Forums » Suggestions
Suggestion for some changes to the flight model.
I have to say that I feel the flight model for both FA enabled and disabled has to be tweaked.
This is mostly gained from my experiences fighting the APU-5s and the more powerful ships (which I faced during the beta test)
It's nearly impossible to dodge the APU's scatter shot and even for the easier collectors it's simply a matter of circling around and shooting until the thing is dead)
I can kill collectors by the dozens, but I can barely manage a single APU
The only suggestions I've gotten for killing the Guardians are the barrel rool or some variant of it.
I've tried it, and it does work (as far as you can easily dodge the scatter projectiles of a Apu-5) But it's difficult to aim (but that can be attributed to my inexperience) and hard on the wrist holding that position on my joystick.
Plus, where is the sport? Killing NPCs shouldn't be a systematic "Do this, rinse repeat" situation. It should be exciting, almost as if you where facing a real player, and have some variety of tactics rather than the approach, cirle strafe and/or barrel roll, and retreat.
If the space fighting of this game were like Tie Fighter or Independence War, it would simply be great.
But since they use different physics models and I wish to stay within the current FA/No FA flight mechanics. So I make these suggestions.
1.Allow adjustment of the ship's course during afterburners. This allows for more choices in manuvering.
2.Add sectional armor (would force us and them to manuver more)
After this, well, all I'm suggesting is for combat to be more like classical air combat, or more like true physics (no cap on speed for No FA mode), where it's possible and desirable to be on an enemy's six for protracted amount of time, and equally possible to evade, or being able to better use inertia.
But pretty much I would like combat to the point where you don't have to rely on formula to succeed. I want combat to be winnable, but difficult, by simply flying your best.
God Bless
PegasusJF
This is mostly gained from my experiences fighting the APU-5s and the more powerful ships (which I faced during the beta test)
It's nearly impossible to dodge the APU's scatter shot and even for the easier collectors it's simply a matter of circling around and shooting until the thing is dead)
I can kill collectors by the dozens, but I can barely manage a single APU
The only suggestions I've gotten for killing the Guardians are the barrel rool or some variant of it.
I've tried it, and it does work (as far as you can easily dodge the scatter projectiles of a Apu-5) But it's difficult to aim (but that can be attributed to my inexperience) and hard on the wrist holding that position on my joystick.
Plus, where is the sport? Killing NPCs shouldn't be a systematic "Do this, rinse repeat" situation. It should be exciting, almost as if you where facing a real player, and have some variety of tactics rather than the approach, cirle strafe and/or barrel roll, and retreat.
If the space fighting of this game were like Tie Fighter or Independence War, it would simply be great.
But since they use different physics models and I wish to stay within the current FA/No FA flight mechanics. So I make these suggestions.
1.Allow adjustment of the ship's course during afterburners. This allows for more choices in manuvering.
2.Add sectional armor (would force us and them to manuver more)
After this, well, all I'm suggesting is for combat to be more like classical air combat, or more like true physics (no cap on speed for No FA mode), where it's possible and desirable to be on an enemy's six for protracted amount of time, and equally possible to evade, or being able to better use inertia.
But pretty much I would like combat to the point where you don't have to rely on formula to succeed. I want combat to be winnable, but difficult, by simply flying your best.
God Bless
PegasusJF
If you want a genuine flight simulator with extreme real physics then there are some really fantastic games out there.... I am a fan of the FA-18 Hornet Gold series....
unfortunately, I don't think this game is in that category... its more an RPG with a flight sim twist...
I'm interested to hear what other players and/or the Devs say on this matter.
unfortunately, I don't think this game is in that category... its more an RPG with a flight sim twist...
I'm interested to hear what other players and/or the Devs say on this matter.
I'm not looking for extreme realism, just to make the flight more fun. AFAIK space combat is the only way to increase the combat levels so it is a large portion of the game (Haven't tried PVP yet).
I want to have more freedom to be able to fight the bots with varying tactics rather than the rote "methods" I've heard about without sacrificing much difficulty..
So however that needs to be done, through changes in the ships or the flight model, I humbly ask that steps be taken in that direction.
I want to have more freedom to be able to fight the bots with varying tactics rather than the rote "methods" I've heard about without sacrificing much difficulty..
So however that needs to be done, through changes in the ships or the flight model, I humbly ask that steps be taken in that direction.
PegasusJF, have you tried PvP? I think you may be pleasantly surprised. That's the true heart of Vendetta Online, and there's about as many tactics and styles as there are players. Group combat is a blast when you have wingmen, bombers, escorts etc.
Bots have limited AI, so there's a limited number of tactics used for fighting them. Real players, on the other hand, are always coming up with new tricks.
Bots have limited AI, so there's a limited number of tactics used for fighting them. Real players, on the other hand, are always coming up with new tricks.
Yeah, AI is always quite limited. Maybe later on we can expect more complex tactics from bots. As for aerial combat, well, there just isn't any air out there, and did TIE Fighter actually have a physics model? I personally would like to see unlimited vehicle speeds but sadly that would require complete redesigning of the combat system.
Anyone who wants to see how real space travel physics work should check out http://www.x-plane.com/SpaceCombat.html There is a reason Vendetta doesn't do things this way, no one except the fanatics would pay for it, much less pay monthly.
Thanks for the link. I can't wait to try it out.
yeah, real space flight would be insane. mainly because you would keep spinning on all 3 axis and keep moving all 3 directions unless you thrust the opposite direction.
lets just say turbo is available because you use extra energy to concentrate your grav engines to use all its force in one direction, behind you. dodging while turboing away would be too easy if you could navigate also
lets just say turbo is available because you use extra energy to concentrate your grav engines to use all its force in one direction, behind you. dodging while turboing away would be too easy if you could navigate also
i know what you mean pegasus to me the flight controls seem weird at time (FA off)hell its probably just me
the one game this comes close to is earth and beyond
in many repects i wish the control system and targeting was the same or at least similar
but as i know this cant be done im not gonna moan or even beg geuss its just something ill live with or die with if those bots get close to me again :)
the one game this comes close to is earth and beyond
in many repects i wish the control system and targeting was the same or at least similar
but as i know this cant be done im not gonna moan or even beg geuss its just something ill live with or die with if those bots get close to me again :)