Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
02-02-2012, 02:42 PM
Quote:
Originally Posted by Gregg247 View Post
Be able to make your own enemy groups from "alien" skins. In other words, take a generic alien and use it as the basis for a new enemy group for your mission. The first idea that comes to mind is a race of Yeti for an ice map.
Aside from this being a feature rather than an asset, I agree with this. In particular, it would be very nice to be able to "create" our own alien species (for example, natives of a particular planet, or perhaps even canon species who just aren't yet in the Cryptic database), and set parameters so that we can hit "randomize" and still have a member of that species.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
02-02-2012, 04:04 PM
Quote:
Originally Posted by bobgreenwade View Post
Aside from this being a feature rather than an asset, I agree with this. In particular, it would be very nice to be able to "create" our own alien species (for example, natives of a particular planet, or perhaps even canon species who just aren't yet in the Cryptic database), and set parameters so that we can hit "randomize" and still have a member of that species.
Would you like something like this: http://starbaseugc.com/index.php/ugc...-head-sliders/
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
02-02-2012, 10:23 PM
Quote:
Originally Posted by Kirkfat View Post
Would you like something like this: http://starbaseugc.com/index.php/ugc...-head-sliders/
It's not quite the same thing as I was talking about, but I do think all three games (CO as well as STO and Neverwinter) would benefit from your suggestion.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
02-03-2012, 01:23 AM
I've been working with 3 engines a lot: Aurora (NWN1), Electron (NWN2) and FPS Creator. While I would have an extensive list of props needed, it's rather the lack of features I am used to from these other engines that needs improvement imo.

The following would make work a lot easier for every user:
1. A 100% FLAT & BLACK map for both ground and interior to work from scratch.
2. A key combination that automatically puts the prop on your cursor ON TOP of whatever is there
- or even better a button (like the ones for snap grid) to make everything "snap on top"
3. A SIZABLE preview window that lets you ZOOM & ROTEATE the contents
4. Getting to actually SEE the creatures in the preview window and have a list of their armament somewhere.
5. The ability to ROTATE and ANGLE UP/DOWN the map preview window
6. The ability to set FACTIONS & BEHAVIOUR for every NPC/creature and to change this during conversation.

On the plus side I have to admit, that the whole custom space map feature is quite an achievement and imo the most creative editing tool since the first Unreal Editor came out. I am sure over time there will be community made space battle maps that turn the original ones to shame

EDIT: oops - I probably misunderstood what should go in this thread - sorry
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
02-03-2012, 04:09 AM
There are a TON of features that I'd LOVE to request for the next update, but this is about assets, so...

-New Federation ships that can be used both as skins for contacts and as combatants, like the Gladius, Exeter, Thunderchild, Sao Paulo, Bellerophon, and Venture classes. (Thankfully the Odyssey was added to the costume asset list, but I don't know if a combatant version of it can be used yet.)
-New Klingon Empire ships that can be used both as skins for contacts and as combatants, like the Puyjaq, Koro't'inga, SuQob (Qorgh Refit), Ch'Tang, Ning'tao, Corsair, Dacoit, Scourge, Vandal, Draguas, Phalanx, and Vor'Kang. For any ships that have more than one version (NPC and Player), I refer to the C-Store (player) versions. (Like the Odyssey for the Federation, the BortaS is already in the Foundry costume asset list, so it's only really missing a combatant version.)
-Long Range Science Vessel Retrofits that can actually use their ablative armor. For NPC contacts is it possible to rig this up to toggle on and off via triggers?
-Multi-Vector Advanced Escorts that can actually use Multi-Vector Assault Mode. I think that this is even less likely to be possible for NPC contacts than the ablative armor of the Long Range Science Vessel Retrofit, but if it is possible, could it be made to toggle via triggers?
-Every last single "ground" costume in the game that is missing to be made available in the Foundry's costume editor, including the M.A.C.O., Omega Force, and Honor Guard sets. Having kit appearances be available would be nice as well.
-Starship appearance modifications - as in the ones provided from items and sets like the Reman Shields, Assimilated Borg Technology set, AEGIS Technological Research set, Breen Absolute Zero set, M.A.C.O. set, Omega Force set, and Honor Guard set - to be made available in the Foundry's costume editor. Ideally this would include the appearance modifications that are exclusive to various NPC ships as well, like the pods from the Assimilated Carrier in "The Cure (Space)", and the sphere frame from Donatra's ship in "Khitomer Accord (Space)". (I've also noticed that these NPC exclusive appearance mods got a visual update like the rest of the Borg ships in the game, which I appreciate.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
02-03-2012, 07:25 AM
Quote:
Originally Posted by TheStoryteller0
1. A 100% FLAT & BLACK map for both ground and interior to work from scratch.
I'll second this notion.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
02-03-2012, 08:22 AM
I think it would also be a good idea to comb through all the costume pieces in Champions Online, weed out anything that's superhero-specific (especially if it's specific to that IP), and put it all together for use in the Foundry. The same probably should be done with whatever's being developed for Neverwinter.

