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Kurosawa

Alpha Team Vanguard
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Everything posted by Kurosawa

  1. how do you know that ? Depends on what kind of physics they put in, im not sure we know yet well if it goes like every other (build) game the start zone will be quite chaotic with junk all over
  2. Douglas was referring to deep space or the entire universe. As it was clearly shown by the Vogon constructor fleet orbiting earth, orbit can be very cluttered.
  3. sounds like you might have bigger problems then just firefox.
  4. Speculations, lateral and horizontal thrust will not be available in the first version because of time constraints
  5. we do not know yet, but experience from other voxel games says that that is very likely If the turret takes energy from the parent ship it will die with the parent. In regards to the wing, i hope they are making templates you can copy paste on to you ships, both to ease building but also to reduce the entity count as each entity requires more calculations and collisions checks.
  6. this, everyone knows trees and elves are evil. the game needs exploding sentient tree stalkers.
  7. I hope controls will transcend a single block (CU) to some degree or we will end up with boring core drilling pvp.
  8. why not multi choice, i want 1, 2 and 4
  9. Given your example, what would you consider and adequate payout for the transporter when you take in to account that he must insure the cargo for you, hire mercs, protect his own assets and knowingly jump in to what is highly likely be a trap. Regarding alts i hope there will be a way to see how characters tie together, to prevent ass hat behavior. I mean if you a afraid to fly a pirate flag maybe you should try mining or something like that.
  10. When beta start no one really knows at the moment and it startets in grouped tiers. so if you want in early you must by something greater then silver
  11. it was a simple question you did not have to read or post in the thread. in fact you post bounced the topic even more.
  12. Never said such a think, so that is on your own account To me, there is no difference between large and small space ships in regards to thrust and maneuvering, the difference is in energy required and time consumed. With that in mind you can use the same layout for both small and large crafts. De-acceleration and directional thrust is already a big part of large ocean ships,of cause there are other factors on the ocean but it works as an example of large crafts with multi directional thrust. I been thinking on how you want to factor in ships with engines center around the spine of the ship or ships with 1 engine ? I mean a centrally mounted engine would be more likely to push you forward then turn the ship. dive/pivot do you mean pitch and yaw? you are missing climb and yaw L/R
  13. simple and easy are not bad things, it's what you get if something is well build and though out, complicating thing for the sake of complications is the reverse of all that is good. Maybe i misunderstand but would you prefer to press shift w+e over just pressing s. I think, we in general agree. But differ on the solution we consider the best. basically we are moving around in circles.
  14. I am not sure we really know, i cannot remember reading any official posts about flight model. I am hoping for newtonian physics with full 3d motion and collisions, for fun and explosive deaths. But i think, by default, we probably will get something like in star-made where you control heading with the mouse and speed/trust vectors on the keyboard in some kind of fluidicspace.
  15. X3 was just one example, there are plenty other games using the same model for 3d movement, both single and multiplayer. It is the same layout used in countless games and will allow players to quickly pick it up, if you want to alter it down the road is something else. The OP asked what the flight model and controls would be, my guess is it will be as close to the other games as possible by default and hopefully include rebindings and other control change methods. Math: you want 90% of the keys gone from the example. which 6 keys would you keep ? options options options, that is the key.
  16. The ability to design your own is of cause always welcome, options ads flavor and depth
  17. These controls are from X3 where you actually can fly everything from small fighters to large capital ships unlike EVE and where ship facing matter for turret firing arcs. So they do work for both small and large crafts. http://images.akamai.steamusercontent.com/ugc/1101418703146894642/2929D9162DACFBA4E58C39112A45FB53FB98E932/ For precision mouse beats keyboard any day
  18. Retrograde thrusts and maneuvering thrusts, RCS, TVC, directional thrusts and so one. Nothing to do with cars. hmm so going side ways is aka strafe is not an option, if you where going to comment on lack of direction you should have mentioned i left out up/down precision not really, seem to over complicated.
  19. Seems a bit over complicated Newtonian physics W,S : Forward/Reverse Thrust A,D: Strafe Q,E: Role Mouse to control heading/direction. ?? key to turn autoadjust on/off. on ship will correct it self, off you can spin like mad
  20. are you in alpha? how do you know about ingame physics It would actually be fun if you could overload reactors equipment and weapons
  21. a "few" years ago in a game named Jump Gate they had collisions, it was awesome. Sure you lost things and rage a lot, but it also made things fun, like speed docking heavy freighters or created fun objects like "the roid of death" a tiny almost invisible rock between 2 gates. so collisions ON and may the greates rammer win
  22. lol, need i say more. And now back to the topic
  23. You are of cause right and by all means give us all your ideas and fantasies, maybe DU will read you toughs and give us even more cool stuff and options to play with. My post was directed to CaptainTwerkmotor who quite often will state his ideas and assumptions as facts. it could be the way he talks it just rubs me the wrong way.
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