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Thread: Disconnect turret POV from maneuvers

CaseytheHutt
Mon Nov 15, 2004 2:06 pm
#27

Seriously, did I honestly just get another person arguing in favor of making starships work like WWII bombers when even in WWII bombers wouldn't have worked that way if they could have fixed it? Where are you people coming from?

Who said anything about auto-aiming turrets? I'm talking about human beings with their hands on a mouse/joystick trying their darndest to lead a faster, more maneuverable target that is intentionally trying to move randomly to avoid being hit. If the enemy pilot isn't some mindless bot that is going to be plenty hard to do effectively even if the ship were sitting MOTIONLESS.

In this case the strategy you suggest is one of the ship moving in a straight line without turning straight towards a target while the gunners defend the rear. First of all, that's practically identical to being motionless in terms of targetting so OF COURSE you were having an easier time aiming. Sadly, that strategy only works in a situation where there are a small number of opponents and/or those opponents are not freakishly faster and more maneuverable than your ship. I have no idea what rebel NPC's are like but I can assure you the quantity, speed, and maneuverability of NPC tie fighters does NOT fit that description. Even at max speed we would get at most 3-4 shots off coming and going within the 500m range as they would zip past us like we were sitting still and the odds of landing a hit were about one shot coming and one shot going if you were VERY on the ball. That didn't even come close to matching the damage that the ships were doing to us in that pass.

And PvP - forget about it. A player-controlled ship would have demolished us in seconds before we ever had a chance of landing a shot.

This again comes down to the obvious. What you guys are telling me is that you think turrets should be HARDER to target with a) than the fixed weapons on other ships and b) that REAL LIFE turrets are. WHY? Why should 6 or 7 people operate 1 MPS ship that will maybe be able to hold itself against another ship piloted by 1 person when they could just as easily pilot 6 or 7 ships working together to MUCH greater effect? Heck it's not even about making up for pilot skill - just the two people with sufficient skills to effectively sit in the front two chairs by themselves would achieve greater effect by getting into a fighter each and working together.

I really don't understand what the mentality is that thinks making turrets more difficult to operate than they need or logically should be is a good thing. What is it you guys have against making the largest and most difficult vehicles in the game to operate also the most powerful? Doesn't that just make good sense? What do you have against making turrets function the way all actual turrets function (so help me don't even start with WWII bombers again - WWII bombers have NOTHING to do with anything in Star Wars)? Doesn't THAT just make good sense? Why do you feel the need to just be contrary about everything for the sake of being contrary????



Icaost Eave : Armorsmith, Jedi, and Director of An'gelCor
House An'geles, Naritus
CaseytheHutt
Mon Nov 15, 2004 2:11 pm
#28

Oh poop - you did NOT go there.

Multi-player ships in Star Wars : Galaxies are NOT freighters! The YT-1300 may be a freighter by original design, but it was included in this game ONLY because it featured heavily in many space combat scenes in the movies. There is absolutely no function for a freighter in SW:G whatsoever, and even if there were it wouldn't be a ship that holds even less inventory than a person with a backpack on.

These things aren't freighters - they are GUNBOATS intended to be used in combat from the birth of the idea to include them in the game at all. As GUNBOATS, they deserve to be able to ACTUALLY USE THEIR GUNS EFFECTIVELY DON'T YOU THINK???



Icaost Eave : Armorsmith, Jedi, and Director of An'gelCor
House An'geles, Naritus
Agt-Orange
Mon Nov 15, 2004 2:38 pm
#29

If your to dumb to know how to turn this on them you don't need to use this option.



"I am become Death, the destroyer of worlds."
CaseytheHutt
Mon Nov 15, 2004 2:48 pm
#30

Are you suggesting that you already CAN disconnect turret motion from ship motion? Because if you are, then there are great number of very dumb people in this game including me because I've certainly never heard anything of that nature suggested anywhere and see no game option that to my mind would descriptively suggest that?



