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Thread: Devs, your making a mistake! Add laser convergence to JTL!!!
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Ryuke
Sat Oct 23, 2004 3:07 pm
#14
Yes, i'd definately like to see some variation in how and when and where the lasers fire from.
Now if this was a petition, i'd /sign
NathusStele
Sat Oct 23, 2004 3:29 pm
#15
Convergence isn't a setting that needs to apply to all craft... the Imperial TIE Fighter has both it's Cannons on the 'chin' of the cockpit, most targets we fire at are larger than we are so it's difficult NOT to hit; no convergence needed. The Rebellion has the Y-Wing, and the A-Wing which both tout a similar cannon loadout. Too bad the A-Wing is'nt being included in the expansion though. The only craft that would require it I think are starfighters like INCOM's X-Wing that has it's energy weapons mounted a fair distance away from the cockpit. Eh... if I see you floating home, I'll give you a lift! ;-)
groovysplat101
Sat Oct 23, 2004 4:11 pm
#16
Uh...the A-Wing IS in the expansion. 
In any case, the weapon set-up on the A-Wing ISN'T like on the Y-Wing. They're on the side of the ship, set about half-way down its length. That's got a lot of width. However, there is supposed to be a complex targetting system on the A-Wing - each cannon should have nearly 180 degrees of motion, I believe. And also, the Y-Wing has the top cannon. You'd want to have that zero'd on the same point as your blasters, to make it more effective. Ok, thats not an issue in the standard Y-Wing (as you'd have a gunner aiming that weapon anyway), but the Longprobe (from what I've heard) has a top gun that is player-fired. I dunno how that works...maybe its a separate firing system (like switching from Blasters to Ion Cannons, as you would with missiles). But the main blasters on ALL fighters should have a setable convergance range...anything with weapons that fire at the same time, but are more than a foot apartneeds it, really.
Different missions require different convergence ranges. Also, different flying styles do. Someone like me, who has a "drift" style of flying (very wide, sweeping movements) would need a longer convergence range on their lasers than someone who flies very tight. The person who said about doing it on the ground...they're right. Changing the zero point involves re-angling the actual weapons slightly.Thats not an easy task.
Another thing that needs adding is link-fire. The X-Wing should have at least 3 forms of link-fire - single-fire, off-set (diagonally matching) pairs, and quad fire. Different rates of fire, different linkages. If this was added, zero points would be very important - in single-fire, you want all of your blaster bolts going to the same place, and in quad, you want to deal all of that damage to exactly the right place. The same would be true of the Interceptor, who's blasters should be on the wingtips (are they?). Other ships might have single and duel fire. Its all a trade-off between rate of fire, and the damage they cause. You can fire fast, but with less power, scoring many hits, but not doing as much damage, or you can fire slow, but with a lot of power, doing a lot of damage, but you don't get so many shots off...its less likely that you'll hit. Its stuff mentioned in EU, and I actually think there is film evidence for it - in ESB, we see Snowspeeders firing single-fire, where the shots alternate quickly between blasters (its to do with cooling/recharge rates). But, at the end, when one AT-AT is downed, a Snowspeeder flies over, and fires in linked pairs. I think. I'll check it tomorrow...
Akiram_Glockem
Sat Oct 23, 2004 5:21 pm
#17
The X-wing does have the ability to set off-set pairs or link fire. You just go in the weapons grouping menus and set the groups differently, the default fire keys cycle groups so you can set weapon 1 (one blaster will fire 2 bolts) to one group and weapon 2 to another and they will cycle, or you could set both to one group to quad fire.
Binstubbs
Sat Oct 23, 2004 5:44 pm
#18
Toguro wrote:
great idea! also we should be able to choose to fire both lasers at once or one at a time. or on ships with four lasers like xwing and tie interceptor we should get to choose between four at once, two at a time (corner to corner), or one at a time.
Given SWG's track record here people......
I think I'll settle for however it is setup, so long as the game actually works
FransisOFassisi
Sat Oct 23, 2004 9:30 pm
#19
Yeah I would like to see convergance as well,,,,, /sign
Bamsee
Sat Oct 23, 2004 9:41 pm
#20
Well convergence would be nice but the way they ahve ti set is it doesn't matter. Unless they have changed the damage setting, if 1 shot it's it's the total amoutn of damage that can be done that 1 hit. If they did change it then great and if so then we could push for link fire but the way it was in beta was 1 bolt does the same amount as damage as all bolts fired during that shot. So as it is this actually in a bad way does help. With non convergence, the attack cone is actually larger.
OHMSS225
Sat Oct 23, 2004 9:45 pm
#21
In what star wars game do the lasers converge?
Anyway, I wouldn't worry about it. Right now, even if both laser bolts hit, it does the same amount of damage. You're gonna need to bark up that tree first.
And I promise you, none of this will be added before launch.
MrPsycohed
Sun Oct 24, 2004 6:43 pm
#22
OHMSS225 wrote:In what star wars game do the lasers converge?
The entire X-Wing series. The entire Rogue Squadron Series. The Rebel Assault games, hell even the original Star Wars Arcade game.
It needs to be in this game too. The Devs are making a huge mistake. I can't believe they havn't even commented on it.
StarSprinter
Sun Oct 24, 2004 6:52 pm
#23
> The person who said about doing it on the ground...they're right.
> Changing the zero point involves re-angling the actual weapons slightly.
> Thats not an easy task.
If we're talking about lasers here, that's not true. All it takes is moving the primary mirror. If we can do tha using a motor in a 1960s planetarium here on Earth, I would hope that the Rebellion could figure that out with all their advanced post-1960s quality technology. Such as X-wings.
> Changing the zero point involves re-angling the actual weapons slightly.
> Thats not an easy task.
If we're talking about lasers here, that's not true. All it takes is moving the primary mirror. If we can do tha using a motor in a 1960s planetarium here on Earth, I would hope that the Rebellion could figure that out with all their advanced post-1960s quality technology. Such as X-wings.
Commando888
Sun Oct 24, 2004 7:20 pm
#24
JTL definately needs laser convergence. Itis extremely frustrating to have to try to position your Z-95 or X-Wing just rightto makeyour shots hit.
ZEVEN RANN
SHADOW WARRIOR
WANDERHOME
BigRay
Sun Oct 24, 2004 8:37 pm
#25
Weapon convergence is NOT necessary. IN fact it would be redundant. The reason is that the damage is per weapon-set, not per individual bolt. So a weapon that looks like it's firing two bolts is only doing one set of damage regardless of whether one or two bolts hits. The graphics show two bolts but it's really just one attack. You will not get more damage by having both bolts hit the target.
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