The reason: how many times have the various ships in the TV shows (1) traveled back in time, (2) encountered a planet whose development mirrored something earlier in Earth's history, (3) done something on the Holodeck set in an earlier time, or (4) had some other occasion to either dress in period clothing or meet someone who did likewise? I think the NX-01 is the only ship to not do that, and even then I'm not 100% sure.

These could even be made available through the C-Store -- and not necessarily just one purchase, either. Also, these could be available to captains and their crews, by way of Special Duty Costume Slots (something probably earned at a particular level -- Captain, I'd say -- and/or bought via the C-Store), but that's just a bonus.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
02-03-2012, 08:38 AM
Quote:
Originally Posted by Kirkfat View Post
This would be awesome. I can imagine what we could do with some of the champs and NW stuff. Sherwood Forest with a Q. A Beowolf tale, as seen on VOY.

Historical Stuff would be amazing.
This is also the kind of thing Cryptic could effectively subcontract if they lack the resources for it.

There's no shortage of people making these assets in a 3DS Max supported format. I could also see where some Champions assets would work, needing only a bit of texture work to adjust for the art style.

I really want to do a Gary Seven-style mission and a sequel to"Far Beyond the Stars."

I also want to do things set on a primitive Barbarian planet.

My request, which might be a bit different is:

I would like a costume template that isn't locked into Fed/KDF costume restrictions or species restrictions.

I'd like to mix Orion bare chests with Federation duty pants with offduty merc belts with Nausicaan gauntlets. I'd also like some of the NPC parts thrown in like the ones the Gorn NPCs in First City wear.

I think the costumes we have work well for replicating Fed and Klingons. I think they're much weaker at allowing us to make custom aliens.

My preference would be: Keep the Fed/Klingon dropdown we have now. Add a third "Neutral" dropdown with one species "Alien" and a virtually unrestricted costume slot. Don't bother testing every combo for clipping or looking good together; leave that to the author.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
02-03-2012, 11:52 AM
Quote:
Originally Posted by Leviathan99
Don't bother testing every combo for clipping or looking good together; leave that to the author.
lol, I don't think we have t worry about that, due to all the clipping already in there.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
02-03-2012, 12:36 PM
Quote:
Originally Posted by Leviathan99
My request, which might be a bit different is:

I would like a costume template that isn't locked into Fed/KDF costume restrictions or species restrictions.

I'd like to mix Orion bare chests with Federation duty pants with offduty merc belts with Nausicaan gauntlets. I'd also like some of the NPC parts thrown in like the ones the Gorn NPCs in First City wear.

I think the costumes we have work well for replicating Fed and Klingons. I think they're much weaker at allowing us to make custom aliens.
I'm totally with this Feature Request.
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