What would it take for Nomads to be FAF's 5th Faction?
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@mach to be fair, nomads is as old as seraphim. considering the emphasis modability was given prerelease, isn't no surprise a group of fans immediately set to work creating a 4th faction. Coming from TA, Aeon will always be the new faction in my eyes.
maybe i need to rewatch all of the cinematics, does vanilla supcom truly reference seraphim repeatedly? would be insanely cool if the cinematic videos could be played directly though the FAF client at any point. seem to be in some weird format... the videos play through VLC... with no audio...
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As long as SCTA under my steward, SCTA will never be ranked
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@cunnismeta said in What would it take for Nomads to be FAF's 5th Faction?:
does vanilla supcom truly reference seraphim repeatedly? would be insanely cool if the cinematic videos could be played directly though the FAF client at any point. seem to be in some weird format... the videos play through VLC... with no audio...
original supcom intro mentions seraphim as origin for aeon, aeon intro also mentions them, naturally, in the story itself seraphim artifacts are a plot point in cybran's second mission and exist as real objects in game, brackman himself talks about them in some cutscenes, I think QAI does as well, idk how many other times they may be mentioned in story cutscenes
in "secret" outro of each faction shows seraphim arriving on Earth in different ways even if for few seconds, example of UEF, and cybran, (for some reason it is very hard to find an isolated video of those on youtube)
so yes seraphim were very canon from beginning
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I would like to clear out some of the missinformation about "gatekeeping" people from contributing to nomads. That was never the case, people are welcome to help out with the mod and they are given pointers if they are unsure how to do stuff.
You can see all closed PRs here https://github.com/FAForever/nomads/pulls?q=is%3Apr+is%3Aclosed
and you will have hard time finding PRs that got rejected.But as with the main fa game repo that Jip is managing, Nomads also have certain quality requirements for the things that get added. That applies for code, models, effects.
So people are getting feedback on their work and pointers on what to improve and how.
I hope this help to clear some things out
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So gonna make a fuller response now about SCTA and Ranking/integrating:
- Most of the SCTA Models simply aren’t the “proper” quality needed. And most don’t have LODs more than 1. Now I set many to phase out, but that different issue.
- Fundamentally TA Factions at there core are not balanceable vs Supcom. You can make them ‘fair’ but not balanced. There is 1001 reasons for this, between the different scaling of Eco, lacking certain “techs”, and having abilities that are simply not replicable but Supcom Factions.
- Fixing 2 would fundamentally change the mod at its core premise. Which is about enabling a way to play Supcom vs TA in a somewhat reasonable fashion AND allowing folks to see where Supcom franchise had spawn from. Why is there only 1 “Engineer” type? Because juggling 3-5 different types are infuriating (for example).
Which basically covers it, but I wanted to be clear on that.
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No point in balancing Nomads until models are finished and some units cut or replaced or reworked. Before that happens, all you can do is make things look less worse. Original team wanted to implement some really weird things in mod and some of them exist to these days.
One thing is certain: mod needs thoughtful approach of "balance team" and "model team" to make things happen. The amount of work to make models of required quality is absurd. And FAF balance team wouldnt handle this job given how slowly they fix things in original game and how ugly they do their job. Quick example: loyalist missile redirection was fixed in EQ in 2016, now the question is the fix in the main game?
In any case there is one major issue with mod: its intellectual property. It doesn't belong to FAF, it doesn't belong to Exotic's team, nor 2-3 teams before. It belongs to Brute51 and he set some restrictions on how we could change the mod. We certainly crossed the border a little and it cost us a shitstorm a couple times. I personally would scrap 1/4 of what people call "faction identity", but i was not allowed to do so. Orbital bombardment that was mentioned here is one of those things. However one thing is random russian noname doing small things and other is legal entity from Europe changing everything completely.
My conclusion is FAF does not have resources to implement mod.
This project was cool, but right now its barely living corpse or better say cadaver. When i first saw Sanctuary trailer I noticed familiar style, concepts and assets there. Why do you think EDA was the first faction you saw on screen? Fair to say Nomads will be finished. In other game...
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@siwaonadaphnewen I did not know that this was the reality of things, that is terrible.
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how exactly is something created in someone elses IP (supreme commander, owned by gpg, square enix now) claimed by some random third party person as their IP? afaik everything here including FAF itself only exists because the real owners allow it to, they could come any time and say "delete FAF or lawsuit" especially if someone starts claiming a mod is their IP
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Just like every other map and mod creator has the copyright to their work.
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@mach they could come any time and say "delete FAF or lawsuit"
GPG induced people to buy SC:FA by promising that FAF would be a substitute/successor to GPGnet. When GPG turned off GPGnet, it told people they should go ahead and still buy copies of the game, if they didn't already own it, because they would be able to play online through FAF
GPG made money because of this promise
FAF people relied on this promise in purchasing the game (if they didn't already own it before GPGnet went off) and in contributing to FAF (whether by making maps, mods, administering the community, balance patches, or just by showing up to play which contributes to other people being able to play multiplayer matches)
promise + justifiable reliance = estoppel
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FAF really doesnt need another Faction. The game is perfect as it is.
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@mach See Blizzard Entertainment, Inc v Valve Corporation for how this works.
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a deranged balance team
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NOMADS needs an identity of it's own - completely unrelated to the other factions. As it currently stands, it's borrowing from all the other factions because it's incomplete. It's always been that way, and despite the desire, no one has picked up the reins to do the mountain of new creative work required, let alone have the concept of what that would be - to bring it anywhere close to a reality.
At best, NOMADS is best left to small side story in some campaign mission.
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Nomads is the biggest waste of time, it's a massive time sink with 0 reward.
The simple answer that nobody wants to say is No it will not get integrated. There's simply no benefit for FAF to integrate even if it would be at the bottom of the totem pole.
I understand players want it but they can't have everything.
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