![]() |
|
Implementing semi-real ship physics - Printable Version +- Discovery Gaming Community (https://discoverygc.com/forums) +-- Forum: Discovery General (https://discoverygc.com/forums/forumdisplay.php?fid=3) +--- Forum: Discovery RP 24/7 General Discussions (https://discoverygc.com/forums/forumdisplay.php?fid=23) +--- Thread: Implementing semi-real ship physics (/showthread.php?tid=24782) Pages:
1
2
|
Implementing semi-real ship physics - Fletcher - 08-13-2009 Good evening gentlemen and blood spam sandwich women, I type before you on this nice evening with a question to the masses. Should Discovery implement a bit more realism in its physics with how ships handle in space. I have seen another mod do this somewhere, but the ship escapes me. Currently the winner of the agile race is the light fighters and their engine handbrake button, and other ships can just hit the handbrake and drift off into the distance. In the other mod that strikes me is that the ships drifted as they turned, essentially killing some of the agility, and reinforcing the need to evade by strafing or your dead. For the people who knows which mod I'm on about, I remember seeing a video with fancy missiles in it to, so can you dig it up to explain my point further? For those who understand, would you agree to having this implemented into Discovery if the developers announced that it would be in next update? Implementing semi-real ship physics - reavengitair - 08-13-2009 Well there's no harm trying new ideas. Of course, if its more realistic, go for it. But then would it change combat completley? Would it ruin PVP? If it does then its a no, but I suggest we try it to see if it works. Implementing semi-real ship physics - Fletcher - 08-13-2009 It wouldn't harm PvP it would alter it, drastically making us all thing. Then again, that will ask for ships to be rebalanced for the new environment... hmm... I know one mod has done it, and well I read. Implementing semi-real ship physics - Linkus - 08-13-2009 I would simply say no for this reason: Your targeting is completely put off. An extreme example would be the Halo mod that was around a while ago. It had completely newtonian physics where you built up acceleration and drifted, for a very very long time. Fights consisted of jousting (Capitals did this) where you would speed past each other at huge velocities, firing wildly in their general direction for the 1 second that you were in range, before being flung past each other and then having to turn and repeat. It was possibly the most retarded ship combat I have ever come across:P A little drifting would not be this bad but in the end it would actually throw aiming off a good deal. Implementing semi-real ship physics - Elsdragon - 08-13-2009 I plaid that Mod. TO hard to fight Implementing semi-real ship physics - P*Funk - 08-13-2009 The thing about neutonian physics is that in a real space ship war I can't imagine you would ever have combat without missiles that could destroy you in one hit and chain guns that are computer targeted. At the velocities that are possible in space no human could time a proper hit when two ships come across each other's path. Also, personal combat would likely also never happen. It would be large fleets and strategic decisions would largely have an impact over personal ones. It would be a matter of positioning for a long range shot. The difference between freelancer combat and neutonian combat would be like WW2 fighter combat vs modern jet fighter combat. Also, how do you have proper 3 dimensional space fights without using a joystick? Freelancer is 2d based. It would also question redeveloping the whole concept of cruise mode and cruise disruptors. It would be a whole mod unto itself, rebalancing and redesigning the conventions of combat. Implementing semi-real ship physics - lw'nafh - 08-13-2009 They did it on FL:CE and it just made me mad, the idea is good, but it just wouldn't work with 20 people RPing together and drift ramming each other... Implementing semi-real ship physics - reavengitair - 08-13-2009 We could always try this... on a lower scale. Implementing semi-real ship physics - chovynz - 08-13-2009 I believe the mining ship has a similar thing already implemented on it. This is by no proof or evidence, only what it *feels* like when flying one, compared to other ships. I wouldn't like it as a default. Better to keep the flight (and fights) simple IMO. Implementing semi-real ship physics - darthbeck - 08-13-2009 while this would be fun. i say no. it would be too much work. for everyone involved. |