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Old 08-07-2009, 18:43   #1
Howard Day
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Updated Status... 08/07/09

So. It's been a really long time since we last had an update for you guys. There's some good news, some bad news, and some news.

Good News: Joel has decided to pick this project back up. Good news that - he's basically been stalled for over a year on other projects and life in general. The immediate plan is to create a bare-bones, highly tweakable game base from which we can perfect the actual game's combat, trading and overall feel. This is excellent, and something I'm really looking forwards to.

Bad news: Joel and I are smack dab in the middle of a pretty major crunch time at work. It's mandatory 11 hour days, including Saturdays...so the likelihood of the progress on the bare-bones game base being quick is pretty low. It sucks, but there's not much to be done at this point. The crunch ends about a month from now, so we'll hopefully have more news around that point.

Just News: I've recently been pondering taking this project in a different direction than that of a pure Privateer prequel...possibly towards something simpler, and more classically Wing Commander. Specifically, a multiplayer story-based space combat game. I was inspired by the multi-stage gametypes found in Team Fortress 2. I was pretty impressed at how well they worked, with each stage encapsulating a specific goal for each side, and the progression of the game dependent on the outcome of the previous round. That could really easily apply to a Wing Commander game - with each round being a specific mission.
I could go on in further detail about exactly how it'd translate, but I'd rather not waste more of your time.
My question to you, the reader, is this: would that be a good direction to go in? Is it something that would interest the community?

On another note, is there any artwork you guys would like to see in the mean time? I do have some free time, and i could definitely spend some of it on some more art.

Anyhow, thanks for reading.
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Old 08-07-2009, 18:56   #2
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On another note, is there any artwork you guys would like to see in the mean time? I do have some free time, and i could definitely spend some of it on some more art.
My artwork dream is to see one of the bombers (Broadsword, Longbow, whatever) done up like a B-17 -- olive drab paint scheme, emphasis on the turrets, big colorful group identification on the tail, nose art, crew, kills and number of bombing runs stenciled by the door, etc.
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Old 08-07-2009, 19:01   #3
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Good to hear from you Howard.

I'd love to see a carrier (you choose the class) that looks like it's been through a hell of a battle. Scorch marks, torpedo holes, etc.
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Old 08-07-2009, 19:18   #4
Howard Day
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So, LOAF...Like this:
http://upload.wikimedia.org/wikipedi...ooShooShoo.jpg
?
If so, that leads me to another question...so you have a picture of you and the rest of the team in your flight suits from something like the same general angle?
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Old 08-07-2009, 20:05   #5
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The multiplayer thing sounds interesting, but I hope that we'll still see a good single-player mode with trading and stuff--I'd hate to see all that stuff put by the wayside.

Good to hear that you're still dedicated to this stuff--any progress is good even if it's slow because of other committments.
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Old 08-07-2009, 20:37   #6
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not to sound like a broken record.. but I could still use some of your 3d models that you were gonna give me a while back.

as for in the game, I'm with LOAF on this one. do up a broadsword crossed with a b-17 and it'll be totally awesome
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Old 08-07-2009, 23:03   #7
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Do'h! Sorry, Ninja, but which models in particular will you be wanting?
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Old 08-08-2009, 01:22   #8
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specifically the one you modeled after a drawing of mine. but I really could use the bengal and dralthi and hornet you made too

(and a scim if you have one)


you can email me them at alexvont @ gmail dot com
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Old 08-08-2009, 15:56   #9
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Quote:
So, LOAF...Like this:
http://upload.wikimedia.org/wikipedi...ooShooShoo.jpg
?
If so, that leads me to another question...so you have a picture of you and the rest of the team in your flight suits from something like the same general angle?
Yeah, exactly like that!

If I can't find a picture I'm sure we can take one -- as long as you promise it isn't for modeling the half-naked girl on the nose after.

I'd also love to see a Wing Commander version of this image: http://www.fas.org/programs/ssp/man/...cs/b-52_11.jpg
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Old 08-08-2009, 17:43   #10
Howard Day
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Heheh. I like how you think, LOAF. As for the girl on the nose...I was just going to grab some cheesy cheesecake and model it after that.

