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Thread: -JTL- flaws of the phisics in space. and what should be done to improve combat.
ATTN NOOBS: READ THE FAQ BEFORE POSTING QUESTIONS. WE WROTE IT FOR A REASON.
Oooh, maybe a one time pop up, like those ones that you have to see and read before they'll go away?
We should make a list of questions you never ask. You know, the ones that are repeated to death. Like the guy who walks into any forum and askes, "What's the fastest way to grind this?" Because, ya know, since the launch of the game, I bet no one has ever asked that question before, smart guy!
Attacca wrote:
We should make a list of questions you never ask. You know, the ones that are repeated to death. Like the guy who walks into any forum and askes, "What's the fastest way to grind this?" Because, ya know, since the launch of the game, I bet no one has ever asked that question before, smart guy!
I was about 2 seconds away from starting that list this morning. FAQ Part 2: Questions We're Froaking Tired Of, with classics like:
"How do I load out my ship?"
"Can I fly a Freelance ship as a Rebel pilot?"
and everyone's favorite, "Why don't we have FS conversion?"
1 shot kill merry-go-round dogfights (BORING AS HELL)
PVE combat is fair enough but still to slow and no way near the same as PVP combat (like the CU made PVP/PVE more simler)
there is one flaw i have a problem with in space, and thats the laws Relativity.
basicly if you thrust an object at 100KPH in a forward motion then remove thrust, the higher the gravity the more the curviture will become becase space is curved and deformed by planits and blackholes (this aside) however if we go by deepspace rules space is like a lake of ice, once you go forward you will find it hard to stop without applying the same direct force to the opposit direction, this movement is know as impulse.
now in a space dog fight if you cut thrust and apply momentum to your PYR axis you should still be moving in the direction of forward thrust no matter which way you turned.
An ideal space PVP combat system would effetivly lower damage, improve the relativity by turning space it to a more firictionless enviroment and makeing ships move more like the astroids around the system by having a singel depth motion of thrust.
IF pvp was more based on HITS over DMG it could be a little less 1hit kill and more fun.
i just hope i jot this all down in a way you guys understand.
im sure it relates to ether newton's or einstine's formula for motion in a fictionless enviroment
The space zones are too small to accomidate such a system. The vectored thrust/motion dynamic would allow for basically limitless speeds in how fast ships can travel as there would be nothing to slow a ship down.
Since in Star Wars there exsist such contraptions at intertial compensators and artificial gravity. I believe we can safely suspend real physics from the game. If however if you do want to try to explain why you slow down when you lower your thottle, just think of it as an automated system where retro thrusters are engaged when the throttle setting is lowered.
If you do want to encounter something with these kind of physics try the game "Independance Wars".
Message Edited by Slysix on 08-16-2005 04:31 AM
the space zones would be perfect for it size wise so long as max speeds where reduced
booster systems would need to work on a MUCH lower recharge system and would be needed to gain more control over a ship say if your in slide and your engin speed is slow a booster could thrust you.
boosters would work more on a fuel system then a charge system, kinda like nitro injection.
damage would be changed for PVP to be less damaging and missiles would become a better way to gain quicker kills (1 hit wise)
this would make players more agile and have to use Counter mesures more. (CM packs should also have more uses say 20 uses.)
JTL could become fun for everyone if a system that didn't rely on the BEST engin or shields or weapons was put in to game.
because its twitch based it should be more based on skill then actualy ship system specs.
Julak wrote:
ok, i take physics and i agree with you on the curvatures and velocity and crap, but seriously if you wnat a good simulator go buy the game FreeSpace. and always remember this is SOE, that maens nothing will ever be done right.
Once again, physics as we know them do not apply here. This is the Star Wars universe, which seems to have its own rules. And that's not an SOE thing. The space game does behave appropriately for what it is, a space sim within the Star Wars universe.
Narut0 wrote:
there is one flaw i have a problem with in space, and thats the laws Relativity.
basicly if you thrust an object at 100KPH in a forward motion then remove thrust, the higher the gravity the more the curviture will become becase space is curved and deformed by planits and blackholes (this aside) however if we go by deepspace rules space is like a lake of ice, once you go forward you will find it hard to stop without applying the same direct force to the opposit direction, this movement is know as impulse.
Not to mention - and I mean this with no offense to the OP - but this is at best a sketchy and vague understanding of the actual physics at play, assuming we were fighting in space. UP to the lake of ice bit, anyhow.
Best modely for this, two dimensional, would be to find an old copy of the Atari game Asteroid, where if you didn't specifically counter thrust you would continue moving on any vector, making for some very wierd flight characteristics. Applied in 3D would be a regression back to the older flight model of sliding everywhere, as noted I think in the other forum.
You ask, we deliver ![]()
Message Edited by Washell on 08-17-2005 02:46 AM