Sizer talks about the progress of the mod, releases Vlog on combat balance.

Posted by Sizer on Mar 4th, 2013

It has been quite some time since we've posted any news. Have no fear, we're still here. Development has been moving ahead at a solid clip. I've completely rebalanced the combat and flight mechanics, have been working on new stations and planets to add flavor to the universe, and working on stamping on any minor bugs I can. FriendlyFire has been working his magic on our renderer, increasing its power while also removing instability. Performance is currently very good for middle of the road to high end PCs. With my setup, which is fairly middle of the road itself at the moment, I get about 120 fps in areas with moderate traffic, and 70 fps during heavy combat. We've also begun the final architecture work for the universe.

There have been numerous gameplay additions, such as the gravity well overlay showed off last week in the images section. Just to clarify, this is a toggleable overlay, not something that is always on. Along with that, several other HUD upgrades have been implemented. These include a display for hostile, friendly, and your own turret arcs, fields of fire, and currently selected targets. They allow for more battlefield awareness, as well as a little metagame subterfuge. Because offlined weapons do not show up in the display, you can fake damage to someone who is using the turret overlay to assess targets.

Lately, I've been working with a group of testers to finish off my combat balance system, and in the following video, I, and one of my long time minions, Zhukar, roam around our testing system, blowing stuff up, and discussing the changes to combat as we go. Keep a watchful eye, you may notice some other graphical additions. It is a little lengthy, but its worth a watch.

If you like what you see, and have been playing, please don't forget to tell your friends, your communities you frequent and social sites like REDDIT/Twitter about this mod. Player word of mouth goes a long way and we'd appreciate any of the support we can get for this mod of ours! Thanks everyone!

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Sanguinius Mar 4 2013 says:

The mod is alive, it's alive!!! :D

+3 votes     reply to comment
ImpKalis Mar 4 2013 says:

watched the whole thing, and I even though you didn't mention it I was overjoyed when I saw the ai caps not ramming into each other and your caps.

+4 votes     reply to comment
FW:ToW_Sushi Mar 5 2013 replied:

To be honest, occasionally, they still do that. That said, we have fixed capital ship flipping so it doesn't break immersion unless it's NPC vs NPC

+2 votes     reply to comment
comsordan Mar 5 2013 replied:

Is there also a way to make AI CapShip-movement look smoother?
Since ever they turn like this: fly some Meters straight, suddenly turn some degrees, fly straight again, turn again...
I think a lot of ramming is a result of that behavior. But I think, if it would be possible to fix that, some other modteams would have done it already.

+1 vote     reply to comment
KeBabKilla Mar 4 2013 says:

I just don't know what to do with all the **** here :O

+2 votes     reply to comment
FW:ToW_Sushi Mar 5 2013 replied:

Always with the ****

+1 vote     reply to comment
BlueSunsleader Mar 4 2013 says:

good stuff

+2 votes     reply to comment
Hawawaa Mar 5 2013 says:

Now that was an epic update... ahhhh ya... :D

Keep up the amazing work!

+2 votes     reply to comment
FW:ToW_Sushi Mar 5 2013 replied:


+1 vote     reply to comment
staffelkapitn Mar 5 2013 says:

Im still playing the demo. In my opinion this will be the best Star Wars videogame ever made. You're already doing an amazing work, keep doing it.

+2 votes     reply to comment
TALON_UK Mar 6 2013 says:

Cracking stuff, most enjoyable watching that and getting a feel for the gameplay. Great work.

+1 vote     reply to comment
Johnson1300 Mar 8 2013 says:

Cool!You need only to make physical speeds(not like standard matrix, normal, true speeds of space) and done!)

+1 vote     reply to comment
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