Icaost Eave : Armorsmith, Jedi, and Director of An'gelCor
House An'geles, Naritus
Vegitaa
Mon Nov 15, 2004 3:05 pm
#31




My point is that if your pilot flies with the proper intent (making an attack run instead of trying to fly a mini-stardestroyer like a fighter) you would have better sucess.

You can't just fly in a straight line, no one suggests that. But you have to be a bit more strategic, use your strengths as a multigunned ship. Rotate the ship to bring the guns to bear instead of trying to pull off some Immelman like manuevor to avoid getting hit. We did fine with this strategy in PvP as well as PvE with multiple boogies. If we can do it so can anyone else with proper practice. Another way of being prepared is to instruct your lower gunner to watch your rear and your upper to watch ahead. If your pilot is manuevoring you will notice most of your targets in gun range.

You're not in a fighter class vehicle, you are in a big, lumbering juggernaut. If they were supposed to be fighters, they would have made them fighters. You can lay down fire better, you can compensate for damage better, and you can repair in-flight. In PvP this is essential, 1 on 1 if you get owned in a Multiship then it's because your crew didn't work well together. You can take out the other guys engines much quicker than he can take out yours. Not too mention you can repair while he can't.

The problem with your idea is that for the guns to remain level no matter what the pilot is doing just doesn't work. If he pulls a roll is your POV supposed to remain constant? If he pulls a dive or climb outside of the guns range then what? You will always have multiple targets at different positions. They are the most powerful btw, in no other type of ship can you run around inside and repair every system in flight except for the armour. Plus the fact that with their mass you can mount guns that no other fighter would allow. Why is it continously compared to a WW2 bomber, because it serves the same role. That is why the pilot only has the torpedos as weapons.


I don't feel the need to be contrary to everything you say for the sake of just argueing. My point is simple. If you can not compensate for the movements of the ship in flight then you miss your target and you get hit. It can be done, it has been done, and people do it all the time. Is it difficult, well of course. It's supposed to be. A multipassenger ship is a lot more difficult to crew than a one man fighter. Thats how it is supposed to be, thats why they are in the master box.


Your point comes off as, I want it to be easier because I have an Ace title and deserve to own people in PvP. Well, that's not valid either. How much more stuff in this game do we have to make easy for people to be happy? Point, shoot, if you miss, you die.


I agree it could be easier, but I don't see why.You actually have the advantage. Why do I keep comparing the 2 well because thats how they designed it. I'm not going to get drawn into an immersion issue because this is SWG not Star Wars, even though I wish it was Star Wars. These are the mechanics they gave us. You and your crew have to work together better that is the first thing. Second is as a pilot you have to know how to get the best position for your gunners. If there's someone on your 6 taking shots at you you need to bring guns to bear. Gunners need to follow the target and pilots need to not make jerkey movements. I'm not saying fly level all the time, I'm saying instead of cranking your joystick and making some hard turns you need to be a little more deliberate. Keep that fighter on your side not your rear, get next to him instead of behind him. If he's low on your slow down and put your guns in the position to fire.


You need to maneuvor in a way that puts the target in range of the gun you want to hit him. Communication is the only way to succeed. Making guns auto-level is a band-aid on a sucking chest wound. especially being lets say this gets implemented. ok, ship starts a climb, your upper is at a 45 degree angle to it's last aimed position, he's not going to be ready to hit someone at your 12 because he's looking in the wrong spot. So the same problem exists.


I'm not so much against this issue as I am trying to get you to realize that implemented or not you have solved nothing. Your targets are not stationary, they move as the pilot moves. If you climb they may spiral to your underside. Your gunner still need to know where they are. Maybe this helps in some of the aiming issues but I don't see how.


I am not trying to tell you that you are right or wrong, thats for you to decide and I respect your opinion. I just don't see how auto-leveling turrets solve the problem of multiple ships attacking you? The ships may be different, and the technology can even be enhanced as proposed by you, but the problem remains just like in any other flight type sim that includes multipassenger ships. Every large ship has a vulnerable spot and generally that is under and behind. Autoleveling does not stop Boom and Zoom tactics. With or without this change someone can still come up and hit you faster than human gunners can react and adjust for.


