Ringer on 29/5/2006 at 09:44
If I had unlimited resources and money I would build an engine for the game from scratch using DX10 technology(god only knows what DX10 will do but it most likely will provide more light/shadow/eye candy features than DX9)
I would then make a sequel of the game...I can see no point in remaking what already has been done...I would make Shodan the villian again and make the game 3 times as long as SS2 and also make it very mod friendly and also release the very user friendly map editor that was used to make the maps....
In the sequel I would stick to the points that I believe made SS2 the best their is...ie. voice logs, Shodan, the person/team that wrote the script for SS2 and the original voice actors...The non linearity of the levels and the everyday familularity of the levels(I mean the way the levels are set out to include things like showers, toilets, shops, kitchens, medical places, etc etc
descenterace on 29/5/2006 at 10:54
I'd use OpenGL, not DX10. But then, I'm avoiding proprietary technologies for personal projects because I do all my home coding on Linux.
Assidragon on 29/5/2006 at 13:19
I prefer OpenGL too myself. DirectX has very awkward things I really dislike, such as complete API breaks between versions (say DX8.1 and DX9 act as if they weren't even slightly related).
Isn't DX10 Vista only too anyway? That's enough reason to stay the hell away from it.
ZylonBane on 29/5/2006 at 13:33
Quote Posted by voodoo4936
I would improve SS2 by making a Mac version. (Sigh. Why did I sell my PC?)
Because you wanted to be cool. Now sit down, put your beret back on, and finish that double-skinny half-caf latte.
FiveFingerDiscount on 29/5/2006 at 18:29
I'd add closable force doors to the reconstruction machines, like they had in SS1, so you can max out your health and choose the right weapon/ammo, before leaving.
Before now, I've been caught in a resurrect-killed immediately-resurrect-killed immediately... situation. That wasn't a problem in the original.
Ultraviolet on 29/5/2006 at 22:29
Regenerative psi: Perhaps having the psi-amp equipped could start a slow-trickle recharge, but it could only happen while the psi-amp is equipped, thus leaving a player with no psi-points available to use for an attack mostly defenseless.
Weapon degradation: What would really make the difference here would be if weapon performance degraded along with condition. That would be a good reason to keep weapons in good shape (or go all melee, perhaps :P). Degradation should still be slower, though.
Quote Posted by Qaladar
You'd think that with all the complicated electronic systems required to keep a starship in good working order, that running around willy nilly firing off EMP weapons would be a really stupid thing to do.
You could put objects with an EMP receptron in the walls that would react to such a thing. You could have the lights go out, trigger a security alert, maybe even have something random happen... (Probably would want to add an EMP stim to the fusion shot, and that of the military bots too)
Quote Posted by Assidragon
Also, one would guess that cancelling a security alert would take more than touching a console.
They could probably be set up to require a hack, couldn't they?
Quote Posted by FiveFingerDiscount
I'd add closable force doors to the reconstruction machines, like they had in SS1, so you can max out your health and choose the right weapon/ammo, before leaving.
That'd be addable by the end user.
cosmicnut on 31/5/2006 at 08:43
I was thinking (you may have heard the cogs whirring).
I would really like to see a remake, even in the good old dark engine, that had a 3 prong branching campaign!!!
You start off as Shodans potential avatar. As the game progresses you can choose how you upgrade (as now) but add other upgrade styles. You could get "gifts" from the many, increasing psy and phsical abilities (no hack or tech, etc). You could also get benifits from staying human, basically you carry on the game as normal. The third would be Shodans way. You could start becoming more machine, more an avatar of Shodan than a seperate entitiy. You would get cheaper implants, swap out body parts for cyber ones (end up like the assisins). You would take less damage from environmental causes but more damage from emp style attacks.
Then you would have 3 endings. The normal human ending (many, shodan destroyed, well kept at bay anyway). The new many ending where you destroy shodan but bring the voice of the many to earth. Then the Shodan ending. You get transformed to fully artificial and bring Shodans reality to the universe!
Kolya on 31/5/2006 at 14:53
Phew that'll be a lot of work...
I was wondering a few times why no one ever worked on the Rickenbacker. If done right this would be the most rewarding for any FM author because your mission would really become part of the game.
Similarly other levels could get extended. The practice would also rid fm authors of a lot of the usual problems like making up a backgroundstory or having to do tremendous amounts of work before they have anything to show.
Bluegrime on 3/6/2006 at 05:58
Maybe make a new mod/map/etc. from the Rickenbacker itself? Set it in the hands of a soldier who WASNT a popsicle during the whole Many invasion.
Briareos H on 3/6/2006 at 10:35
Quote Posted by Bluegrime
Maybe make a new mod/map/etc. from the Rickenbacker itself? Set it in the hands of a soldier who WASNT a popsicle during the whole Many invasion.
Hah, in my early days, when I started learning Drom/ShockED, I wanted to do just that. The plot involved a soldier fighting the many invasion of the Rickenbacker, and ended in jettisoning himself with a big part of the Rick which contained a new 'Many hive'
àla Beta Grove style, (partly) by detonating the second meson acceleration coil (thus justifying the inaccessibility of most of the Rickenbacker in System Shock 2)...
... but then I began rather time consuming studies :/