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Kairo posted:I am going to add cloaking devices too, so a faction might have cloaks + shotguns + super weak vitality. In the old starfleet battles board game, the Romulans were known for their multi-turn charging plasma weapons and cloaks, which gave rise to an almost submarine-like set of tactics.
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# ? Dec 10, 2013 05:42 |
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# ? May 22, 2024 04:03 |
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TBQH I'd love a space shooter where all the weapons were things like shotguns, railguns, charge-up guns, flack bursts, and every other thing you can think of that's not the usual pew pew pew rapid fire gun. Maybe if there was one normal "keep the pip centered on the lead indicator" gun make it a continuous beam laser. Just make everything different than what you expect from the space sim, go full on Ratchet & Clank with that poo poo. I think maybe one reason the space sim genre got stale was that the main action of dogfights and holding your gun tracking on a target ala WW2 machine gun fighters gets really really repetitive. In the Raph Koster learning & mastery fun theory, we all had that poo poo completely mastered and new games weren't really adding any novel concepts. Also, anyone remember Tachyon The Fringe? There was a weapon in that game like a railgun / sniper rifle thing -- slow to fire, long range, high damage. Plus many of the AI ships were programed to go full evasive when out of shieds and run away from you. So that gun made the best one-two punch ever, using a anti-shield weapon to strip their shield, then don't bother afterburning to chase them. Just line up shot and finish them with one hit.
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# ? Dec 10, 2013 08:33 |
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Klyith posted:TBQH I'd love a space shooter where all the weapons were things like shotguns, railguns, charge-up guns, flack bursts, and every other thing you can think of that's not the usual pew pew pew rapid fire gun. I always liked the re-imagined Battlestar Galactica show for this reason. There were no shields, no stealth, nothing but ballistics, shrapnel and explosions. ANd so much drat flak, goddamn.
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# ? Dec 10, 2013 08:58 |
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Ciaphas posted:I was born with a lazy left eye and it didn't get corrected (read: kid me hated those patches) and ended up amblyopic and stereoblind, so I've only got inferential depth perception techniques like parallax to go by. Makes trying to take a left turn at night without a stoplight suck total rear end, I tell you what! I'm really late to the party on this, but I have amblyopia resulting from strabismus, and I can confirm that the Rift is still loving awesome. Because the image on each screen is a whole image in its own right, it doesn't matter that you can't integrate them; you get pretty much the same effect you do from looking at reality - you don't get the 3D perception that normal folk do, but it's still really immersive. That said, I don't know exactly how your eyes work so it'd still be wise to give it a try before you buy it.
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# ? Dec 10, 2013 11:57 |
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Colon Semicolon posted:Having a shotgun on a space fighter is the dumbest thing ever. In the popular Blue Planet: War In Heaven mod for Freespace 2, there's an incredibly effective space shotgun on one of the fighters. TheDemon fucked around with this message at 12:17 on Dec 10, 2013 |
# ? Dec 10, 2013 12:13 |
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Klyith posted:TBQH I'd love a space shooter where all the weapons were things like shotguns, railguns, charge-up guns, flack bursts, and every other thing you can think of that's not the usual pew pew pew rapid fire gun. Maybe if there was one normal "keep the pip centered on the lead indicator" gun make it a continuous beam laser. Just make everything different than what you expect from the space sim, go full on Ratchet & Clank with that poo poo. I'm kind of surprised at the lack of lateral movement in space games, particularly once mouse and keyboard controls became the standard. Did you ever play shattered horizon? You were a dude in a space suit in that game which meant you could duck into cover and do all kinds of juking motions. Adding some of that element of control to a space shooter would be fantastic. I love the swooping combat of X-wing and things like that, but taking advantage of the kind of hypermobility that frictionless combat entails would be fun too. Give me full access to the RCS!
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# ? Dec 10, 2013 13:49 |
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Chiming in once again to say I will throw all kinds of money at you Kairo, as soon as possible.
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# ? Dec 10, 2013 15:16 |
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Klyith posted:Also, anyone remember Tachyon The Fringe? There was a weapon in that game like a railgun / sniper rifle thing -- slow to fire, long range, high damage. Plus many of the AI ships were programed to go full evasive when out of shieds and run away from you. So that gun made the best one-two punch ever, using a anti-shield weapon to strip their shield, then don't bother afterburning to chase them. Just line up shot and finish them with one hit. I remember that game! I don't remember that specific weapon, though, mainly because my favorite was the one you got on the corp path that was a charging gun with a ludicrously high maximum charge. Seriously, you could charge that thing for, like, a minute while dodging enemy fire, then dart in and one-shot a cap ship. It was great.
