G33X Nexus Entertainment > Precursors

Space Flight Controls, and Realism

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Morgul:
Agree with the last 2 posts 100%.

fehknt:
"makes it use more fuel, buy a VERY slight amount"

I don't think that this needs to be hard-coded into the AI system, if I understand how things are going to work -- the AI will use fuel to stop your roll just as much as you would to stop your roll when the roll thruster gets activated.  All the added "revert to zero velocity by default" in the other degrees of freedom will mean that the AI system needs to use fuel to accelerate opposite to what you have done so that your ship stops, which may not be necessary, esp if you accidentally let up on a key while rolling or yawing (etc) then the AI reverses thrust for the brief second while you let up and then you have to resume thrust in the original direction.

basically -- AI-control gives you a logical "pitch up, yaw right" etc at specified velocities, while "real" control will give you a "accelerate tilt up, accelerate roll left" -- direct thruster control.  

It's like using Java as opposed to ASM.  You accomplish the same tasks in both, but ASM will give you better end results (if you know what you're doing).

I think there should be a "momentary" key too -- one that switches off the AI controls on your fighter only while you hold it down, to make simple slides possible even for people using the AI system.  (think of this as C++ -- kinda a middle ground between the two systems.)

Or maybe just a "toggle" key.  At least a "toggle", and maybe a "momentary".

contingencyplan:
Personally, I'd prefer a toggle, though a momentary might work.

~Brian

BigDan:
I think everyone kinda diddent get what I was sugesting about the nube ships.
I was only sugesting that a ship might be suplied till the player got into the swing of things and elected to enter the real world , so to speak.
And that this ship might be a no brainer till they got the lay of the land.
I mean some of us do need a crutch to start with some times, insted of just jumping rite in and never getting anywhere , I know this would realy turn me off to a game I just bought and couldent play.

Beleive me I've had a few of them, and they all end up in the dust pile, money NOT well spent.

as you are building this game try to think , how would you like to be introduced to this game at start up and what tuters could do for you with the game play and introducing you to how things work.

this is the only thing I'm concerned with, that is how a new player is brought in and tought how the basics work, after that its every man , woman , and child for them selves,( just watch out for the kids , they'll tear you up) :twisted:

Morgul:
Well, we're going to have 'simulators' and possibly even examinations to be able to fly. Not being a pilot *SHOULD NOT* prevent you from being able to play the game. you should eb able to have fun, without every buying your own ship. That's my goal. Also, I want ti to be intuitive, and easy for new players.

--Chris

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