Forums » Suggestions
Assorted Ideas from a mind at 3:50 in the morning
You know what would help? Some means of telling a player his target is typing. 'CHATTING' or 'COM' or something could appear in the target readout, and the reticle/wirebox could turn yellow, things like that. It wont stop people from doing it intentionally, but it would help prevent accidents.
Then, how about a missle locking system? For instance: You have to hold your target in or close to the reticle for 2-5 seconds before a missle will home in on them.
How about a 'lock in progress' warning or even countermeasures? I remember in TIE fighter there was a readout that told you if someone had you targeted and sighted, and another one that told you if they were locking onto you for a missle launch. There are lots of ways to stop or hinder incoming missles, guided or unguided; and a lot of them are in use today... Chaff, flares, noisemaker decoys, ect.
I dont find the anything wrong with the rockets/missles, the problem is a lack of defense against it. (While im at it, what about regenerating shields?)
Then, how about a missle locking system? For instance: You have to hold your target in or close to the reticle for 2-5 seconds before a missle will home in on them.
How about a 'lock in progress' warning or even countermeasures? I remember in TIE fighter there was a readout that told you if someone had you targeted and sighted, and another one that told you if they were locking onto you for a missle launch. There are lots of ways to stop or hinder incoming missles, guided or unguided; and a lot of them are in use today... Chaff, flares, noisemaker decoys, ect.
I dont find the anything wrong with the rockets/missles, the problem is a lack of defense against it. (While im at it, what about regenerating shields?)
mmmmmm shields
Whilst im all for the countermeasures idea (that would be really cool, long long dogfights =) im not too keen on it at the moment because it will only serve to worsen the current seekers + homers and strengthen the position of dumbfire configs (e.g. tri-sunflower valk). The only way to get around that would be to either improve the seekers + homers (a lot) or completely nerf dumbfire weapons (to the point where they're are practically useless just like real aircraft fights today).
I dont think theres a fighter jet today that would take off with a purely dumbfire config, its just not practical. But in VD, its completely the opposite.
asphy
I dont think theres a fighter jet today that would take off with a purely dumbfire config, its just not practical. But in VD, its completely the opposite.
asphy
There are a variaty of types of countermeasures that would also effect unguided rockets. Check out the toys thread.
I am for countermeasures, but not as a primary means of obtaining balance.
I am strongly against improving guided weapons significantly or otherwise creating situations where weapons can be used without any degree of skill. And, no, I don't want to argue whether rockets take skill, because I've already been down that road in detail.
I think realistically, weapons of space faring era should be smarter than humans, move at tens of thousands of meters per second (or faster), and that humans would have little or no place involving themselves in combat and certainly no ability to react successfully to an incoming weapon or 'trick' its guidance. But seeing that we are humans, that makes for a much less interesting _game_. So I think any arguement based on how realistic it is to have dumbfire weapons is spurious.
"Then, how about a missle locking system? For instance: You have to hold your target in or close to the reticle for 2-5 seconds before a missle will home in on them."
Thought about that. It would certainly allow for better homing weapons than we have, though not I hope that significantly better.
"You know what would help? Some means of telling a player his target is typing. 'CHATTING' or 'COM' or something could appear in the target readout, and the reticle/wirebox could turn yellow, things like that."
I'm completely opposed to that. It is very much of a meta-game concept and as such subtracts from the emmersiveness of the game. Moreover, I suspect it would have the opposite effect that you intend. Ruthless people (the kind that attack without warning) would wait _until_ the knew the target was typing to attack. It's much better to have ICly believable defences like a warning system when a ship targets your ship or when a hostile ship approaches within a certain distance. Ultimately, you are primarily responcible for your own in game safety and for paying attention to your environment.
I am for countermeasures, but not as a primary means of obtaining balance.
I am strongly against improving guided weapons significantly or otherwise creating situations where weapons can be used without any degree of skill. And, no, I don't want to argue whether rockets take skill, because I've already been down that road in detail.