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# ? Dec 10, 2013 19:35 |
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ShineDog posted:I'm kind of surprised at the lack of lateral movement in space games, particularly once mouse and keyboard controls became the standard. Did you ever play shattered horizon? You were a dude in a space suit in that game which meant you could duck into cover and do all kinds of juking motions. Adding some of that element of control to a space shooter would be fantastic. I love the swooping combat of X-wing and things like that, but taking advantage of the kind of hypermobility that frictionless combat entails would be fun too. Give me full access to the RCS! Independence War, Descent, Freelancer, and-- I'm pretty sure-- X3 all do this to varying degrees. It's actually fairly common in later space combat genre titles.
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# ? Dec 11, 2013 08:23 |
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Zizi posted:Independence War, Descent, Freelancer, and-- I'm pretty sure-- X3 all do this to varying degrees. It's actually fairly common in later space combat genre titles. This thread's already had this chat. Done well it's really cool (Independence war). Done badly it either ends up being either an inconsequential feature nobody uses or so overpowered that all combat becomes turret matches. It all depends on whether you are going full Newtonian or Star Wars, but you generally have to pick one.
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# ? Dec 11, 2013 15:48 |
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I wish we had some more fancy animated gifs.
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# ? Dec 12, 2013 06:48 |
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Just Offscreen posted:I wish we had some more fancy animated gifs. Soon! I'm working on some lower-level stuff than combat right now which mainly involves me diagramming stuff in my notebooks and staring at code, so it's not that interesting. But when it's done I should have some shiny new work to make gifs/streams out of.
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# ? Dec 12, 2013 19:46 |
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Kairo posted:Soon! Indeed. @tipul posted:Lane Marshal patrol. Turns out those clouds work in the skybox too, but will need tweaking. Promising start though!
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# ? Dec 13, 2013 10:53 |
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Zizi posted:Independence War, Descent, Freelancer, and-- I'm pretty sure-- X3 all do this to varying degrees. It's actually fairly common in later space combat genre titles. Sure, but other than Descent in most of these games your lateral movement is extremely minor. Sorry though, this whole thing makes it sound like I don't like airplane in space kind of game, and thats not true. Love em. More what I meant is that all axis FPS in a spaceship worked really well for descent (which I failed to mention before) and I'm surprised it hasn't been lifted more often. Still entirely excited for this game.
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# ? Dec 13, 2013 11:06 |
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Descent is awesome but it's worth noting that you don't really retain momentum in a true-Newtonian fashion. This isn't inherently bad, it just allies the game more closely with (really unusual) FPS design than with space sims.
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# ? Dec 13, 2013 16:29 |
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ShineDog posted:Sure, but other than Descent in most of these games your lateral movement is extremely minor. X* strafing is pretty radical and you essentially have to use it during the initial joust to spiral around the incoming fire. It's not inconsequential by any means. I don't remember Freelancer much as it was horribly dumbed-down at the time. ShineDog posted:More what I meant is that all axis FPS in a spaceship worked really well for descent (which I failed to mention before) and I'm surprised it hasn't been lifted more often. X:rebirth currently has it and it makes the spacecraft fly more like an ROV than a plane or spacecraft, but that's partially because they've worked on a model of high drag for the xbox controller. If they ever fix the game for joysticks, it might be more interesting. http://www.youtube.com/watch?v=1KAJuR5giGo - It appears that Elite has the ability to turn off the airplane mode for something a little more 'slidey', which is the route that WC:Prophecy, Tachyon and Freespace went.
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# ? Dec 13, 2013 22:44 |
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You can do full Newtonian or airplane physics + strafing/6DOF lateral thrust in FreeSpace as well, although (just like sliding/gliding) it requires specific choices by the mod designer.
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# ? Dec 14, 2013 04:29 |
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Is the maneuvering going to be hard-limited or soft limited? Eg, your fighter can pull a 12g turn, but your pilot can only sustain a 9g one, so you have a limited amount of time you can pull that high g turn with the risk of blacking out. Or you can play it safe and stick to the g limit. I find myself making this choice in a dogfight in FC3 all the time and I like the mechanic of it. Or will it be as it is in most space sims, your fighter can only pull a certain turn rate with no risk of blackout?
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# ? Dec 15, 2013 05:15 |
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Xerxes17 posted:Is the maneuvering going to be hard-limited or soft limited? Eg, your fighter can pull a 12g turn, but your pilot can only sustain a 9g one, so you have a limited amount of time you can pull that high g turn with the risk of blacking out. Or you can play it safe and stick to the g limit. I find myself making this choice in a dogfight in FC3 all the time and I like the mechanic of it. Or will it be as it is in most space sims, your fighter can only pull a certain turn rate with no risk of blackout?
