I know Raevn and Mike have revealed a few of their future plans, but I'm curious as to what the rest of our mod community plans on painting upon the canvas Uber is making. My plans: An ARM-like faction to Uber's CORE-like faction, not sure if I'll be able to get all the artwork done though. A multi-layered city biome. Pulsar systems, where you must stay in the shadows otherwise your units will be fried by the radiation being put out by the system's erratic star. Various addons to the Galactic War depending upon its state when its released. Terraforming because AWESOME. I'm also trying to develop my own game right now, with almost no prior knowledge about how a game is actually made... So I'm glad Uber is sharing so much about their development process.
Basically a sandbox mod that simulates circuits in a simple, fun way. I plan on making it similar to wiremod for garrys mod, my most important push being that it should be simple to add on to. No more difficult than strapping a bayonet on an AK-47 with duct-tape. I hope it impacts as many people as wiremod did. I know I owe my life to the Wiremod team for getting me started on programming. https://forums.uberent.com/threads/future-mod-sandbox-circuits-and-logic.49656/ I'm not going to repost that wall of text XD
Overhaul of the radar/vision system, for a system which scales with multiple scouts and features graded intelligence Experiments with the pathfinding (The current implementation is flawed to my understanding and inefficient / broken due to some misinterpretations of the theory behind this technology, see FS#564, FS#913, FS#1565 as well as minor issues, such as the avoidance of "traffic jams") Diversion in economy techs (that's if that won't go into the core game) Client side auto-dodge / auto-dance for bots. (Just to see if my prediction was correct, that dodging is something you shouldn't allow in the first place) Galactic war stuff No GUI / visual stuff though, I prefer tweaking the numbers and systems behind the scene and have not the patience do bother with modeling / drawing.
Interesting - I just read through the pathing issues exterminans mentioned. My initial assumption would be that pathfinding type stuff would be lower level than modding will allow. Sounds like those pathing fixes should be part of the trunk - but if they don't end up in there they don't I guess. I remember there was a process happening to select 'official modders' - anyone gotten any feedback about whether things at this level will be changeable?
I might try my hand at some UI mods, but really it depends if, upon final release, there is anything I feel I want to be changed in the game. But I might play about just for the learnin' One thing that I haven't posted about yet, but really want to see done well, is flocking and formations. I think it'd be great if you could select a bunch of tanks spread widely over your base, issue a move command, and then perhaps a separate command specifying the point at which to 'group'. And then hopefully some nifty code that will adjust unit's speed so they arrive at the same time. That's just off the top of my head, but that is a feature that I think would be great. I know a few patches ago flocking was improved, so it must be something the devs want to tackle, but to what degree I do not know. Not sure how much of this would be possible though to be honest, not sure if they will expose that much code and what I want to do might well be server-side anyway. Oh yes, and I'm quite interested in procedural terrain generation, so I reeeeeeally want to play about with that side of the PA engine I'll probably end up generating a Mandelbrot planet!
Learning how to mod the game. Finding time to learn how to mod the game. Finding spare time full stop. I have a few plans, but I need to get more familiar with PA first. I really don't have as much time for the game as I'd like (that and I've got into the Pandora: First Contact closed beta as well, which I can't waste either). Initial plans would probably be scouring the UI mods that exist (hi cola ) and/or working on my own. More advanced plans would be looking at core design and probably completely destroying it (I like being able to research technology). My existing free time is taken up by organising my new place, helping my gf plan her school work, my own full time job, various community forums, water polo and after that attempting to build a portfolio for games development (currently working on a 2D sprite-rendered game, from the ground-up).
Tournaments, Tournaments, Tournaments! I'll be writing a mod which integrates my website with PA to automate a lot of the manual processes that currently need to be done. e.g. Automatic game lobby creation and map selection for players, automatic results posting. Linking to replays and stats information... are some ideas off the top of my head.
More kinds of explosions More weapons to destroy a planet Some sort of weather machine to use ( filling up craters with water ...)
good ideas, i think, the first vanilla updates Uber will want to do is ad in at least one faction after the game is released. I wouldn't be so certain about Uber wanting a single faction if I were you. This release with a dedline prossess is really whats making it impossible for them, not a design choice.