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  Discovery Gaming Community The Community Real Life Discussion
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My space dogfight game has the same problem as Freelancer

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My space dogfight game has the same problem as Freelancer
Offline Rotorist
09-04-2018, 06:00 PM,
#11
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(09-04-2018, 11:34 AM)TheShooter36 Wrote: Dont make it an immunity perhaps. %15 resistance to certain guns would work. Or even %25. More would make things too much of a statgame rather than actual skill.

Yea that part is tricky. I have already implemented some immunity for shields. Basically I'm making it so that for fighters their shields don't block ALL damage to the hull. When you shoot at a fighter, their shield will absorb all or part of the hull damage based on how much shield is left, and the shield takes some damage too. But currently the immunity only applies to how much shield is damaged, and hull damage is the same. I'll add hull damage to the immunity calculation as well.
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Offline Durandal
09-04-2018, 06:13 PM,
#12
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You're missing Freelancer's autolock function which is causing you to miss piles of shots you would otherwise be landing at close range during passes. I don't know if this is intentional or not, but it's certainly a factor in the time combat is taking here.
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Offline TheShooter36
09-04-2018, 06:23 PM,
#13
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Just came to my mind, lack of autolock is also what star citizen lacks, and therefore, skill ceiling is just absurd.

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Offline Durandal
09-04-2018, 06:25 PM,
#14
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And yet I've heard it referenced as one of the things which keeps new players away from Freelancer. Funny, that.

I have no strong feelings on it either way, it's just interesting how circular the skill ceiling debate gets with games like this.
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Offline Banned player t202085
09-04-2018, 06:30 PM,
#15
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Adding autolocking weapons as an option, sure but making all weapons autolocking would be a bad idea. I know a decent chunk of people who stopped playing eve because of that combat mechanic alone. Freelancers Arcade style of pewing is what makes it what it is

User was banned for: https://discoverygc.com/forums/showthrea...tid=202085
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Offline Rotorist
09-04-2018, 09:21 PM, (This post was last modified: 09-04-2018, 09:22 PM by Rotorist.)
#16
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adding autolock is super easy, but from my own testing I haven't really felt the need to do that, because I never really had challenge landing hits as long as the enemy is within my gun's gimball angle. some day I'll let you guys play test it and seeSmile

I also limited gimball angle to max 20 degrees from center. so you have to work on positioning your ship and taking advantage of faster turn when Flight Assist is disabled (aka engine kill in FL)
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