Forums » Suggestions
On backpedaling
OK, I'm bringing this back up because the other thread has been locked and i have a point to make about this topic. I'm not interested in a resumption of flaming, I just want to make this point.
SirCamps wanted to remove backpedaling because as he states in a post halfway down the thread,
"What I want to avoid is the fight where one person constantly backpedals and the other person must constantly boost to get close enough to do damage. How realistic is it to have a fighter that can go backwards as fast as it can go forwards (not counting afterburners)?"
This is where i want to make my point. If I am trading, i'm not interested in winning a fight by killing a pirate, I want to LIVE to deliver my cargo and profit, or at least make it so expensive for the pirate in terms of time that he's not gonna bother me again. Backpedaling allows me to do this in 2 ways.
1, it's much easier to dodge incoming fire if you can see it coming, hence flying backwards.
2, If it takes a pirate 15 or 20 minutes to kill me, I've made him/her WORK for that cargo, and by the time he gets it, Hopefully i'm so far out in the middle of nowhere that he has a long trip back to a station, and if he cant carry all of it at once, he's only going to get the portion he can pick up at that point in time, because if it doesnt time out, he's gonna have a hell of a time finding it 10k out from the center of the sector.
as to realism, I find that being able to thrust backwards at the same speed you thrust forwards no less odd than the artificial speed caps, which definitely make the game more playable.
SirCamps wanted to remove backpedaling because as he states in a post halfway down the thread,
"What I want to avoid is the fight where one person constantly backpedals and the other person must constantly boost to get close enough to do damage. How realistic is it to have a fighter that can go backwards as fast as it can go forwards (not counting afterburners)?"
This is where i want to make my point. If I am trading, i'm not interested in winning a fight by killing a pirate, I want to LIVE to deliver my cargo and profit, or at least make it so expensive for the pirate in terms of time that he's not gonna bother me again. Backpedaling allows me to do this in 2 ways.
1, it's much easier to dodge incoming fire if you can see it coming, hence flying backwards.
2, If it takes a pirate 15 or 20 minutes to kill me, I've made him/her WORK for that cargo, and by the time he gets it, Hopefully i'm so far out in the middle of nowhere that he has a long trip back to a station, and if he cant carry all of it at once, he's only going to get the portion he can pick up at that point in time, because if it doesnt time out, he's gonna have a hell of a time finding it 10k out from the center of the sector.
as to realism, I find that being able to thrust backwards at the same speed you thrust forwards no less odd than the artificial speed caps, which definitely make the game more playable.
I think we should have to buy retro thrusters to backpedal. and they dont go as fast as normal engines
I think we should follow the: "It's hard enough to defend your ship against something more agile as it is so why go on making it even harder" as well as the "If it isn't broken don't try to fix it" policies.
I think we should remove normal maneuvering. Let's make it so that you can only boost, no more strafing or moving without boosting. Furthermore, let's eliminate energy weapons and the rail, and let's dump heavy ships too.
Vendetta enters a dimention never before experienced in Video-Gaming.
Prepare for the world's first 1D space based MMORPG!!!!!!!!!
OMGOMGOMGOMGWTFBBQ 1 dimention man!!!!!!!!!!!!!!11111one111111eleven!!!!1111!!
Prepare for the world's first 1D space based MMORPG!!!!!!!!!
OMGOMGOMGOMGWTFBBQ 1 dimention man!!!!!!!!!!!!!!11111one111111eleven!!!!1111!!
LOL!! I'm with Magus on this one.
Here's the game:
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Uber Nibbles!
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Okay, I think Spellcast got his point in, and replies were made.
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