Forums » Suggestions
booster control, over shoot...devs pls read...
was thinking it would be nice to have SOME control when using boosters. alot may argue about how much control so let me throw in my 2 cents. now i wouldnt expect to use this in arcade mode but in physics it would be a nice feature. heres how it COULD work:
make an equation that uses the current speed as a percentage:
ex: current speed is 176
176 = 17.6%
then that percentage is subtracted from 100% which represents 100% control of the ship:
ex: 100 - 17.6 = 82.4
82.4 = 82.4%
the result is how much control you have over the ship while the busters are being applied, in this case 82.4% control. this means that you have an overshoot percentage of 17.6%.
now i dont know what the equation(s) are that they use but take the total of that equation and multiply it by the overshoot percentage:
ex: turn 45 degrees up
45 * .176 = 7.92
7.92 is your over shoot
45 + 7.92 = 52.92
52.92 the new degree to turn up
instead of turning 45 degrees it will turn 52.92 degrees due to the lack of control while boosters are on.
now remember that this is for WHILE THE BOOSTERS ARE ON! if the boosters are off i dont expect to have this in effect at all. one of the main reasons i throw this at the devs is to make dogfighting a bit more interesting. not only that but if there are pirates in the area the person being butchered has a chance to dodge stuff being shot at him/her. I DO REALIZE that the pirate can maneuver also, this just gets rid of some excuses for getting butchered. it MIGHT also level the playing field a bit more. MAYBE a tiny bit, or MAYBE a huge bit more, who realy knows for shure?
if you have a problem with this, instead of being a flamming troll, try to improve upon the idea itself much further than just "yeah how about not having it at all!" you never know how interesting it could be. and i hope the devs have read this cause i dont want it all for nothing either. :)
make an equation that uses the current speed as a percentage:
ex: current speed is 176
176 = 17.6%
then that percentage is subtracted from 100% which represents 100% control of the ship:
ex: 100 - 17.6 = 82.4
82.4 = 82.4%
the result is how much control you have over the ship while the busters are being applied, in this case 82.4% control. this means that you have an overshoot percentage of 17.6%.
now i dont know what the equation(s) are that they use but take the total of that equation and multiply it by the overshoot percentage:
ex: turn 45 degrees up
45 * .176 = 7.92
7.92 is your over shoot
45 + 7.92 = 52.92
52.92 the new degree to turn up
instead of turning 45 degrees it will turn 52.92 degrees due to the lack of control while boosters are on.
now remember that this is for WHILE THE BOOSTERS ARE ON! if the boosters are off i dont expect to have this in effect at all. one of the main reasons i throw this at the devs is to make dogfighting a bit more interesting. not only that but if there are pirates in the area the person being butchered has a chance to dodge stuff being shot at him/her. I DO REALIZE that the pirate can maneuver also, this just gets rid of some excuses for getting butchered. it MIGHT also level the playing field a bit more. MAYBE a tiny bit, or MAYBE a huge bit more, who realy knows for shure?
if you have a problem with this, instead of being a flamming troll, try to improve upon the idea itself much further than just "yeah how about not having it at all!" you never know how interesting it could be. and i hope the devs have read this cause i dont want it all for nothing either. :)
so you're saying that no matter what our engine/batt set up is we should have almost 100% controll of the ship? i like it better this way.
by "this way" i mean the way it is now.
engine/batt doesnt factor into the equation unless the devs do that.
Firstly, engine setup does not affect the maneuverability of the ship by nearly as much as the mass of the ship does
Well, it'd be simple enough to add a factor per engine to your equations.
For example, overshoot could be calculated as such:
(speed/100)*turnamount*massfactor*enginefactor=overshoot
The massfactor could be this:
Light ship= 0.05
Medium Ship=0.15
Heavy Ship=0.20
The enginefactor could be this:
Light Engine= 0.05
Med Engine= 0.15
Heavy Engine=0.20
The speed/100 is your speed of 176=.176
This takes into account the mass of the ship, the type of engine and the speed. Therefore, a ship going at 1/3 full speed can manuver better than a ship going at full throttle. This takes into account standard speed and boost speed.
This new formula also allows for rebalancing of ships, and gives a light ship with a light engine a definite advantage over a light ship with a heavy engine in the means of maneuverability. Towards traders, I would suggest increasing the speed difference as such, with heavy ships having more engine ports for the same price:
Light ship=100% engine max speed
Medium ship=120% engine max speed
Heavy ship=150% engine max speed
Therefore, a heavy ship with a heavy engine could go 309m/s while a light ship with a heavy engine could only go 206 m/s.
