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Thread: Idea for New Starship Component: TARGETING COMPUTER

TsutoToorima
Thu Feb 03, 2005 7:03 pm
#1


As I was flying my YT-1300 yesterday, I took a good long look at my big, ugly radar dish. I wondered why it was there in the first place. From there, my thoughts shifted to what component it was most related to. And that got me thinking. There is one, big component you often see in the star-wars movies that is missing in JTL.


The Targeting Computer.


My proposed Targeting Computer component would have several things it controls. The maximum range in which you can target something, the maximum range at which you can inspect something, and the precision of the leading reticule would all be directly related to the targeting computer.


Granted, I have not had much time to make a well-layed out presentation of this idea, but you get the general idea. So, what do you think? Is this idea a horrible one, or should it be persued? If so, how would you like to see it done?



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Rishathra
Thu Feb 03, 2005 7:38 pm
#2

I think it sounds pretty cool, but remember that most people are leery of anything that helps improve aim. The extended weapon range and inspect range would be neat, though. Another possible function it could provide is reduced lock-on times.




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GlargTheKelfn
Thu Feb 03, 2005 8:13 pm
#3

the aiming system in jtl is pretty horrible. the box does not even lead the target correctly.

a ww2 style historic gunsight would be better. the real option would be somthing like the modern fighter hud with a funnel gunsight.




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NoStyleGuy
Thu Feb 03, 2005 8:50 pm
#4

i like the idea honestly. except i have to agree ppl will get worried if this turns into the counterstrike aimbot thing. But i definately do miss the possiblitiy to say "whats wrong. you've turned off your targeting computer". it could be combined with a whole "sensory package" component that coudl quicken lock-ons, make opponents lock-ons harder, increase your inspect/target range, decrease your opponents target/inspect range. Maybe you could even get a good one like the falcon that would be soo good it could trick imperial customs cruisers :-D aka make overts less noticable and such. idk, just tossing ideas



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Road-Kill21
Thu Feb 03, 2005 10:50 pm
#5

Good idea


5star



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Ramona_Garcia
Fri Feb 04, 2005 5:09 am
#6

Anything that reduces the actual player skill needed in space combat is bad.



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JonnyBravo
Fri Feb 04, 2005 9:55 am
#7



GlargTheKelfn wrote:
the aiming system in jtl is pretty horrible. the box does not even lead the target correctly.

a ww2 style historic gunsight would be better. the real option would be somthing like the modern fighter hud with a funnel gunsight.




I don't know who 1-starred you, but I just wanted to point something out. The K14 gunsight used the the P51 mustang was a lead-computing sight. So even back in WW2 engineers realized the benefits of having the guesswork taken out of combat was a good thing.

In terms of the targeting computer, I like the idea of it reducing missile lock times. It could also allow you to target multiple components, or even allow for a programmable volley-fire effect. For example, you engage a gunboat, and the targeting computer acquires locks on the different components (weapons, shields, etc). Once that lock is achieved (time would be based on level of computer and crafted stats -- time could be experimented on by the shipwright) the pilot is given a special "fire volley" box. Once activated, the computer would fire a salvo of missiles at the gunboat, each one targeting a different component.

The targeting computer would be craftable very similar to the flight computer (astromech droid). Pilots would get certifications for higher level computers as they progressed up the skill tree. The higher the level the computer, the more targets it can track at once, and the less time it takes to acquire a firing solution.

Thoughts?
sumner
Fri Feb 04, 2005 10:06 am
#8

I like the idea of more distant inspections and faster lock on times, nothing that adds to player accuracy though.




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Almightyrastus
Fri Feb 04, 2005 10:12 am
#9

I would like to see these things integrated into things like flight comps and astro droids, with the higher level and hence faster ones being able to target the opposing ship a little better, as it is the leading aimpoint bears little resemblance to the place to shoot at, other than at long range. Sure this may take some of the skill away from flying but the higher tier ships are still nasty to get anywhere near your sights (for me anyway) and also the things like the speed at which the hyperspace jump points are calculated.


On another note, something I would like for droids (apart from making them run in silent mode) would be to be able to set your own programs, sort of :


IF front_shields <= XXXXXXvalue

THEN (insert shield altering program here);


That way things would become a little more automated. Again some might think that it will remove player skill to use something like this and turn things into another macro fest each time someone is in space but if the time between issuing a custom program and another one was considerable then things wouldn't be so bad



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Abyssdame
Fri Feb 04, 2005 11:13 am
#10






Almightyrastus wrote:

I would like to see these things integrated into things like flight comps and astro droids, with the higher level and hence faster ones being able to target the opposing ship a little better, as it is the leading aimpoint bears little resemblance to the place to shoot at, other than at long range. Sure this may take some of the skill away from flying but the higher tier ships are still nasty to get anywhere near your sights (for me anyway) and also the things like the speed at which the hyperspace jump points are calculated.


On another note, something I would like for droids (apart from making them run in silent mode) would be to be able to set your own programs, sort of :


IF front_shields <= XXXXXXvalue

THEN (insert shield altering program here);


That way things would become a little more automated. Again some might think that it will remove player skill to use something like this and turn things into another macro fest each time someone is in space but if the time between issuing a custom program and another one was considerable then things wouldn't be so bad








I am sorry butI don't think they should do this at all. Ground fighting as it is now requires no player skill at all, its all about equipment, stacking and spamming keys.

Space however requires a lot of dexterity, hand to eye coordinationand player skills.

Now! That is fun and exhilerating.




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Corran950
Fri Feb 04, 2005 12:10 pm
#11

I like this idea, In beta i think i started a post requesting a targeting computer but my main goal was to add convergence to the guns. i like the ideas you brought forward also.


could you add convergence to yours as well?



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JonnyBravo
Fri Feb 04, 2005 12:24 pm
#12

Convergence would be something worthwhile to add if the damage was on a per-bolt basis. For example, on the TIE Interceptor there are 4 bolts fired (one from each panel hardpoint). However, the damage inflicted on the target is not divided by 4 and then calculated as and when each bolt strikes the target. It is calculated at full if any of the bolts hits.

Setting convergence would certainly be a more realistic situation. My idea is that a pilot without a targetting computer could manually set convergence before take off. Basically do it like they did on the planes in WW2 by picking a distance (say 400 yards) and setting all guns to hit that particular point. With a targetting computer, the convergence would be set on a per-target basis. As each was tracked, the guns would be adjusted on the fly to try and converge on the relative target distance. Again, the higher the level targeting computer you have, the quicker it would adjust the convergence settings. This could be visualized with some sort of HUD cue (like a converging set of crosses from each corner as the computer adjusted the guns).
TsutoToorima
Fri Feb 04, 2005 2:31 pm
#13

Wow, this is great! My idea actually went over decently!


Let me clarify the accuracy issue, though. As of now, you can mess with the targeting reticule. If someone is on my tail in deep space, I can wildly accelerate, stop, boost and jink up, then corkscrew to the left while slowly deaccelerating. Durring this, the reticule will be bobbing around wildly. If you had a very accurate targeting computer, though, the reticule would stay much closer to the actually 'kill zone' of you target.


Onto the convergance issue, I love it. I have to agree with JonnyBravo...in my mind, the targeting computer would ajust convergance depending on your target you have selected. (not the one you are shooting at) If you didn't have a targeting computer, there would be no convergance, and the lasers would just fly forward.



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