Ninja! I need your e-mail address.
I'll send you the files after I get back from GI Joe. You will need at least Max 2009 to open and render them - just a heads up.
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Old 08-09-2009, 01:53   #11
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hehe, I think I can cheat a bit. the email is alexvont@gmail.com
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Old 08-09-2009, 09:26   #12
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Sent!
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Old 08-09-2009, 09:54   #13
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oh sweet. didn't see it in the other box. thankee!
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Old 08-09-2009, 12:51   #14
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Great, I hope you enjoy them. In other news, I've started working on the A-17 Broadsword model...There weren't any decent Boradsword models out there and available, so I've needed to start from scratch - I've snagged the model that looks the most correct, and I'm using that for proportions and layout reference. I will most likely release this when I'm done.
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Old 08-11-2009, 06:02   #15
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Originally Posted by Howard Day View Post
Just News: I've recently been pondering taking this project in a different direction than that of a pure Privateer prequel...possibly towards something simpler, and more classically Wing Commander. Specifically, a multiplayer story-based space combat game. I was inspired by the multi-stage gametypes found in Team Fortress 2. I was pretty impressed at how well they worked, with each stage encapsulating a specific goal for each side, and the progression of the game dependent on the outcome of the previous round. That could really easily apply to a Wing Commander game - with each round being a specific mission.
I could go on in further detail about exactly how it'd translate, but I'd rather not waste more of your time.
My question to you, the reader, is this: would that be a good direction to go in? Is it something that would interest the community?
From my point of view it's not a good idea. From all WC games I loved Privateer the most. I understand, that this kind of game could be much easier to do, than the original concept, but there are games similar to what you described but there is nothing even close to what you've planned Pioneer to be.

So imo even if it would take years and countless builds to get to final shape (WC1 era Privateer like sandbox game with possibility to leave ship on stations, to move inside your ship, real space physics, quest, reputation, trading system, many different -- sometimes even unexpected and secret -- ways to interact with game environment and so on) i believe you should stick to it.

On the other hand it's your project so do with it whatever you want.
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Old 09-01-2009, 03:33   #16
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Quote:
Originally Posted by Howard Day View Post
So. It's been a really long time since we last had an update for you guys. There's some good news, some bad news, and some news.

Good News: Joel has decided to pick this project back up. Good news that - he's basically been stalled for over a year on other projects and life in general. The immediate plan is to create a bare-bones, highly tweakable game base from which we can perfect the actual game's combat, trading and overall feel. This is excellent, and something I'm really looking forwards to.

Bad news: Joel and I are smack dab in the middle of a pretty major crunch time at work. It's mandatory 11 hour days, including Saturdays...so the likelihood of the progress on the bare-bones game base being quick is pretty low. It sucks, but there's not much to be done at this point. The crunch ends about a month from now, so we'll hopefully have more news around that point.

Just News: I've recently been pondering taking this project in a different direction than that of a pure Privateer prequel...possibly towards something simpler, and more classically Wing Commander. Specifically, a multiplayer story-based space combat game. I was inspired by the multi-stage gametypes found in Team Fortress 2. I was pretty impressed at how well they worked, with each stage encapsulating a specific goal for each side, and the progression of the game dependent on the outcome of the previous round. That could really easily apply to a Wing Commander game - with each round being a specific mission.
I could go on in further detail about exactly how it'd translate, but I'd rather not waste more of your time.
My question to you, the reader, is this: would that be a good direction to go in? Is it something that would interest the community?

On another note, is there any artwork you guys would like to see in the mean time? I do have some free time, and i could definitely spend some of it on some more art.

Anyhow, thanks for reading.
I understand how people want to play privateer, but for me Wing Commander has always been space fights in the spirit of WW2 carrier actions. A sort of Midway in Space if you will.

Besides, once you have done say a simple 10 missions' campaign, it would be easy to see what works in the game and what doesn't, allowing for a much more fluid experience when and if you decide to embark into Privateer.

It's up to you really. I just love Wing Commander and the thought of dogfighting in space with your ships is droolworthy, I think.
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Old 09-01-2009, 03:53   #17
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There were flaws in Privateer's universe that Pioneer could easily fix- like trading for example. A small set of economic models implemented in the game could make Pioneer much more advanced than Privateer. For example, using a mere supply/demand equilibrium on every planet could make the prices go up and down in a more reasonable way, and the missions to deliver the cargo before other player would really make sense (otherwise, the commodities just wouldn't go).

