KeyBlue wrote:What will the differences in user experience be?
How will you avoid breaking up the community so much that it can't continue any longer?
Will you copy/steal/use/... FAF's game code changes or just start all over from the steam version?
How will you give me the balance i want? ( can't really tell you i want your balance if you don't tell me what it is going to be....)
Basicly what will make me or others enjoy your alternative client more than FAF?
If you can convince me then yes i would we interested in your alternative.
But I'm not interested in the empty box you've shown us so far.
You're 100% right, I have been very light on details so far, but that's mostly because I don't know the details myself yet.
I'll just mention a few things that might help give you a better idea of my thinking:
RatingThe rating system as it stands leads to a lot of players stressing about their rank, and encourages some unpleasant/abusive behaviours too (insults if you make a mistake, not allowing in new players, etc).
The benefits of the rating system I want to keep include how it allows people to balance games, and something positive to aim to improve.
Some things I want to try:
Hiding precise rating from everyone but yourself, (although perhaps a "personal best" number could be globally visible).
Making what other people see more generic, like "Player X is Bronze rank" or something similar.
Making the auto-balance options in lobby better to compensate for this lack of precision.
BalanceI see balance right now as an unhappy middle ground between people who want more changes, faster; and people who think we're already making changes too quickly, causing bad decisions to creep in.
I want to try splitting the main balance into two mods, the first for people who prefer slower change, and the second for those who really want to push the limits of FA.
In the first mod there would be a very deliberate and slow process for making changes; with each change designed to incrementally affect the meta.
In the second mod we'd be adding in cool new stuff like nomads, blackops units (where possible), with each change designed to push the possible without imbalancing factions. (There's a big difference between balancing factions, and balancing the game)
Historically I would see myself falling into the first camp, but I've also loved getting involved in things like the nomads mod in the past too. Lets recognise that different people want different things.
DevelopmentFAF is carrying some really complex code around, and it can be hard as a new developer getting started. A lot of this is due to legacy reasons that we can't do much about anymore, and so by starting fresh I think I can make something that more people can contribute to.
A while back someone wrote an interesting opinion piece about why the FAF python client wasn't suitable for further development; I guess many of those things could also be said for other bits of the FAF code base.
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There's lots of other things to be said about a myriad of other issues, although this post is already long enough