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Thread: Problems effecting multi passanger ships Bug / Issue List
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Blackjack_Nova
Mon May 09, 2005 9:32 am
#1
1. When you issue a command in the ops chair there is no indication that the command fired.
For example, if you use Engine Overcharge III, there is nothing to tell you the command was executed.
In a single seater the droid tells you that the command was executed and you get spam in you window.
In a MP ship, nothing. This is true for ALL commands.
In a single seater the droid tells you that the command was executed and you get spam in you window.
In a MP ship, nothing. This is true for ALL commands.
2. The pilot can do nothing other they fly the ship. No commands can be issued at all when piloting. If you
want to use any programs, you MUST have someone of the same faction at OPS.
This is not true for Single seater ships. In MP ships there is No advantage of any kind to having someone at OPS. It only gives you basic functionality but someone must stay seated in OPS in order for the ship to be able to run any programs.
This is not true for Single seater ships. In MP ships there is No advantage of any kind to having someone at OPS. It only gives you basic functionality but someone must stay seated in OPS in order for the ship to be able to run any programs.
3. After firing off afterburners and they are finished firing, the ship becomes uncontrollable and pulls downward. The X and Y axis become inversered for a few moments. This problem could be effecting all ships.
4. The ship will be going full speed and just stop and then slowly start up again. This problem has been occurring since Beta. This issue effects all ships, but MPs really get hit hard because they take time to gain speed.
5. The turrets are locked into the ship and do not move independently from it. This forces the pilot to fly in a strait line or come to a dead stop in order for the gunners to have a chance.
This issue has been brought up, it did get a dev's standard "Well look into it" but nothing was ever said after that. This is a HUGH issue for MP ships and some kind of information would be really appreciated.
This issue has been brought up, it did get a dev's standard "Well look into it" but nothing was ever said after that. This is a HUGH issue for MP ships and some kind of information would be really appreciated.
Arsani
Mon May 09, 2005 1:30 pm
#2
I personally think that the gunners should have to adjust for the ship movement. Maybe its the roleplayer in me being a pain, but if I'm spinning my ship, I want my gunners spinning with me. Independant movement would detract from the immersion and reduce the challenge. Even programs that allow for 'independent' movement in real life vehicles would have a problem adjusting to space flight. Tanks and aircraft normally don't all of a sudden change direction at a 90 degree angle, making it so the turret wouldhave to shoot through the ship to hit its current target. The gunners do have to move the mouse to compensate for ship movement, and they have to learn to do it. But like I said, it makes it more of a challenge which I belive makes it more enjoyable for both me and my crew.
As for OPS, when the fighter escort for a Corvette comes rushing at your YT, you definately NEED someone on OPS to keep you alive. 
Feynan
Mon May 09, 2005 1:40 pm
#3
1. Agree with this. The Pilot gets a notification but not the Ops officer. They both should.
2. I like this, it's how it should be. Otherwise there is no reason for a copilot.
3. Very annoying, needs to be fixed.
4. Also very annoying, similar to the warping issue that we had with vehicles for so long, needs to be fixed.
5. It'd be nice, but I'm not too picky. If you make MP ship guns much more powerful, so that just 1 or 2 shots is very, very damaging to the opponent, then it's not as big of a deal because they don't need to track the target as long, just get a shot or two off at it. So aiming isn't as big of an issue.
Arsani
Tue May 10, 2005 12:05 am
#4
Blackjack_Nova wrote:
1. When you issue a command in the ops chair there is no indication that the command fired.
For example, if you use Engine Overcharge III, there is nothing to tell you the command was executed.
In a single seater the droid tells you that the command was executed and you get spam in you window.
In a MP ship, nothing. This is true for ALL commands.This is annoying, as it causes my operations operator to fire commands twice sometimes.
2. The pilot can do nothing other they fly the ship. No commands can be issued at all when piloting. If you
want to use any programs, you MUST have someone of the same faction at OPS.
