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Thread: Devs need to talk to TIE Fighter and XWA developers could learn a lot.
I'm in agreement that the feel of things aren't quite right. The ships movement doesn't have the inertia it should. When you are rolling or turning and suddenly stop the ship shouldn't immediately stop as well, you have to let it stop on it's own or apply opposite force. If you are in a turn and want to reverse it, when you throw the stick the other way, the ship should lag a bit slowing it's turn in one direction then starting it's turn in another.
But this is an MMORPG and it's already pretty easy to hit targets so if players turned more slowly it would probably just create more problems than it solves. My bigger grip is that a players pilot rank (4/4/4/4) will likely be the biggest factor in who wins a battle. The xwing/tie fighter games were fun because it boiled down to who had better pilot skills, didn't matter if opponent was in a B-wing. Ships had advantages and disadvantages and all had the same weapons. IE tie fighters had same weapon as the tie advanced. B wing had more lasers but they were the same lasers.
JTL makes it pointless to use many ships as they'll never be able to hold the equipment needed to take out the master ships.
Message Edited by Tumbler2002 on 11-03-2004 01:36 PM
Tumbler2002 wrote:
Flight mechanics-
I'm in agreement that the feel of things aren't quite right. The ships movement doesn't have the inertia it should. When you are rolling or turning and suddenly stop the ship shouldn't immediately stop as well, you have to let it stop on it's own or apply opposite force. If you are in a turn and want to reverse it, when you throw the stick the other way, the ship should lag a bit slowing it's turn in one direction then starting it's turn in another.
But this is an MMORPG and it's already pretty easy to hit targets so if players turned more slowly it would probably just create more problems than it solves. My bigger grip is that a players pilot skill will likely be the biggest factor in who wins a battle. The xwing/tie fighter games were fun because it boiled down to who had better pilot skills, didn't matter if opponent was in a B-wing. Ships had advantages and disadvantages and all had the same weapons. IE tie fighters had same weapon as the tie advanced. B wing had more lasers but they were the same lasers.
JTL makes it pointless to use many ships as they'll never be able to hold the equipment needed to take out the master ships.
many people have the same concern..
with the concern being.. you don't really have the freedom to choose which ship you want to fly as the "lower" ships really won't be viable in the upper tiers of combat...
essentially what it will turn into is the same thing the ground game turned into..
you might have 5 different options for armor.. but everyone uses composite.. JTL will quickly become the same.. in that you may have 4 or 5 ships to choose from, but everyone will most likely run with the best (the best is yet to be seen)
SaleusCorwen wrote:
Tumbler2002 wrote:
Flight mechanics-
I'm in agreement that the feel of things aren't quite right. The ships movement doesn't have the inertia it should. When you are rolling or turning and suddenly stop the ship shouldn't immediately stop as well, you have to let it stop on it's own or apply opposite force. If you are in a turn and want to reverse it, when you throw the stick the other way, the ship should lag a bit slowing it's turn in one direction then starting it's turn in another.
But this is an MMORPG and it's already pretty easy to hit targets so if players turned more slowly it would probably just create more problems than it solves. My bigger grip is that a players pilot skill will likely be the biggest factor in who wins a battle. The xwing/tie fighter games were fun because it boiled down to who had better pilot skills, didn't matter if opponent was in a B-wing. Ships had advantages and disadvantages and all had the same weapons. IE tie fighters had same weapon as the tie advanced. B wing had more lasers but they were the same lasers.
JTL makes it pointless to use many ships as they'll never be able to hold the equipment needed to take out the master ships.
many people have the same concern..
with the concern being.. you don't really have the freedom to choose which ship you want to fly as the "lower" ships really won't be viable in the upper tiers of combat...
essentially what it will turn into is the same thing the ground game turned into..
you might have 5 different options for armor.. but everyone uses composite.. JTL will quickly become the same.. in that you may have 4 or 5 ships to choose from, but everyone will most likely run with the best (the best is yet to be seen)
Message Edited by DarthDiesel on 11-03-2004 03:27 PM
Message Edited by Starcloud on 11-03-2004 06:59 PM
"Wing Commander had crap flight dynamics also. Xwing/TIE Fighter/XWA were tops for realistic flight feel."
