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Author Topic: Idea for a faction mod: Fury Road theme.  (Read 2650 times)

NephilimNexus

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Idea for a faction mod: Fury Road theme.
« on: February 27, 2020, 01:40:39 AM »

So here's my idea for any modders willing to take it on.  I assume that, as carbon based life forms, everyone here has seen "Fury Road" at least twice.  In the film there were three main factions of bad guys who were all working together.  With their methods as a basis I realized that they could easily translate into a sci-fi, or more specifically Star Sector factions.  I'll go into more detail thus...

1) Three factions, one planet each, all based in the same solar system.

2) The first one, based off the Citadel, specializes in producing food, marines and crew.  Their ships tend to be based on 360 coverage with their weapons and high speed, but are otherwise fairly normal.  Heavy emphasis on missiles (because dynamite spears) and all their captains have their AI fixed to "reckless" behavior - as dying in glorious battle is the goal in life of all their crews.  Because of this they are also the absolute least likely to retreat, ever.

3) The second faction, based off Gas Town, specializes in producing fuel, hulls, tankers and salvage ships.  Ship emphasis tends to gravitate towards capital ships and frigates - their middle size range is somewhat lacking because of this.  All, however, will have layouts putting emphasis on close-range brawling (because pole-cats).  In contrast, however, they have the strongest survival sense, with their captain AI set to "cautious."  This will lead towards them dancing around their targets until they see a weakness, then lunging in for a quick strike and then exiting again (again, because pole-cats).

4) The third faction,  based off the Bullet Farm, specialized in producing supplies and weapons.  Lots and lots of weapons, mostly ballistic and with very high ROF (if not accuracy).  Slow, medium size and very heavy armor is the order of the day, with their captains set on "aggressive" to show that they're not afraid to tough it our or even armor tank when needed.  Despite the ballistic emphasis, weapons should be the longest ranged of the trio, enabling them to engage opponents from any distance.  Distinct lack of missiles, however, as their idea of a "finisher" is simply "more dakka."

All three would start off more or less allied with each other, with strong diplomatic ratings and even an outright triple-alliance if using Nexerelin.  Though no one planet is truly capable of surviving independently, via trade the tree all manage to support each other and make their small group actually effective.  I must note here that this would make a wonderful change of pace than the over-saturation of "uber factions" out there who all have single planets with more industrial power than the Galactic Empire.  Instead, here, we see industrial power as it was meant to be in Star Sector - through allied trade of specialist planets who are providing to each other.

Finally, if one wanted to throw in some pirates based off the Buzzards and Rock Riders, well, that can also be done...

5) Buzzard designs would, naturally, be spike covered and do extra damage on collisions.  Weak or no shields but good armor, and very aggressive in battle with booster hullmods to increase their ramming ability.  Tend towards the small side, however, with only one strong capital ship that doubles as salvage and transport.

6) Rock Riders would translate into the smallest, fastest pirates you've ever seen.  Their frigates would be cheap, numerous, flimsy but so fast they make phase ships look slow in comparison.  In fact their ships would essentially be little more than glorified heavy fighter craft, but coded as frigates so they could operate on their own.  Reckless pilots with front and side mounted short range, rapid fire ballistics (all point defense types), no rear guns because they can probably outrun missiles and incoming fire coming from behind.  We're talking speed in the 200+ range, but also probably less than 1000HP total for any ship, including the armor.
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Plantissue

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Re: Idea for a faction mod: Fury Road theme.
« Reply #1 on: February 27, 2020, 06:44:21 AM »

Why write this here? Aren't there mod threads for this where modders would be paying attention?

It doesn't sound like you are making a statement of intention to create this or offering money for others to create this for you. Why would anybody follow your direction?
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Tartiflette

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Re: Idea for a faction mod: Fury Road theme.
« Reply #2 on: February 27, 2020, 06:53:46 AM »

Sounds like regular pirates with extra steps though.
« Last Edit: February 27, 2020, 06:57:27 AM by Tartiflette »
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David

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Re: Idea for a faction mod: Fury Road theme.
« Reply #3 on: February 27, 2020, 06:55:28 AM »

Why write this here? Aren't there mod threads for this where modders would be paying attention?

It doesn't sound like you are making a statement of intention to create this or offering money for others to create this for you. Why would anybody follow your direction?