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# ? Dec 15, 2013 05:32 |
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It's a bright new .gif!@tipul posted:
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# ? Dec 20, 2013 19:35 |
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Alehkhs posted:It's a bright new .gif! VVV e: yeah I wasn't thinking it would happen, but my world is completely grey right now so that gif gave a sudden pang. Klyith fucked around with this message at 21:01 on Dec 20, 2013 |
# ? Dec 20, 2013 20:28 |
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Klyith posted:I hope this is done & gets released before the end of winter, some bright color saturated background nebulae would be amazing for me in NY right about now. I really don't think you're going to get lucky. Nothing that's been said has hinted at the game being almost out the door.
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# ? Dec 20, 2013 20:58 |
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The_White_Crane posted:I'm really late to the party on this, but I have amblyopia resulting from strabismus, and I can confirm that the Rift is still loving awesome. As for ES, as usual new GIFs are making me happy and excited! Keep on keeping on, Kairo
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# ? Dec 20, 2013 22:40 |
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Xerxes17 posted:Is the maneuvering going to be hard-limited or soft limited? Eg, your fighter can pull a 12g turn, but your pilot can only sustain a 9g one, so you have a limited amount of time you can pull that high g turn with the risk of blacking out. Or you can play it safe and stick to the g limit. I find myself making this choice in a dogfight in FC3 all the time and I like the mechanic of it. Or will it be as it is in most space sims, your fighter can only pull a certain turn rate with no risk of blackout? Not wanting to drift the thread, but have you seen Rogue System? It's intended to be a more simlike space shooter experience (heading to Falcon 4 territory). He originally tried to kickstart the base system, but has since moved to just developing the thing on his own. https://www.youtube.com/watch?v=xFKREQnKvps DCS-esque startup sequence: https://www.youtube.com/watch?v=nohF6uLkvvQ
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# ? Dec 23, 2013 15:58 |
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That's like, SAM-site sim number of buttons. I'm sure it's not going to be like that in flight but wow.
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# ? Dec 23, 2013 23:09 |
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Hav posted:Not wanting to drift the thread, but have you seen Rogue System? It's intended to be a more simlike space shooter experience (heading to Falcon 4 territory). He originally tried to kickstart the base system, but has since moved to just developing the thing on his own. As a horrible sperg and a DCS fan I know this will be pointlessly in depth but I want it so much .
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# ? Dec 24, 2013 11:35 |
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Thanks to someone in this thread I now own Parallel Lines (Elson/Moore) and Hardware: The definitive SF works of Chris Foss.
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# ? Dec 26, 2013 03:59 |
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@tipul posted:http://en.wikipedia.org/wiki/Attacks_on_parachutists
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# ? Dec 31, 2013 02:23 |
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Ahaha that's cold as gently caress.
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# ? Dec 31, 2013 02:34 |
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Well, we know Dread is a resource, maybe there's room for "Outrage."
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# ? Dec 31, 2013 02:54 |
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Why is this game so far away from release?
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# ? Dec 31, 2013 03:20 |
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Because Kairo has to make it even more awesome.
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# ? Dec 31, 2013 03:23 |
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KakerMix posted:I always liked the re-imagined Battlestar Galactica show for this reason. There were no shields, no stealth, nothing but ballistics, shrapnel and explosions. ANd so much drat flak, goddamn. *cough* Diaspora *cough* http://www.hard-light.net/forums/index.php?topic=81859.0 Okay done with shameless self-plugging. Enemy Starfighter looks utterly amazing though. I like the idea of instant action having catchphrases tied to the seed. One question tough since there was a discussion on space terrain: Klingon Academy probably did it the best, and I'm sure the scale of the engagements here are too small to allow for gas giant atmospheres, rings, solar coronas, neutron stars, and black holes. But I can dream can't I about those being say... an expansion? Atarask fucked around with this message at 03:34 on Dec 31, 2013 |
# ? Dec 31, 2013 03:28 |
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As long as we get unrealistic "big rocks everywhere and some smaller rocks flying around fast" asteroid field/belts to occasionally dogfight in, I'll be happy.
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# ? Dec 31, 2013 03:36 |
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Alehkhs posted:
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# ? Dec 31, 2013 05:19 |
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Really liking the HUD elements on the side of your canopy. Tastes like Macross Frontier.
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# ? Dec 31, 2013 05:35 |
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RangerKarl posted:Really liking the HUD elements on the side of your canopy. Tastes like Macross Frontier. The gunsight looks awesome, too, I like how it's part of the cockpit and not just kind of floating there. I can't goddamn wait for this game.
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# ? Dec 31, 2013 05:47 |
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At this point I'd pay for a demo. This is starting to scratch all the places i need in my gaming library.
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# ? Jan 1, 2014 02:04 |
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Demo/Early access alpha and people would be all over this I swear. It just looks and sounds so great to play.
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# ? Jan 1, 2014 04:17 |
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# ? May 22, 2024 04:03 |
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Happy New Year's Eve! You don't have to be working on the game now on our account, but thanks!
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# ? Jan 1, 2014 04:26 |