It would be nice to have that opportunity used. I liked Privateer for that and missed the more logical merchant part that would match it with Elite.

Best regards

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Old 10-04-2009, 20:51   #18
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One thing I'd love to see is proper turrets on bombers. AI controlled turrets. I have enough time pointing the front of the ship in the right direction..let alone trying to deal with everything else.
*glares at Freelancer*
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Old 10-05-2009, 20:04   #19
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If you are trying to copy privateer, then copy it, it you are trying to improve it, improve it, if possible. What I found total in grossing was that you could be a merchant, merc, bounty hunter, or all three with little effort. You had 3 ships with 3 personalities and it was almost limitless when it came to play. I actually had it loaded and in playable condition for 3 years after I won the game, 3 YEARS!!! I rebuilt the computer 4 times in that period, but still had the game running as well! That's dedication to a game! IF you can come up with a pre-quell to that, I will pay you what you want up to 100 USD per copy.
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Old 10-06-2009, 18:29   #20
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On turrets, I seem to recall the bomber turrets in Prophecy having halfway-decent accuracy--when I flew a Devastator and didn't use the forward guns, I still got over 20% of all shots connecting (all shots having been fired by the turrets), as compared to my typical manual accuracy of 60-70%. Anyway, this tells me that it is possible to program the turrets for a happy medium in between useless and more-deadly-than-your-manual-fire.
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Old 11-08-2009, 12:31   #21
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Suggested Artwork

Howard, if you wanted some busy work, you could give us images of the Bengal with TCS Tiger's Claw and CV-07 on the hull.

Also if you were REALLY board you could always do the Concordia
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Old 01-14-2010, 05:52   #22
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About your Pioneer idea...

Hi Howard,

While I can appreciate the TF2-based idea, which was a very enjoyable game, I'd much prefer the freedom of another Privateer atmosphere. I'll take whatever comes about, but I'll wait longer for the original plan if that's what it takes
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Old 01-21-2010, 07:14   #23
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I'll weigh in.

I think that BOTH are a good idea! And, as much as you'll hate me for saying it, I genuinely think you should make both. Maybe even separate games built on the same engine. I absolutely LOVED TF2. I loved how balanced the gameplay was, and how each class had an antithesis. I loved how defeating the other team required not only good skills, but good cohesion as a team. I can't tell you how many hours I spent scouting as a spy, feeding info to a heavy/medic or soldier/medic team.

On the other side, I'm currently playing through Privateer again, and it's really awesome! My only wish was the the ship classes were a little more estranged from each other (moreso than already), and that the game didn't lend itself QUITE so heavily towards the mercenary route. Hell, even the merchant guild usually offered 50% bounty missions. I'd really enjoy mapping out cargo routes and making lists of prices, keeping a mental tab of where I've probably sated the marked with my wares so that I need to haul somewhere else for a while, and choose different suppliers.

Anyway, all of that to say that I love both ideas, and I think they both merit exclusive attention, either as separate games, or two different modes of the same game. Keep up the good work, man!
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Old 01-22-2010, 09:45   #24
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That's something that Privateer 2 does a really good job of. You could make some great cash running a Monolith from planet to planet.
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Old 01-22-2010, 12:24   #25
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What the original privateer promised;

You could play as a merchant, mercenary or pirate.

Now I'm not one of the trading stuff one place to the other, so could it be possible to actually "build a campaign around the campaign". As in you could just go and buy a fighter and do escort/mercenary missions. And then you could follow "the lead character" from a sideline, escorting him on a mission through pirate territories, and Raise/lower your fees as to your performance(And if you are doing really bad you just blow him up so he does not live to tell anyone), or go bountyhunting after pirates(since you are building storylines and missions anyway, it could be a mix-and-match)

And AFAIK there is no multiplayer to be involved, right?
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Old 02-19-2010, 06:10   #26
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Another question, how can i contact the pioneer team, because I know somebody who has an engine(build from scratch) and claims it can handle your game, you guys should talk.
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Old 02-19-2010, 12:44   #27
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You can contact them by sending Howard Day a PM, I suppose. I think, however, that you should start off by reading some of the older threads here - specifically the ones where they explain (a million times over, again and again ) why they don't want to use Vega Strike or any other engine.
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