Well, it'd be simple enough to add a factor per engine to your equations.
For example, overshoot could be calculated as such:
(speed/100)*turnamount*massfactor*enginefactor=overshoot
The massfactor could be this:
Light ship= 0.05
Medium Ship=0.15
Heavy Ship=0.20
The enginefactor could be this:
Light Engine= 0.05
Med Engine= 0.15
Heavy Engine=0.20
The speed/100 is your speed of 176=.176
This takes into account the mass of the ship, the type of engine and the speed. Therefore, a ship going at 1/3 full speed can manuver better than a ship going at full throttle. This takes into account standard speed and boost speed.
This new formula also allows for rebalancing of ships, and gives a light ship with a light engine a definite advantage over a light ship with a heavy engine in the means of maneuverability. Towards traders, I would suggest increasing the speed difference as such, with heavy ships having more engine ports for the same price:
Light ship=100% engine max speed
Medium ship=120% engine max speed
Heavy ship=150% engine max speed
Therefore, a heavy ship with a heavy engine could go 309m/s while a light ship with a heavy engine could only go 206 m/s.
but a heavy ship has way more mass, and thus it going faster than a light with the same engine is.. wrong
Urza thats physics man. thats why a semi-truck takes longer goin the same speed as a compact car. it just has more mass so theres more of it to stop
longer to stop that is :P for got that part :)
The speed increase of a heavy ship is due to my suspicion that in a larger vehicle there would be more reactant mass and more engines, therefore resulting in more speed. Yet, one could use a similar formula to the overshoot formula to determine acceleration and make the mass versus the engine power equal out. I just know that it is wrong to have a heavy and a light ship with the same engine and speed capacity.
Not to mention a heavy has stronger armor, meaning its hull can tolerate more stress and thus go faster. This is why I like Polycon... Mmm... Genocide cruiser with maxed upgrades and folders... *drool*
Blame SF!!! We wouldn't of if SF didn't post that post, if he didn't post the post i wouldn't of posted my definition of freak one!
wonder if the devs have read this yet...???
I think the genicide cruiser rules me drools, i like the way it looks to, but it needs more lights (as in the thing that shines) =P
yes, I read it. I have no comment on it at this time though.
/me eats raybondo
/me hears raybondo working on 3.2 in his stomach
Hey think of it this way...I get to test 3.2 before the normal users do ahahahahahah...
/me gets eaten by FiReMaGe...
FiReMaGe: MUhahahahahahahaha!!!
/me hears raybondo working on 3.2 in his stomach
Hey think of it this way...I get to test 3.2 before the normal users do ahahahahahah...
/me gets eaten by FiReMaGe...
FiReMaGe: MUhahahahahahahaha!!!
freak1
n.
1) A thing or occurrence that is markedly unusual or irregular: A freak of nature produced the midsummer snow.
2) An abnormally formed organism, especially a person or animal regarded as a curiosity or monstrosity.
3) A sudden capricious turn of mind; a whim: "The freaks of the psyche can no more be explained than the Devil" (Maurice Collis).
4) Slang.
---A) A drug user or addict: a speed freak.
---B) An eccentric or nonconformist person, especially a member of a counterculture.
---C) An enthusiast: rock music freaks.
Just thought SF needed to be pointed in the direction of the meaning of freak!
For the full complete edition point yourselves towards:
http://dictionary.reference.com/search?q=freak
n.
1) A thing or occurrence that is markedly unusual or irregular: A freak of nature produced the midsummer snow.
2) An abnormally formed organism, especially a person or animal regarded as a curiosity or monstrosity.
3) A sudden capricious turn of mind; a whim: "The freaks of the psyche can no more be explained than the Devil" (Maurice Collis).
4) Slang.
---A) A drug user or addict: a speed freak.
---B) An eccentric or nonconformist person, especially a member of a counterculture.
---C) An enthusiast: rock music freaks.
Just thought SF needed to be pointed in the direction of the meaning of freak!
For the full complete edition point yourselves towards:
http://dictionary.reference.com/search?q=freak
umm lets not digress peoples :P
yes yes, by all means let us not digest peoples
/bump for the hell of bupming really old threads lol
-Seta Solenk
-Seta Solenk
aghhhhh thread-necromancy..... agghhhhhhh