I think realistically, weapons of space faring era should be smarter than humans, move at tens of thousands of meters per second (or faster), and that humans would have little or no place involving themselves in combat and certainly no ability to react successfully to an incoming weapon or 'trick' its guidance. But seeing that we are humans, that makes for a much less interesting _game_. So I think any arguement based on how realistic it is to have dumbfire weapons is spurious.
"Then, how about a missle locking system? For instance: You have to hold your target in or close to the reticle for 2-5 seconds before a missle will home in on them."
Thought about that. It would certainly allow for better homing weapons than we have, though not I hope that significantly better.
"You know what would help? Some means of telling a player his target is typing. 'CHATTING' or 'COM' or something could appear in the target readout, and the reticle/wirebox could turn yellow, things like that."
I'm completely opposed to that. It is very much of a meta-game concept and as such subtracts from the emmersiveness of the game. Moreover, I suspect it would have the opposite effect that you intend. Ruthless people (the kind that attack without warning) would wait _until_ the knew the target was typing to attack. It's much better to have ICly believable defences like a warning system when a ship targets your ship or when a hostile ship approaches within a certain distance. Ultimately, you are primarily responcible for your own in game safety and for paying attention to your environment.
Well, the only way to tell if it would be abused would be to try it. This is a test, after all. And i do think dumbfire rockets (except for the avalon - for special occasions) should be caulked. Think about it... Would they really be used in the future? plus, weaving around trying to break the lock of a homing missle would be a lot funner than having dumbfire rockets rammed up your arse.
"Think about it... Would they really be used in the future?"
Did you even read a thing I said? Hello, McFly?
"Plus, weaving around trying to break the lock of a homing missle would be a lot funner than having dumbfire rockets rammed up your arse."
Actually, speaking from experience here, it is not. Actually, it is alot less fun, and its alot easier to keep from being hit by dumbfire rockets than it is to keep from having a fast, agile, homing weapon from hitting you. With a rocket, you just have to dodge it once.
Did you even read a thing I said? Hello, McFly?
"Plus, weaving around trying to break the lock of a homing missle would be a lot funner than having dumbfire rockets rammed up your arse."
Actually, speaking from experience here, it is not. Actually, it is alot less fun, and its alot easier to keep from being hit by dumbfire rockets than it is to keep from having a fast, agile, homing weapon from hitting you. With a rocket, you just have to dodge it once.
I guess it depends. Maybe if the base velocity of EVERYTHING was increased a bit? In my oppinion harrowing dogfights and strafing runs is funner than swirling waltzes of shooting-while-corkscrewing. Could be that im used to games like IWAR2 and stuff.
BTW, These are just ideas that i came up with at witching hour...
You never mentioned anything about shields Celebrim... Do you agree with me? It could be handy...
BTW, These are just ideas that i came up with at witching hour...
You never mentioned anything about shields Celebrim... Do you agree with me? It could be handy...
About chatting and com stuff... you know there are people who love to just kill anyone (n00bs vets aces w/e) anyway possible, so they'll just attack with the ones that saids chatting or COM...
i dont like the missle guideing thing. That would be only nessicary where the missle has to get a "picture" of the ship it's hunting. WE get a cool little radar that the missle uses to configure it's lock to the target ship's power readout, mass, pilot's age, ect so as to lock onto the ship as accurately as possible.
what about you you have to press a button to get a look on something like caps lock. The target would of course have to be in you crosshairs.
what about you you have to press a button to get a look on something like caps lock. The target would of course have to be in you crosshairs.
First, yay to X0563511 for expressing opinions in the forum. It takes courage, and it's hard to research old threads because there's no search (poke poke). However, at the same time please realize that some of us have heard these same suggestions a dodecadillion times and, well.. you get the idea.
I recommend finding the gizmo thread, and read the 100+ great ideas that are already there.
My opinion (I've always got one):
Better guidance, et al has a place in Vendetta but not right now. My opinion is that guidance should be improvable via upgrades (gizmo's... a-la the gizmo thread) such as the targeting-beacon, laser-guidance systems, etc. Lasers should be able to be improved via gizmos also; beam-focusing crystals to improve range and damage, or dispersion spreads to trick shields. Shields should be available/enhance-able. and on and on and on.
