11, 2013 10:27 am

I am only really interested in GSB2 as a tactical resolution system at the heart of a 'proper' 4X TBS. I think that could be a great game, while recognising it is also a big game (and therefore maybe too big for Cliffski to commit to).
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Re: [=- Master Wish List -=] GSB 2.0

Postby lkohime » Tue Jun 11, 2013 11:42 pm

Galactic Hunter wrote:I am only really interested in GSB2 as a tactical resolution system at the heart of a 'proper' 4X TBS. I think that could be a great game, while recognising it is also a big game (and therefore maybe too big for Cliffski to commit to).

If you want to play a 4x game that's got big space ships exploding go play Sins. GSB's all about space ships, blowing each other up. I'd be happier if he made it well, GSB2.0 not "something inspired by GSB." Besides, the campaign almost makes it like a 4x game.
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