Pilot Archive

Thread: I like the targeting system of the old X-wing/tie games

Frost1977
Fri Sep 09, 2005 7:31 am
#1

you know where the gun site turened green when u werre lined up for a shot.


the lead system we have were u just line up the dots seems to eliminat any stratagy, or actualy skill..


its all just who turns tighter.
SheenaBrelya
Fri Sep 09, 2005 8:59 am
#2

The targeting in SWG requires much more skill than a "blue light/green light" system. Frankly, the targeting system we have is inaccurate (as it should be), which is why it requires skill to use.

Shona
PaceNebulon
Fri Sep 09, 2005 9:03 am
#3






SheenaBrelya wrote:
The targeting in SWG requires much more skill than a "blue light/green light" system. Frankly, the targeting system we have is inaccurate (as it should be), which is why it requires skill to use.

Shona




/agree



Pace Nebulon+Stealth+
...has mastered the Pilot profession
TIE Interceptor Guide to PvP
"Your generic TIE grunt is just plain suicidal. And the TIE Defender jockey is bloodthirsty. But the TIE Interceptor pilot, he's suicidal and bloodthirsty. When you see a squad of those maniacs flying your way, you'd better hope your hyperdrive is operational." - Kyle Katarn

Frost1977
Fri Sep 09, 2005 6:10 pm
#4

I guess maybe its not so much the targeting as it is the arrows i guess.


and i know alot of games out there have the "target indicater arrow"


its the way the little lead indicater gives away the direction ur target is moving. or gives ur opponit in pvp the direction u are turning, makes the tight turninging and changing direction usless for evasive manuvers. when all they have to do is just folllow the the little dots.


Ducimus
Fri Sep 09, 2005 7:56 pm
#5

>>and i know alot of games out there have the "target indicater arrow"
its the way the little lead indicater gives away the direction ur target is moving.
>>

Lead Computing Optical Sight?
(aka LCOS, commonly found in flight sims, i would personnaly like one - would help to get inplane with your target better, a flight path ladder and velocity vector indicator would be nice too)



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Frost1977
Fri Sep 09, 2005 8:41 pm
#6

Actualy i was refuring to things like the little CONE u get that points direction to target on CFS2



its just the way the lead indicater always points out ur targets direction of flight. seems like it would make rapid direction change less effective as a means of manovering that it would be in some thing like the janes simulations.


taco_fox
Fri Sep 09, 2005 10:19 pm
#7

I just wish we had a useful front/rear radar system like those old games. I just can't read that tiny thing we have now



---------------------------------------------------
taco'fox - Eclipse
Bothan "Elder" | 9x Ace Pilot

danno13
Sat Sep 10, 2005 6:52 pm
#8

What I liked best about the old school TIE fighter game was flying the basic TIE. No shields on that baby, gave you a real sense of danger.And also,swooping behind a Y-Wing and taking it apart.


TIE was really ahead of its time. You had wingmen (in one advanced mission you even have Vader in your flight), and could call in reinforcements. Plus, the flying was smooth and I liked the targeting. For something that came out in the early 90s TIE is an outstanding game.





Caity Soriella
Master Carebear,Eternal n00b, and friend of the Ewoks
FiveToFour
Sat Sep 10, 2005 7:03 pm
#9






Frost1977 wrote:

Actualy i was refuring to things like the little CONE u get that points direction to target on CFS2



its just the way the lead indicater always points out ur targets direction of flight. seems like it would make rapid direction change less effective as a means of manovering that it would be in some thing like the janes simulations.








It's there in X-Wing Alliance, as well, but there's strategy in its MP. It's not really very different from following the front/rear radar systems in all of the X-Wing games, anyway.



- I have chosen to reject the NGE because I love SWG.
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