Entertainer Archive

Thread: Pilots Unaffected by Wounds and Battle Fatigue

Springbok
Fri Oct 22, 2004 3:51 pm
#14






Ewach wrote:



This is a significant lack of integration with the ground game.






Of course the dev's have basically said JTL to start is not about integratation. Its a seperate game in the same world. So no ground to stand on even if a complaint were warranted.
dimmu-borgir
Sat Oct 23, 2004 6:01 pm
#15

a possible solution for this is: having battle fatigue give a certian percent chance that you will not do a certian action, or you will do it poorly, for example, being unable to fly well in combat(add a jiggle effect as per that in metal gear solid while sniping), certian abilities wouldnt work as well, etc...



Dimmu Borgir

I art in thine base

Slaying thine doodz

Xyrdre
Sat Oct 23, 2004 9:48 pm
#16






Springbok wrote:





Ewach wrote:



This is a significant lack of integration with the ground game.






Of course the dev's have basically said JTL to start is not about integratation. Its a seperate game in the same world. So no ground to stand on even if a complaint were warranted.







Hmm... I'd have to disagree here. On the beta forums there was significant concern, in my opinion, about JTLground game integration, with dev-created threads specifically addressing questions regarding how well we thought the two sides were integrated.






Deila Karlossi , Blue Glowie of Dancers, and become more powerful than you could possibly imagine...
Arcanon
Sat Oct 23, 2004 11:06 pm
#17

Yes, it's true that wounds don't really affect pilots of single player ships, but having wounds on a multiplayer ship can be bad, seeing as you can make repairs as needed while aboard. Heck, you may want to go up buffed, just to make sure the fires don't triple incap and kill you.

As for what could happen while you are wounded and flying.... You can't really change the way you fly, that has more to do with the ship, not the person. Perhaps "blacking out" if you accelerate or turn too quickly, making it hard to see what's happening? Or, to expand on Dimmu's idea, add a delay and lower the probability of abilities working for different levels of wounds/battle fatigue?



Arctis: council member of ORDER
Vie'lab: up-and-coming entertainer
fett3041
Sun Oct 24, 2004 7:08 am
#18

Just add a delay between client and server. The higher the fatigue, the greater the delay. Reflexes for extremely fatigued pilots would be slowed down. Just imagine trying to tail another ship, slam your flightstick to the side to intercept, and find a one second delay before the ship responds. Shouldn't be too hard to implement.





Mo'Ste Elosk
Mo'Set Elosk
-----------------------------------------
May the Force grant us
the Wisdom to discover the Right,
the Will to choose it,
and the Strength to make it endure.
Tarnak_Archvold
Sun Oct 24, 2004 11:15 am
#19

A simple solution for high battle fatigue would be to make bad things worse and good thins less good.
As an example, the Friday features about pilots told of the "skill" to run a program, if success you ship would fly faster, if not you would risk loosing all engine power and lie "death in the water" so to speak. In that skill the downtime could be longer and the "flying fast time" could be shorter with high battle fatigue. Not by much, say one second per 200 BF, or something like that.

BF should not be crippling, only slight disability, something that you would be better of with out, but not something the will mean certain death if you have it.

Anyway, the pilots will get involved in the ground game. They will wand to buy parts and that means going out to vendors. And they will wand to have a house or five to store thair stuff in, and that means going out in the wild.

I mean if they intend to be pure pilots, and do not wand to take part in the ground game, them they can just use thair skill points on Novice medic and entertainer to heal the self. As they will not need the skill points anyway
If they do wand to take part in the ground game they will need us to get rid of the BF anyway, so do not think this is a really big problem.




"Once upon a time Rangers roamed the galaxies... Before the dark times, before the NGE. "
Once a Ranger, Always a Ranger.
psikobunny
Sun Oct 24, 2004 10:56 pm
#20

There shouldn't be any sort of hindering mechanics in a twitch based game. Think of these wounds and BF as a way for those players to "buy in" to the ground game when they choose to play it. Its a good gateway mechanism. It's hindering enough that the pilots have to come back down each time they want to advance their Tier Quest, or fail one of those missions, no need to force them back here more often.


Setting up a mechanic to hinder performance also opens a whole can of worms, since then people will want and beg for way to enhance their performance in space (foods, buffs, spices, that "help" in one way or another). The JtL experience is pretty pure. When I grease someone, I don't want to hear "lol u onlee 1 cuz I had 800BF"



Gilack Mehoipou [Bloodfin]


Quintuple Master- Marksman/Squad Leader/Rifleman/Vortex Pilot/Politician


Made it before all hell broke loose.



LyteFoot
Mon Oct 25, 2004 6:44 am
#21

I hate to see that they are putting ANY template skill in the flight sim. The whole "ability to run a program" to make your ship perform better is so wrong. I agree with psikobunny this is a human skills environment. The BF and mind wounds affect their ground game and they will be here because the two games are tied together. Let the flight sim be about how good the person is not what their template or "physical condition" is. You will see many templaters returning to the ground game as soon as they realize they can't "own" through grinding the FOTW.




Elwyn LyteFoot - Corbantis server
Page 2 of 2