Pilot Archive

Thread: DMG or HITS ? (PVP questions)

Morathai
Tue Aug 16, 2005 2:00 am
#1

Now how fun would it be to be able to turn your ship completely around while still sliding in the same direction. going 1000 speed but facing bachwards! Though i kinda think it would cause alot of control confusion.



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JediNg
Tue Aug 16, 2005 3:17 am
#2






Morathai wrote:

Now how fun would it be to be able to turn your ship completely around while still sliding in the same direction. going 1000 speed but facing bachwards! Though i kinda think it would cause alot of control confusion.





That would be awesome. BUT, it wouldn't be very star wars as we know in the movies. lol



Ritha Egasiso - 12 experiment point Master Weaponsmith.
To BB, Jo-Jo, Reilly, Beano, Dipper, Flat Top, Chuckles, Jolly, Crashdown, Sheppard, Dash, Flyboy, Stepchild, Puppet, Fireball...
You said that humanity never asked itself why it deserved to survive. Maybe you don't?
Stand by, FTL.
On the day before pub 10, jdmaldo said: "for everyone who grinded the last months of their lives away and didn't get jedi: owned"
LeaphChausew
Tue Aug 16, 2005 3:29 am
#3






Narut0 wrote:
not sure if you guys relise how inAcuate JTL space phsisics engin actualy is and how this effects PVP.
bascily the current system is Low control High dmg, this basicly means first guy to pop a lucky shot in PVP wins.
(DMG system)

however the system should be altered for PVP to be low-mid-high control, low dmg.
(hits system)

basicly to make PVP more fun we need to have 100% control in a 0% friction enviroment, and incorpret more SLIDE variables.
basicly your ship travels in one direction with thrust right? well lets say you remove thrust and your ship will continue to move in that singel direction untill thrust is applyed again. however PYR thurst will allow your ship to turn and navigate while in a slide meaning better aim of a PC ship or NPC ship while headding in a a2b line.
gravity pockets will however be a varible in this system
anyone ever play astroids on the Atari-ST ? its like moving on ice, i hope a system like this could be used in JTL to make it more fun and playable.

i have only ever seem one space shooter that every got this semi right, and that would be "Tachyon" this space sim actualy pulled it off quite well and got the effects of space down to a T almost. this game was based on the princibels of ZERO fiction space and is much like astroids on the ST.




Nope. That'd totally mess up JTLS.

ShoginArmada
Tue Aug 16, 2005 4:46 am
#4

Eh, I duuno, sounds fun to me. Add air jets to my igi, and let me boost all over the place anime style.



_________


To avoid any misunderstandings: No, I dont care what you think. You are merely here for my enjoyment.
pgm2b2
Tue Aug 16, 2005 5:23 am
#5

Unfortunately the Whole dynamics of space flight in SWG arebased onan Atmospheric flight model.


Not ever been anything remotely Sci-fi about SW ever.





Farstar
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aka
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Washell
Tue Aug 16, 2005 5:24 am
#6

Space flight atmospheric style sounds like science fiction to me, definately isn't science fact.

ProCambarus
Tue Aug 16, 2005 5:31 am
#7

I wonder whether you have attempted to play a space game with the slightest intention to apply even a bit more accurate space physics. If you wish to, just try the ancient Frontier or other similar games. It is very interesting. Really, I played it a lot. PVP would seem like spotting a tiny dot, watching it passing with lightspeed growing gigantic and disappearing as a tiny dot in a fraction of a second, then hitting the server boundary with cosmic speed on the other end without the chance of turning 10%. Now that would be fun. Sort of.

The model JTLS (or the X wing series) use is absolutely not realistic. They are fun though.



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JediNg
Tue Aug 16, 2005 5:36 am
#8

It's possible to make spacecraft behave like an atmospheric craft would, just impractical.



Ritha Egasiso - 12 experiment point Master Weaponsmith.
To BB, Jo-Jo, Reilly, Beano, Dipper, Flat Top, Chuckles, Jolly, Crashdown, Sheppard, Dash, Flyboy, Stepchild, Puppet, Fireball...
You said that humanity never asked itself why it deserved to survive. Maybe you don't?
Stand by, FTL.
On the day before pub 10, jdmaldo said: "for everyone who grinded the last months of their lives away and didn't get jedi: owned"
ShoginArmada
Tue Aug 16, 2005 5:39 am
#9


Still wouldnt mind air jets, use them like a booster to spin, dive, stop, strafe, etc.






Or maybe i just want my tie bomber to be as nimble as my IGI..

Message Edited by ShoginArmada on 08-16-2005 08:39 AM



_________


To avoid any misunderstandings: No, I dont care what you think. You are merely here for my enjoyment.
Attacca
Tue Aug 16, 2005 6:38 am
#10

They played with this during beta, the slide actually got unbelievably annoying. Instead of spinning PvP fights you had more of a funnel effect, just sliding endlessly in circles. At one point it was so bad some ships (freakin' A-Wings!) were able to spin on a dime, litereally, and fly backwards shooting you until they caught up with the slide. The AI didn't like it either, and you just wound up in continous long slides fighting them.


I suppose neither system is perfect, but I think I actually prefer the current one in terms of dogfighting.







~ Captain Nesanya / Murphey ~
Rebel Alliance A-Wing Pilot
...has mastered the Pilot profession
Are you a pilot and not using Droid Commands?

S-1-l2-H-C
Tue Aug 16, 2005 8:35 am
#11

we still slide too much if you ask me, with people hitting a 90 degree angle of attack easily when turning hard.


i would like to see our manuverability get cut down alot to get rid of the side slipping circle fight we have now. if we were less manuverable, pvp would become alot more tactical.




____________________________
Starsider:
Harotak, Imperial Ace, pilot of the RGI "No Quarter" and the "ISS Enforcer"
Katorah, Corsec Security forces, Captian of "The Unrelenting
Harotak', Rebel Terrorist
R9D14
Tue Aug 16, 2005 10:01 am
#12

no it would become a slow moving crapfest.




You can only succeed in space PvP with skills. you need to know HOW to fly. No amount of nerfing anything will make you a good pilot. You either have talent or you don;t, you either get better or you don't.



you can get a good shield and cap, run cap to shield shunt 4 and with a mark3 shield (i did this in my A-wing) you can take several shots before your cap has no energy and they get through. You have to learn how to use your programs and pilot skills IFF scramble, epulse or nebula boom thingy or whatever. Sure you can get the biggest baddest ship in hte game or get a JSF and hope it will compensate but you wil never get ANY piloting skill from just picking up a fast ship with kickass parts and kicking the living crap out of everyone. the physics in space need just a little more tweaking to get rid of sliding. deathrolls really suck.




Stuu Pididiot
Rebel Ace Pilot
Crimson 5----Pilot of Hunk-o'-Junk I-XII
Eater of Pie
S-1-l2-H-C
Tue Aug 16, 2005 10:22 am
#13

the way things are now, the ships move around so fast that latency becomes a huge factor, and hitting a target is just as much luck as skill. i think slowing things down would make it more skill based, and there would be alot more tactics involved instead of just aiming straight at your target the whole times taking shots.



____________________________
Starsider:
Harotak, Imperial Ace, pilot of the RGI "No Quarter" and the "ISS Enforcer"
Katorah, Corsec Security forces, Captian of "The Unrelenting
Harotak', Rebel Terrorist
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