Hey, why so negative? (Rhetorical question. Don't answer.)

Someone's just having some fun, it's OK for them to throw some armchair design ideas around even if they're not serious about following through- because maybe they are, you don't know. This is a game, after all. We're here to have fun. So: if you don't have something vaguely useful to say in a way that isn't negative, maybe just think it to yourself and move along without sharing the thought.

Or how about this: "Hey, Fury Road was a great movie, and this sounds neat, though it could be a lot of work. If you haven't made a mod before, it might be a good idea to start a bit smaller so you don't burn out. You might also want to get this post moved to the modding forum because that seems like a better place to get advice from modders."
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Plantissue

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Re: Idea for a faction mod: Fury Road theme.
« Reply #4 on: February 27, 2020, 07:35:20 AM »

It doesn't sound like you are making a statement of intention to create this or offering money for others to create this for you. Why would anybody follow your direction?

You might also want to get this post moved to the modding forum because that seems like a better place to get advice from modders.

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bobucles

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Re: Idea for a faction mod: Fury Road theme.
« Reply #5 on: February 27, 2020, 08:23:19 AM »

Quote
Or how about this: "Hey, Fury Road was a great movie, and this sounds neat, though it could be a lot of work. If you haven't made a mod before, it might be a good idea to start a bit smaller so you don't burn out. You might also want to get this post moved to the modding forum because that seems like a better place to get advice from modders."
Just like you can't make a horse drink water, you can't drag a stick into sunshine. Unfortunately, providing negative reinforcement against negative reinforcement only cancels out into positive reinforcement, justifying the original behavior as the norm.

Consider running overly negative posts through a "Friendship filter" instead. Just like your typical video game elemental weakness chart, creatures of darkness tend to get confused and burned when they are forced into genuine kindness. Think of it like that movie where the lawyer always lies but the kid wishes he couldn't lie so his life starts falling apart as his lies can no longer be covered with lies. I think it was called "The lawyer who told the truth".

Harmful Mechanic

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Re: Idea for a faction mod: Fury Road theme.
« Reply #6 on: February 27, 2020, 11:19:02 AM »

I've already got something with a lot of factionalism confined to a single solar system in the pipe, and I will admit, before David posted, I was tempted to snark at this. But...

This wouldn't be very hard to rig up yourself, OP. What's stopping you? It's a single star system (probably the hairiest part, but you could leave it for last), 3-4 factions' worth of ship skins, a few hullmods (second hairiest part) for the ship skins, and maybe a few unique weapons, which you can do as the mood strikes you.

Everything you want could be kitbashed easily and quickly from vanilla assets, so art's not a problem; start with [D] versions and give them a quick paintover in faction livery, slap together some Mad-Max-y weapons (I would love to see a space crossbow and some boomeranging missiles). You can use cropped screenshots to make passable hullmod images. The only real barrier is setting up your mod in an IDE and compiling your star system and hullmod code, and depending on how complex those are, you could easily ask for help and get it once you have some working ship skins and weapons.

Most of us are a little leery of people who have big ideas but aren't willing to put in a little effort. So your ideas are more likely to be received well if you've done some prototyping. What are the barriers to doing this yourself? What help do you need?
« Last Edit: February 27, 2020, 03:59:36 PM by Harmful Mechanic »
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Eji1700

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Re: Idea for a faction mod: Fury Road theme.
« Reply #7 on: February 27, 2020, 11:36:23 AM »

Sounds like regular pirates with extra steps though.
Sure, but vanilla pirates are kinda boring as is.  There's something in their selection of ships, but for the most part they're target practice and speed bumps.  More organized junker factions can be fun ( I feel like there's already one or two mods with something similar?)
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NephilimNexus

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Re: Idea for a faction mod: Fury Road theme.
« Reply #8 on: February 27, 2020, 04:10:16 PM »

It doesn't sound like you are making a statement of intention to create this or offering money for others to create this for you. Why would anybody follow your direction?

I'll just leave this here.
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SCC

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Re: Idea for a faction mod: Fury Road theme.
« Reply #9 on: February 27, 2020, 11:15:04 PM »

I can understand Plantissue. The thing about modders is that they almost certainly already create only as much content as they can, not as much they want or as many ideas they have. And even if they have a shortage of ideas or need help with some specific topic, they are more likely to just ask people about it. It's less that throwing ideas around is pointless, more that if you don't work on that idea, most likely no one will. So, if you don't, this is really more like a tease. A dream. A shadow.

