Jump To Lightspeed Archive

Thread: Devs need to talk to TIE Fighter and XWA developers could learn a lot.

Tumbler2002
Wed Nov 03, 2004 12:09 pm
#14

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 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

SaleusCorwen
Wed Nov 03, 2004 2:13 pm
#15






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)





---------------------------------------------------
Kettemoor Galaxy
israiley
Wed Nov 03, 2004 2:52 pm
#16

as far as inertia goes i havent had much experience, but i can say there is a huge difference in inertia between a z95 and a ywing. and i know for a fact that each chassis has different numbers for acceleration of pitch, yaw, and roll. just try putting the same engine in different fighters and see how the numbers turn out.



rail

"Well sir, although I may not agree with what you say, I'll defend to the death your right to say it."
-Voltaire/Peter Griffin
DarthDiesel
Wed Nov 03, 2004 4:26 pm
#17







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)










I have to agree that it was a MISTAKE to make RPG skills have such influence over the flying game. It's a twitch game - IT SHOULD PLAY LIKE IT! Let the best pilot win. The REAL best pilot, NOT the one with the most XP or whatever. Sure, XP can be thrown in to help a little, but the vast majority of the piloting skill should be GENUINE piloting skill, not something the computer determines for the player. The ONLY people who would complain about this are people who probably wouldnt like being a fighter pilot anyway, so there's NO EXCUSE!!


Make JTLS be a genuine piloting challenge that tests my skills with a REALISTIC starfighter.

Message Edited by DarthDiesel on 11-03-2004 03:27 PM

Starcloud
Wed Nov 03, 2004 4:53 pm
#18


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

NobleKnight
Wed Nov 03, 2004 5:15 pm
#19

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.



May the Force be with the Developers (we love you guys. No, really).
"Why do I get the feeling you're going to be the death of me." Obi-Wan Kanobi, AotC

Johck Akpen (Intrepid)
Nodim (del - Ahazi),
Casablanca (del - Shadowfire)
Glzmo
Wed Nov 03, 2004 5:18 pm
#20

I do believe Larry Hollandwould have made a much betterlead designer for JTL than whoever has done the job.



=======xgggggggggggggggggggggggg)
"I am the Senate."
GLZMO - visionaire extraordinaire, self-proclaimed guardian and enforcer of roleplay and Star Wars continuity in Star Wars Galaxies
Click here to read and support these Visions to improve and possibly save SWG!
"If you think somebody with the Smuggler Profession in SWG is a smuggler you likely think an ox is a full bull."
Kanaric
Wed Nov 03, 2004 5:30 pm
#21

"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.


DarthDiesel
Wed Nov 03, 2004 5:33 pm
#22






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







Ok. So they tried a bunch of models. Great. And was the XWA/TIE Fighter flight model tried? What about it could POSSIBLYcause a problem with JTL?


I agree, and hope, that the devs have enough control that they could tweak the things I'm discussing. I CANNOT imagine any significant consequences other than... A GREAT GAMING EXPERIENCE!!
DarthDiesel
Wed Nov 03, 2004 5:35 pm
#23






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.










Perhaps the latest versions of Wing Commander, but the original and earlier ones (it's been a while - forgive my memory), I believe at LEAST up through #3 or 4, had the kind of feel the JTL does - particularly, the lackof inertia, and also bank. It was well known amongst space combat sim fans at the time - TIE Fighter FELT MORE like a "REAL" starfighter.
DarthDiesel
Wed Nov 03, 2004 5:42 pm
#24






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.








Excellent points - spoken like a true Star Wars fanatic, like me.


Yes, the Imperial ships at least should be like mass-produced cookie cutter ships, and should be supplied to Imp pilots by the Empire, NOT something each pilot is responsible to maintain on his own.


There ought to be grouped missions involving mutliple mission craft(piloted by players, or NPC when no players are available) - missions where the Empire makes strategic moves. Granted, this amounts to a form of CONTENT, but hopefully at some point this sort of interactivity will come into the game; something that makes us feel like a part of something bigger. Sure, we can still keep the duty missions, like freighter escort, for noncommital service, practice, XP and such. But hopefully there are big positive changes/additions to come along these lines.


And I HAVE to echo his sentiments - DEVS: X-wing and it's spawns, TIE Fighter and XWA, wereclassic best seller space combat sims. Star Wars fans who bought these games DEFINE the fan base that JTL, and particularly the complaints here, are appealing to. WE KNOW WHAT WE'RE TALKING ABOUT - MAKE IT LIKE XWA, AND THEY WILL COME!!!!

Message Edited by DarthDiesel on 11-03-2004 04:47 PM

FuryoftheStars
Wed Nov 03, 2004 7:35 pm
#25

Ok, I tried adding more to my post last night, but unfortunately the forums went down just as I hit the submit button. (grrr)

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. Radar... I do agree that XWA had a much better one, but from when I used to play Wing Commander I'm actually familiar with this ones setup. If nothing else, I would like to see it so that when you resize the box the radar is in, the radar itself also resizes. That way I can enlarge it if I want.

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 , what's up with the skill modifier to missile accuracy?? That's not really dependant on the pilot. That's all on the targeting computer of your ship and the guidance systems on the missile itself (mostly on the latter). The most you can do to affect it's accuracy is by having the target far off centered while at close range when you fire!

Ok, I'm done... for now.
Gun_Fodder
Wed Nov 03, 2004 7:44 pm
#26






SaleusCorwen wrote:

Don't forget the Awesome Radar Xwing series has..


the JTL space radar pales in comparison..







Agreed. The radar system in the X-Wing series was just great.


"Hmmm, if it's on the left radar, it's in front of me. If it's on the right screen, they're behind me." It was too easy, and awfully handy.



*You know, having one star next to your post, doesn't mean that people liked your post a little; It means that they disagreed with you and/or your post, and took the time to let you know it.
Of course, that being said, all of my posts are going have one star now.
Page 2 of 3