The multipassenger ships should always go out with at least one fighter for escort. I know that brings it up to 8 people for a full fighting force but it makes all the difference. Your guns are for defense in essence. A multipassenger ship should never be considered strike craft because thats not what they are designed to do.


You make a valid arguement but I must say I doubt it is a solution.




There is no peace, there is anger.
There is no fear, there is power.
There is no death, there is immortality.
There is no weakness, there is the Dark Side. I am the Heart of Darkness.
I know no fear, but rather I instil it in my enemies. I am the destroyer of worlds.
I know the power of the Dark Side. I am the fire of hate.
All the Universe bows before me, I pledge myself to the Darkness.
For I have found true life, in the death of the light.


CaseytheHutt
Mon Nov 15, 2004 3:32 pm
#32

If you don't think it's a solution then we havn't agreed on the problem.

The only problem I see with MPS as implemented is that the amount of effectiveness you get for the effort and number of people required to make one work is inadequate. The primary reason it is inadequate is not for a lack of anything you list as an advantage - it's that all those advantages combined accomplish very little if the turrets cannot be effectively brought to bear and as implemented they cannot.

Your suggestion of technical issues why such a thing might not work flies in the face of the fact that turrets in even modern-tech weapon platforms already do this and it works fine. There is no technical complication here.

I am NOT an ace pilot and this has nothing to do with me thinking I should be able to crush anybody. This is simply a matter of arguing for the game system to make sense. Why should I get at least 2 very skilled pilots (at least one of them a master) and minimum 4 or 5 additional people - ALL with JtL at least so most probably at least partially skilled pilots as well - and stuff them in a platform that offers very little compelling advantage over a solo master pilot in a 5th-tier craft? Wouldn't I be MUCH better off putting all 6-7 of those people into seperate fighters? What is my reward for the HUGE effort required to achieve all this harmonious teamwork you speak of? By stabilizing the turrets you would actually give the gunboats a reasonable chance of being able to effectively defend itself against one or two difficult opponents while the pilot focuses on delivering the heavy ordinance.

I guess my problem here is you all seem to want to make the MPS ships equivalent to a B-17 type WWII bomber - in other words relegate it to bombing runs while the fighters handle all the actual defensive work. That concept just doesn't hold up. A B-17 as a bomber with minimal combat ability was justifiable conceptually ONLY because the amount of damage a bomber can inflict was so much greater than that of a fighter so it deserved to be defended. In this case, the damage capacity of a MPS while larger than that of a solo fighter is not really THAT much higher than a solo fighter. Compare the damage potential of a Nova with 2 guns and 3 lanchers to a B-Wing with 4 guns and 2 launchers - we're not exactly talking about the difference between a B-17 and a P-51 here. The real advantages the Nova has are not firepower, they are the ability to repair in flight and the ability to target multiple enemies at once. In-flight repair is not of great use in PvP since the damage levels are so high you won't be able to keep up anyway if you get in the crosshairs, so for PvP at least the only real advantage of an MPS is that you theoretically have a much greater chance of getting your enemy in your crosshairs first with the turrets since you can actively target without having to maneuver the ship into correct position. Locking the motion of the turrets to the motion of the ship negates that advantage almost entirely since even though you don't have to maneuver the ship in order to target, you instead have to compensate for the maneuvers of the ship while targetting which is nearly impossible to consistently do. Net effect is that you leave the MPS with virtually no substantial advantage to show for the combined efforts of over half a dozen teammates working their butts off to smoothly coordinate their efforts. How is that good?



Icaost Eave : Armorsmith, Jedi, and Director of An'gelCor
House An'geles, Naritus
Sylia
Mon Nov 15, 2004 3:47 pm
#33






TheJusticar wrote:

The way the turrets operate now seems to refect reality.


It's up to the pilot to fly straight and level.


I'm not sure how you would get around this issue?






huh? ...


How does it reflect reality?


Like he said we usestabilizing technology today.


When an M1 is engaging a target and the pilot turns right, the gunner does not have to manually compensate by turning the turret left, it is automatically stabilized. One of the big advantages to the M1 is it's ability to engage targets on the run, bouncing up and down sand dunes etc. The cannon remains level and on target no matter how severe the tanks manuvers UNLESS the manuver pushes past the turrets maximum deflection/inclination angles.


