Forums » Suggestions
Weapon impacts
Well, that's why I suggested the cockpit shake - whenever a missle impact occured. Client-side effects would be easier to come up with as opposed to server/realm-wide (altering physics and editing each weapon's force)
Also, considering that every movement in physics mode is more realistic then arcade, it seems the CW and CCW rolls are still resembling arcade moments. Should this not resemble the same restrictions as left/right up/down thrusts in physics mode?
Edit: Now that I think about it, the CW and CCW is merely control and not thrusting. Still, CW and CCW thrusts would be a nice edition.
We need a weapon that resembles the ship in the movie "The last Starfighter." You know, where the ship moves 360* in every direction while firing 10,000 lasers. Ok, maybe this is overkill :D
Also, considering that every movement in physics mode is more realistic then arcade, it seems the CW and CCW rolls are still resembling arcade moments. Should this not resemble the same restrictions as left/right up/down thrusts in physics mode?
Edit: Now that I think about it, the CW and CCW is merely control and not thrusting. Still, CW and CCW thrusts would be a nice edition.
We need a weapon that resembles the ship in the movie "The last Starfighter." You know, where the ship moves 360* in every direction while firing 10,000 lasers. Ok, maybe this is overkill :D
Not necessarily. Movement in arcade mode is no less "realistic" than in physics mode. All that Arcade does is automate the turns and rolls, in essence pressing some of the buttons for you. Theoretically, there's nothing an arcade mode pilot can do that a physics pilot can't fake.
P.S. Why can't you go backwards in arcade mode after all this time?
P.S. Why can't you go backwards in arcade mode after all this time?
" it seems the CW and CCW rolls are still resembling arcade moments."
-It seems that way in a fighter. But try it in a Ragnarok. You'll notice that your ship will wobble a tad. Pay attention to the position reticule.
-It seems that way in a fighter. But try it in a Ragnarok. You'll notice that your ship will wobble a tad. Pay attention to the position reticule.
What I find interesting is that with the joystick, everything's like the mouse, wobbles and all. But with the keyboard, all ships are smooth and have approx 2x their normal maneuverability. Hmm...
"It seems that way in a fighter. But try it in a Ragnarok. You'll notice that your ship will wobble a tad. Pay attention to the position reticule."
No. What I mean is constant movement requiring a counter thrust in order to regain stability. Example: Thrust right and you'll continue in that direction until you compensate. CW and CCW thrusts seem to be missing here, but its definatly something up for debate.
No. What I mean is constant movement requiring a counter thrust in order to regain stability. Example: Thrust right and you'll continue in that direction until you compensate. CW and CCW thrusts seem to be missing here, but its definatly something up for debate.
HMMMM
Interesting point ziffus. veeeeeerrrryyyyyy innnnttteeerrreessstingggg. and true.
that said.. leave it alone, if you want to constantly roll, do it in an alias and let the rest of us be autostabilized.. it keeps the number of spacesickness bags down.
Interesting point ziffus. veeeeeerrrryyyyyy innnnttteeerrreessstingggg. and true.
that said.. leave it alone, if you want to constantly roll, do it in an alias and let the rest of us be autostabilized.. it keeps the number of spacesickness bags down.
In mouse mode, CW/CCW rolls, like pitch and yaw, are emulated. Usually the CW/CCW rolls in mouse mode don't turn the camera as fast as the ship's natural rotational speed limit around that axis, so in keyboard mode you can roll faster. If you had, like, a mouse with a magical third axis or something, then you could roll the same way you can turn in the other two axes.
Additionally, unlike thrust axes, all rotational axes are damped, which both limits the top rotational speed and stops rotation when controller input stops, which is easier to control.
Back to the original question: No. It's not on any current to-do list, but it's probably a good idea. Effects would be nice too, but then, so would interesting gameplay.
Additionally, unlike thrust axes, all rotational axes are damped, which both limits the top rotational speed and stops rotation when controller input stops, which is easier to control.
Back to the original question: No. It's not on any current to-do list, but it's probably a good idea. Effects would be nice too, but then, so would interesting gameplay.
a1k0n, could you please put in a rudimentary command variable to allow us to change the "dampers" (is that what they're called?) so that it doesn't wobble so much on the heavier ships? It would help sooooo much.
/me hates the wobble
/me hates the wobble
Hmmm, there was this mouse that used gyroscopes so that it could be used in the air, it might be able to have a third axis.
arolte you hate the wobble, but in my opinion the wobble is inherent to a heavy ship. On an agile ship, you dont have the wobble because it is supposed to have no problems turning.
I would expect a heavy lumbering going on for a split second before comming to a halt and maybe even going back before completely getting to a halt.
cheers
I would expect a heavy lumbering going on for a split second before comming to a halt and maybe even going back before completely getting to a halt.
cheers
I haven't spent too much time observing, but... When a person is hit with a missle or is within proximity/splash range, is that ship's position / trajectory altered at all from the initial blast? If not, is this on the 'to-do' list? Along with such, how about adding visual effects via cockpit - where the screen shakes?
How about instead of the screen shaking, the HUD does that.. suddenly looks like it blew a fuse, sort of thing, flickering a bit, jagged lines and nonsense for a second or two? :) You know the way they do in sci-fi movies.
Arrrgh, good suggestions. I also would like some more visual feedback besides a red/orange glow when hit. In addition to that I think a slight vibration/motion blur would be cool during long periods of boost (say when you reach at least 160m/s).
yeah. a Centurion getting hit by a Screamer should fly backwards! :-P
What about hitting a Valk with a swarm? If they all connect, it should be like
*Pow*Pow*Pow*Pow*Pow* and the valk's flying backwards, spinning, at 120m/s
*Pow*Pow*Pow*Pow*Pow* and the valk's flying backwards, spinning, at 120m/s
Not necessarily flying backwards. I can see how the shockwave can knock the ships off course though. Just have a neat little tugging effect that'll pulling your ship off towards the side of impact, or away (whichever one is correct). I think something like this would require a very complex physics model though, and is probably not high on the priority list now.