Forums » Suggestions

partly-maneuverable turbo & controllable turbo speeds

«12
Jan 28, 2006 Lord Q link
ok i'll clarify my coment regarding x-wing physics:

while holding turbo, your ship would behave more like an airplane or clasic flight sim than it does curently. because you continiously move forward, and loose the ability to strafe while maintaining the ability to adjust your attatude (and subsequently your flight vector). you get roughly the same effect if you hold forward thrust and don't touch the strafe buttons now.

>Have you ever tried tracking (and hitting) an object that's turboing perpendicular
>to you?

yes, i have, and it would be easier to do that if i could use my turbo to increase my weapon shot velocity without having to lock onto one set vector.

>Chasing is boring. It's not stimulating.

well that's your opinion, but i think chasing is boing primarily because you and your prey can't do much other than hold one button and watch the range indicator. if both you and your oponent could manuver it would make chasing a lot more entertaining.
Jan 30, 2006 Phaserlight link
I've often thought about this, but I've got a slightly different take on it:
http://www.vendetta-online.com/x/msgboard/3/11481

In a nutshell, I suggest removing the frictional force but keeping top speeds in place, and also doubling turbo drain on all ships and adding a 5-10s cooldown period after each burn (varying per ship type).

I'm pretty sure this addresses both the idea of partial maneuverability and different cruising speeds. Just an alternate possibility, that's all.
Feb 02, 2006 Infinite_Skillz link
Crip I think you slightly missed the concept, although yes it is similar to x-wing physics (never played it, but from what I imagine).
By 'outmanuevering a pursuer while turboing' what you currently mean is that two ships, running from a fight, pick a vector somewhat simultaneously, hold down turbo and wait. If the pursuer has misjudged, then she has to stop, pick a better vector and turbo again - by this point the chase is almost over. Meh. You will really miss this?

This new turbo would be a very separate mode to the current 'combat' flight model. You could disengage it at any time, which would put you back on the familiar physics mode 'drift' where you could pivot and aim normally, and then could engage it again, and boost at high speed off in another direction. Being engaged in turbo would have to be visibly identifiable ie. a large vector/smoke trail, maybe 50-100m.

If you were chasing a target perpendicular to you however, you wouldn't stop turboing and pivot (as you do now), although you still could. Instead you would reduce your 'turbo power/speed' and weave in behind them. I for one would find this gameplay dynamic far more interesting.
What if your maneuverablity was determined by how fast you were turboing.
Imagine convoys pirates and escorts picking high speed routes through a dense asteroid field. Most importantly it brings the dimension of flying in formation into the game. It also makes the pursuit part of the game, ie the new pirate/escort missions possible. Currently I cannot see how they can be fun. Even right now, trying to catch a ctc convoy in sector is tragically annoying.

You have to agree that the current turbo system is broken, wrong, unwieldy, and one of the most off-putting retro aspects of the game. Sure it makes Vendetta somewhat unique... But something needs to change. Turbo tapping sucks.

[Edit] Phaserlight, great idea. A different approach to the same problem. The main difference being the infini-turbo. Maybe the turbo from this thread could be introduced, and then take your idea and make a separate 'boost' which would be more useful in dogfights and combat. Also the concept of maneuvering slowing you back down to sub-turbo speeds is sweet. Anyway I think this thread needs to be bumped in about a month, and not before.