In the case of these ships, the turrets should also be stabilized in the same manner when they are manned.


And as far as actual gameplay goes it is needed, unless these ships are givin massive shield/armor increases to be able to fly "straight and level" to allow turret gunners a shot.





IntoTheGarbage
Mon Nov 15, 2004 3:50 pm
#34

I have to say that I agree with most of the technical problems Vegitaa pointed out with a stabalized turret. I still think the better solution is to vastly increase the fire rate, and decrease the energy consumption rate, of the weapon slots in MP ships. This would increase their effectiveness AND make them more realistic for the WW2 buffs. (no offence to WW2 buffs intended )



___________________________________

Ok, just for the record, my original name was: IntoTheGarbageChuteFlyboy. However the names have since been shortened and my name went from really cool to really confusing.

Thank you for your patience.
CaseytheHutt
Mon Nov 15, 2004 4:10 pm
#35

What technical problems? The ship turns 15 degrees right, you rotate the cannon 15 degrees left. There's not even any multiplication or division involved. My four year old daughter could write the code.



Icaost Eave : Armorsmith, Jedi, and Director of An'gelCor
House An'geles, Naritus
CaseytheHutt
Mon Nov 15, 2004 4:15 pm
#36

And just to really drive the point home, why don't you all go spend a few minutes reviewing the footage of the turrets in action in SW. At no point in the footage of Han and Luke using the turrets is there EVER a moment where the position of the ships in their field of view shifts due to the motion of the MF, even though Chewy is actively maneuvering to avoid being hit the whole time. PWNED



Icaost Eave : Armorsmith, Jedi, and Director of An'gelCor
House An'geles, Naritus
Vegitaa
Mon Nov 15, 2004 4:18 pm
#37

I will say this for the cost of the ship, the amount you sink into weapons/equipt, and the fact that you NEED a 6-8 person crew to be effective is daunting at the least. On top of that you (in my opinion) NEED at least one escort, and everyone must have JTL enabled... whew...


Well, I'd love to see people without JTL enabled be given the ability to go aboard multipassenger ships and be able to use the gunner positions. I think it would be a good marketting decision at the least.


I still believe that wether the guns are or are not given the auto-leveling option it is still going to be essential to have a well trained crew with good communication. In the end it will still come down to rounds on target. Lets say this change improves accuracey by up to 50%, thats not too bad. Problem is, that a good pilot would still use the same boom and zoom tactics and your problem has not changed. Auto-level would not make the turret gunner swing round 180 degrees any faster.


I wouldn't scream and yell if this change went in btw. I can't say I support it either. Mainly (and I am not referring to you in any way...) I believe most people flying these multipassenger ships are misunderstanding their operation. Here's my example:


I went up in a Deci with a crew of 8. First off just getting the crew and launching must have taken over 2 hours... huge waste of time. Now, first thing we did was designate everyone to a position. In this trip I was in the operation seat. The two gunners were not so hot. The rest of the crew kept doing goofey things along the way to pass the time till we made it to Deep Space. Our pilot decided that we should go try some target practice before getting in too deep. So here I am in operations calling out targets as they approached... "3 boogies 11 oclock high..." (Our gunner was shooting at some frieghter 1200m off our 6.. then he says.. oops!) Our doctor "accidentally" uses the escape pod as soon as he takes a blaster hit through the hull.... Now basically what happens from here on out is the gunners are holding the triggers the whole time wether there was a target or not. Before you know it, no power for guns, shields are down, engines at 45% and we have plasma leaks all over the ship. Gunner tries to leave his position to get a heal... ends up getting set on fire and dying. Needles sto say inexperience, and non-communication owned us, not the 6 XWings that finally shot us down.


Another example that went a bit better....

