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GonkSevenT3 wrote:
Everyone is getting all worked up over the twitch portion of the SE. If you think about it, it has to be slightly twitchy.
The part I imagine that will be twitchy is keeping your target in your crosshairs, not pulling the trigger at the right moment. My guess is that you initiate combat with your target, just like you do now, and the "combat" music starts. But your craft doesn't fire until you have the crosshairs over the target, kind of like being in range works now. From the demo I saw WAY back at Celebration II they were using a mouse to fly. I can't remember who gave the demo, but I remember him saying he wanted the SE to be a game his parents could just pick up and play. Nothing as complicated at TvX.
So a system like the one I mentioned would be a combo of twitch and character skill points. Twitchy to keep the target in front and in range and skill rolls to determine how has you faire and how accurate you are. The inverse is the same. Twitchy skills needed to avoid being in your opponent's crosshairs and skill based to determine if you managed to dodge the attack if you do end up in their sights.
Exactly...but when I saw it and the convention they were able to shoot without it in their crosshairs too. So it was just like Rougue Squadron or X-wing vs. Tie Fighter. And the more skills you gained the less floaty and more tight your crosshairs were, ect.
Dang edit button isn't working...the above should read:
GonkSevenT3 wrote:
So a system like the one I mentioned would be a combo of twitch and character skill points. Twitchy to keep the target in front and in range and skill rolls to determine how has you faire and how accurate you are. The inverse is the same. Twitchy skills needed to avoid being in your opponent's crosshairs and skill based to determine if you managed to dodge the attack if you do end up in their sights.
It'd be really nice if the SE came with a CD key too that could be used to make a second account if people wanted it. Just a thought with all the new races.
I guess SOE clues just awaiting for their official sites updatedto paste the link..*grin*
I hope that the firing is "twitch"-style too.... I don't want my lasers going off only when some internal dice roll mandates it... I want control! The ground-based combat style annoys the crap outta me... I'm a "X-Wing" & "TIE Fighter" player from back in the day... that's the type of gameplay the Space Expansion should have. Maybe fix it so your lasers do more damage based on some skill mod... same for damage reduction for defensive mods... but leave the flying, targeting & firing to the player's own skills.
As far as calling vehicles in static city starports... BAD idea. Coronet's bad enough as is. Allow construction of a "Landing Pad" structure in player cities... and DON'T have the ship appear in the same fashion as speeders, mounts, etc... have a "hangar" structure there that the ship "rolls out of"... stand next to it and use the control device in your pad to call your ship. Would look MUCH better than the current rather ludicrous animation. Having players appear topull an X-Wing out of their butt is just stupid.... you can AND SHOULD do much better than that.
-Fitzhume
"We're targeting a Fall 2004 launch. "
Too late. A launch before school's out, or even during summer break would've made more sense. Missed opportunity to aquire new players in prime time.
RUSKULL wrote:
"We're targeting a Fall 2004 launch. "
Too late. A launch before school's out, or even during summer break would've made more sense. Missed opportunity to aquire new players in prime time.