Morrokain

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Re: Idea for a faction mod: Fury Road theme.
« Reply #10 on: February 28, 2020, 01:55:55 AM »

If you have nothing kind nor constructive to say- Do not say it. I fall into this trap too, but this is a pretty simple concept.

Quote
The thing about modders is that they almost certainly already create only as much content as they can, not as much they want or as many ideas they have. And even if they have a shortage of ideas or need help with some specific topic, they are more likely to just ask people about it. It's less that throwing ideas around is pointless, more that if you don't work on that idea, most likely no one will. So, if you don't, this is really more like a tease. A dream. A shadow.

I get what you are saying, but then simply ignore the thought and move on. If it's a dream or a shadow then who cares in the end, anyway? It will fade into oblivion. Suppressing ideas upon that principle is not productive here. I think that was what David was trying to get at.
« Last Edit: February 28, 2020, 01:57:31 AM by Morrokain »
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Grievous69

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Re: Idea for a faction mod: Fury Road theme.
« Reply #11 on: February 28, 2020, 02:27:28 AM »

If you have nothing kind nor constructive to say- Do not say it. I fall into this trap too, but this is a pretty simple concept.
I'm sorry but this is a horrible advice both here and irl. What if someone makes such a bad bad suggestion that goes completely against the game? Are people then not allowed to say ''yo man this *** won't work'' or something close to the topic, someone asks if anyone could make a mod they want for free. You are then supposed to get back responses like above. It reminds me of the subreddit when people expect to get commissions and similar things for no charge. If you can't handle criticism you have no business online (or even doing something irl).

Look, I'm not saying throwing ideas is bad and should be punished but at least go ''hey guys there's been a thing I've really wanted to make happen, I'm having some troubles with modding so if anyone can point me in the right direction or throw me a PM I'd be really appreciated''. That would be fine, this right now is silly.
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Please don't take me too seriously.

Morrokain

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Re: Idea for a faction mod: Fury Road theme.
« Reply #12 on: February 28, 2020, 02:45:24 AM »

What if someone makes such a bad bad suggestion that goes completely against the game? Are people then not allowed to say ''yo man this *** won't work'' or something close to the topic *snip*

A different topic (and forum subsection) altogether- but there is a constructive way to get that point across too, yes.
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Tartiflette

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Re: Idea for a faction mod: Fury Road theme.
« Reply #13 on: February 28, 2020, 02:55:19 AM »

negative feedback =/= non constructive

I agree with Grievious here: the reaction has more to do with the concept of the "idea person" than the idea itself. Someone that has no technical background, that does not offer to do any of the required work and is just asking for free labor to realize his barely-more-fleshed-out-than-a-napkin-pitch "big idea".

When making a large mod can take more than a thousand hours of work, it tends to irk the people asked for said labor. Especially when making a mod requires a lot of non technical busy work (data entry, balance fine-tuning, lots of writing etc). Had the post started with "Hey, I want to make X mod, is it possible and where should I start?", things would be very different.

I have no doubt OP was enthousiastic and probably well intended, but ideas are a dime the dozen, and the only good ideas there are are the ones that survived actual implementation.
« Last Edit: February 28, 2020, 02:59:16 AM by Tartiflette »
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NephilimNexus

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Re: Idea for a faction mod: Fury Road theme.
« Reply #14 on: February 28, 2020, 10:28:32 AM »

You know, this isn't the first time this has happened.  In fact, it seems like any time anybody puts out a new idea there is a small cadre that invariably leaps in to pile on nothing but insults upon said idea and whoever dared to speak it.

While I see no logic or reason in such commentaries, I have come to realize that my attempts to, metaphorically speaking, feed the pigeons actually does nothing but attract packs of sewer rats instead. 

Every. 

Single. 

Time.

And it is my disgust with this sort of behavior has made me come to a decision:  I shall never put forth any modding ideas or suggestions in this forum again. 

Congrats, naysayers - you win.  Not because I agree with anything you're saying, but because I just can't deal with your endless, soul-sucking negativity anymore.  If my remaining silent will keep me from having to read any your stuff anymore either then it's completely worth it.
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