This is not true for Single seater ships. In MP ships there is No advantage of any kind to having someone at OPS. It only gives you basic functionality but someone must stay seated in OPS in order for the ship to be able to run any programs. I don't see this as a bug or an issue. It's a multi-person ship, that means you have to have multiple people. Give the person in OPS the repair packs and let them double as engineering if you are worried about them not having anything to do. Personally I think OPS is more important than even the gunners, and only let people I can really trust with the well being of my ship take the post.I also enjoy not having to worry about it in heavy firefights, letting OPS take care of the ship while I concentrate on flying.
3. After firing off afterburners and they are finished firing, the ship becomes uncontrollable and pulls downward. The X and Y axis become inversered for a few moments. This problem could be effecting all ships. Noticed that as well, and it is a bother.
4. The ship will be going full speed and just stop and then slowly start up again. This problem has been occurring since Beta. This issue effects all ships, but MPs really get hit hard because they take time to gain speed. Pain in the butt that is.
5. The turrets are locked into the ship and do not move independently from it. This forces the pilot to fly in a strait line or come to a dead stop in order for the gunners to have a chance. Why should the turrets move independently? They are attached to the ship. While flying in a strait line or being at a dead stop makes it easier for the gunners to shoot, with some practice they can get good enough to compensate for ship movement. Several of my favorite gunners can do this, I even have one that's skilled enough to continue blowing up TIEs while I was in a rolling dive.
This issue has been brought up, it did get a dev's standard "Well look into it" but nothing was ever said after that. This is a HUGH issue for MP ships and some kind of information would be really appreciated.
Blackjack_Nova
Tue May 10, 2005 12:50 am
#5
Arsani - Thanks for the comments!
The issue with having someone at OPS for MP ships is that there is no benefit for doing the tasks. In other words, a ship with one pilot can do exactly the same things that a ship with a pilot and someone at OPS and it only takes one person. There is 0 (Zero) benefit for having an OPS person, but it IS a Requirement if you want to have any programs running.
The issue with having someone at OPS for MP ships is that there is no benefit for doing the tasks. In other words, a ship with one pilot can do exactly the same things that a ship with a pilot and someone at OPS and it only takes one person. There is 0 (Zero) benefit for having an OPS person, but it IS a Requirement if you want to have any programs running.
Concerning turrets moving independently of the ship - It is not a question of the gunners skill. If you are rolling your ship back and forth or doing a loop, then the gunner has to move the mouse to adjust for your movement along with tracking the target.
Having the turret move independently is a much more realistic and enjoyable functionallity then having to deal with ship movements effecting your aim. The fact is that most gunners do not like the fact that the turret is connected to the ship. It is just a pain to deal with.
As a tank commander for the army, I can assure you that turrets can move indepentanly of the hull they are
attached too. In real life, powered turrets in aircraft and armor all have a system that moves the turret in the opposite direction of the vehicle thereby allowing the gunner to move "indepentantly" of the vehicle.
It is not that we can't deal with the current turrets, it is just that they could and should be better...
It is not that we can't deal with the current turrets, it is just that they could and should be better...
Blackjack_Nova
Tue May 10, 2005 11:39 am
#6
How about a player craftable turret upgrade. The schematic would be quest based or something. It would
allow the turret to move independently.
In PlanetSide turrets move independently. In Allegiance (which is an excellent real-time space game, (and it's now free!)) turrets move independently. The gun of course does not "aim through" the vehicle, it just goes to the maximum distance and stops. Just like it does now. The code is not difficult, just apply the reverse movement of the ship to the turret.
allow the turret to move independently.
In PlanetSide turrets move independently. In Allegiance (which is an excellent real-time space game, (and it's now free!)) turrets move independently. The gun of course does not "aim through" the vehicle, it just goes to the maximum distance and stops. Just like it does now. The code is not difficult, just apply the reverse movement of the ship to the turret.
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