Celebrim has many opinions about shields and armor... as do I, and many others here. There is a thread on that somewhere in the archives as well. (me believes that was Celebrim's thread)
/me bounds off in search of old threads to resurrect...
[edit] The toys thread is here http://vendetta.guildsoftware.com/?action=msgboard&thread=1494&page=2
I recommend finding the gizmo thread, and read the 100+ great ideas that are already there.
My opinion (I've always got one):
Better guidance, et al has a place in Vendetta but not right now. My opinion is that guidance should be improvable via upgrades (gizmo's... a-la the gizmo thread) such as the targeting-beacon, laser-guidance systems, etc. Lasers should be able to be improved via gizmos also; beam-focusing crystals to improve range and damage, or dispersion spreads to trick shields. Shields should be available/enhance-able. and on and on and on.
Celebrim has many opinions about shields and armor... as do I, and many others here. There is a thread on that somewhere in the archives as well. (me believes that was Celebrim's thread)
/me bounds off in search of old threads to resurrect...
[edit] The toys thread is here http://vendetta.guildsoftware.com/?action=msgboard&thread=1494&page=2
I agree with the principle of this post.
I think homing missiles should be better at seeking their targets, but that would also take out any skill involved. Right now if you want to dodge homers you just about face and fly in a big arc until they either blow up on something else or vanish. This makes for very boring dogfights. I think faster and smarter rockets would be a fun idea and add to the urgency of dogfights, but you would definitely need a time delay and an area in which these rockets can aquire their target. For example, the missiles shouldn't be able to 180 and keep coming after you like the locust swarms so. They need to be a little less maneuverable than the ships they are chasing. I feel like the purpose of the rockets is to herd you quarry into position to shoot them down. I'm opposed to using them as a staple weapon.
I think homing missiles should be better at seeking their targets, but that would also take out any skill involved. Right now if you want to dodge homers you just about face and fly in a big arc until they either blow up on something else or vanish. This makes for very boring dogfights. I think faster and smarter rockets would be a fun idea and add to the urgency of dogfights, but you would definitely need a time delay and an area in which these rockets can aquire their target. For example, the missiles shouldn't be able to 180 and keep coming after you like the locust swarms so. They need to be a little less maneuverable than the ships they are chasing. I feel like the purpose of the rockets is to herd you quarry into position to shoot them down. I'm opposed to using them as a staple weapon.
Pavan, thats a pretty good idea. The best space sim missles i have ever seen are in Independance War 2: Edge of Chaos. The missles are very fast and powerfull, but can only turn about 45 degrees in 1-3 seconds, depending on type. If you dont kill someone with em, it 'nudges' them in a certain direction (by thier own evasions) depending on where your pointing when they launch.
If you can tell, I love IWar2-Edge of Chaos. The multiplayer sucked though, only dogfighting (no economy or anything...). IWAR2's method of ship outfitting is good too... you can upgrade thrusters, reactor, heat sinks, targetting computer. Then there are the different Hard Points, and internal systems (like lateral thrusters) that can get knocked out by heavy damage. You want to have some harrowing dogfights, install it and go shoot a transport. Then watch the missles and plasma fly! If you wana see from my point of view go nab the demo (http://www.independencewar.com/)
After all, there is nothing wrong with getting inspiration from another product! They did a lot of things right with the things vendetta is still struggling (or completely lacking) with.
If you can tell, I love IWar2-Edge of Chaos. The multiplayer sucked though, only dogfighting (no economy or anything...). IWAR2's method of ship outfitting is good too... you can upgrade thrusters, reactor, heat sinks, targetting computer. Then there are the different Hard Points, and internal systems (like lateral thrusters) that can get knocked out by heavy damage. You want to have some harrowing dogfights, install it and go shoot a transport. Then watch the missles and plasma fly! If you wana see from my point of view go nab the demo (http://www.independencewar.com/)
After all, there is nothing wrong with getting inspiration from another product! They did a lot of things right with the things vendetta is still struggling (or completely lacking) with.