This time, lone Deci, crew of 6. Everyone is assigned a position. I'm upper guns. Now, the operations guy is calling targets while in combat. 12 high, 6 low, etc... Our pilot again takes us to do some target practice. This time, we faired pretty well. Everyone stayed in position, repairs were made as neccesary, and we ended up taking out 7 corvettes that night in Deep Space. Basically we had major success not because I'm a better gunner, but because the pilot and gunners had a bit more experience and the operations guy kept up a high level of communication. At one point I know we had at least 6-8 contacts most of which were Tier 4-5 AWings. We were told by our Op's guy to target their engines only to supress their fire instead of going for all out kills. This took a little more effort for us gunners but paid off in the end.


So, that is why I believe that wether your idea is implemented or not, the root problem still exists. It's much like the auto-leveling option when piloting your ship. In space... there is no horizon, so what is level? You know, maybe the auto-leveling option in the flight options works in gun positions as well.. never tried it, might be worth a shot....



There is no peace, there is anger.
There is no fear, there is power.
There is no death, there is immortality.
There is no weakness, there is the Dark Side. I am the Heart of Darkness.
I know no fear, but rather I instil it in my enemies. I am the destroyer of worlds.
I know the power of the Dark Side. I am the fire of hate.
All the Universe bows before me, I pledge myself to the Darkness.
For I have found true life, in the death of the light.


CaseytheHutt
Mon Nov 15, 2004 4:31 pm
#38

I fully agree with you - teamwork and skill are the determining factor. But when you've got to fight the mechanics so hard that teamwork and skill can barely compensate then something is very wrong. We also did quite well eventually, once we got the hang of things, and with strong fighter escort. But over and over again the point was driven home that the Nova was both defenseless and offensively useless against fighters and really only valuable when all firepower was concentrated on a single, mostly stationary target. That would be fine if the thing was armored and shielded like a Star Destroyer but it's not. Yes, the armor and shields are heavier hence stronger than what you can put on a fighter but that buys you what in PvP - one more shot?

Yes, with skill you can work around many of the problems with the MPS and survive, but for the cost/effort/time required to operate these things they ought to be able to do more than survive. In order to justify all of that they need to be a force to be feared when operated well, and while turret stabilization alone won't do that I just don't see it happening without it.

Interesting question on the auto-level. As you say, worth a shot.



Icaost Eave : Armorsmith, Jedi, and Director of An'gelCor
House An'geles, Naritus
Vegitaa
Mon Nov 15, 2004 4:43 pm
#39






CaseytheHutt wrote:
I fully agree with you - teamwork and skill are the determining factor. But when you've got to fight the mechanics so hard that teamwork and skill can barely compensate then something is very wrong. We also did quite well eventually, once we got the hang of things, and with strong fighter escort. But over and over again the point was driven home that the Nova was both defenseless and offensively useless against fighters and really only valuable when all firepower was concentrated on a single, mostly stationary target. That would be fine if the thing was armored and shielded like a Star Destroyer but it's not. Yes, the armor and shields are heavier hence stronger than what you can put on a fighter but that buys you what in PvP - one more shot?

Yes, with skill you can work around many of the problems with the MPS and survive, but for the cost/effort/time required to operate these things they ought to be able to do more than survive. In order to justify all of that they need to be a force to be feared when operated well, and while turret stabilization alone won't do that I just don't see it happening without it.

Interesting question on the auto-level. As you say, worth a shot.





Roger that you Rebel Dog! LMAO! JK! Too bad we're on different servers, I think it'd be fun to gun for ya sometime.

(sorry to compare it to B-17's so much but I've been playing online flight sim's since AirWarrior 1 and most recently Ace's High. So you can see after 12 years of flying 17's I got a little stuck on the obvious similarities.. of course.. been a Star Wars fan since the beginning so I too would rather see this game go more Star Wars and less BF1942)


/salute



There is no peace, there is anger.
There is no fear, there is power.
There is no death, there is immortality.
There is no weakness, there is the Dark Side. I am the Heart of Darkness.
I know no fear, but rather I instil it in my enemies. I am the destroyer of worlds.
I know the power of the Dark Side. I am the fire of hate.
All the Universe bows before me, I pledge myself to the Darkness.
For I have found true life, in the death of the light.


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