Umm.... in case you didn't know all of those game have the same flight dynamics.
Starcloud wrote:
The developers tested several different flight models during beta.
The current flight model is, by far, the best of them. Everythingelse that was tried had unintended, and unwanted,consequences.
I expect, however, that the developers now have enough information and enough "control knobs" in place that they can now tweak it a little. Maybe they'll be able to do what you want, though I'm not holding out any hope for it, because honestly, small changes to the code can and often does have very large, and unfortunate, consequences in the flight model.
I'm more than happy with the way things are, though I really wish they'd get rid of the last of the sliding effect and induce a teeny tiny amount of control lag, which would give you the results you're expecting. I don't expect it to happen.
Message Edited by Starcloud on 11-03-2004 06:59 PM
Kanaric wrote:
"Wing Commander had crap flight dynamics also. Xwing/TIE Fighter/XWA were tops for realistic flight feel."
Umm.... in case you didn't know all of those game have the same flight dynamics.
NobleKnight wrote:
YES!!! YES!!! YES!!! I have been saying this stuff forever - even during beta testing - But does anyone listen to me? NO!!!
O.K. I'm done.
I agree with all you guys who agree with DarthDiesel (the guy who thankfully started this thread) and then some. One correction though guys: XWA did have a leading reticle, but it was attached to the target it self, and even then it didn't extend very far out.
Here's another thing...how come rebel and imperial pilots have to supply their own ship? I mean, com'on. A military can't rely on the solder to bring his own gun can they? No. The Empire mass-produces their TIE line of star fighters. They are all built the same. This is where individual piloting skills comes in. It's not the ship, it's the guy behind the stick. Luke Skywalker's Incom T-65 X-Wing wouldn't have made that shot that destroyed the first Death Star if Luke wasn't the one flying it. Military pilots should be supplied the appropriet ship for the job. For example: The Empire would send TIE Bombers to attack a capital ship because they're designed to carry a large load of warheads. Same with the Rebellion. Now with privateer pilots it's both. They should be able to buy the standard configuration of any pulicly available ship, but be able to customize it with other parts (such as the Millenium Falcon).
Now don't think we still can't use the skill tree you guys got setup. It just needs tweaking. I think it should be used as a rank progression system. The more XP you get, the higher rank and tougher missions you get. But this shouldn't limit your choice of space ship.
And one more thing...WHY does theTIE BOMBERand TIE INTERCEPTER have SHIELDS!?!?!!!! No where, in any Star Wars source, do these ships come with shields. There's no room. TIEs are designed to be fast and cheap. You Imps want a ship with shields? Use the Assult Gunboat, TIE Advanced (from the TIE Fighter game. Not Darth Vader's), TIE Defender, and the Missle boat. These ships should be included next.
Devs, make these changes. We know what we're talking about. We're the people who buy this stuff after all.
Message Edited by DarthDiesel on 11-03-2004 04:47 PM
First though, after reading through the new posts I saw someone gripping about the shields on lower end TIEs. Now while I agree that for continuity they shouldn't, for balance sake in this game it's a good idea. After all, the TIE was designed to be flown in groups of fighters to take on their targets. Not solo. The average player doesn't have that luxury. Therefore, the shields compensate.
Now for the stuff I wanted to add in.
Missiles... Now granted I haven't flown anything really manueverable yet (at the 2 seater Y-Wing), but I am yet to successfully evade a missile. Anyone else having this problem? I remember from XWA that even in the Y-Wing I was able to evade the missiles from time to time (talking about concussion). Another thing with missiles is that in XWA you could target them and shoot them down... it doesn't appear to me that you can do that here. Also, I myself haven't used missiles yet, so do one of you know the maximum range in which you can achieve a lock on and fire? It should really be a good distance farther out that your laser's max range. Ok, last thing with missiles
Ok, I'm done... for now.
SaleusCorwen wrote:
Don't forget the Awesome Radar Xwing series has..
the JTL space radar pales in comparison..