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Turret view ship steering

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Turret view ship steering
Offline Friday
09-07-2010, 08:08 PM,
#41
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Posts: 1,897
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Dqammit, anyone know of a decent filesharing service then? Its only a 2.78 MB file.

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Offline jxie93
09-07-2010, 08:18 PM,
#42
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Posts: 3,740
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Joined: Sep 2009

Try ifile.it

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Offline Friday
09-07-2010, 08:26 PM,
#43
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Posts: 1,897
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Right, I had Valinor suggest another site - and THIS ONE works!

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Offline Curios
09-07-2010, 11:50 PM,
#44
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Posts: 2,719
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Joined: Sep 2009

It works, very thanks )

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Harcourt.Fenton.Mudd
09-08-2010, 01:06 AM,
#45
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' Wrote:Dqammit, anyone know of a decent filesharing service then? Its only a 2.78 MB file.


If you want I could host it for DL
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Offline Friday
09-08-2010, 08:08 AM,
#46
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Posts: 1,897
Threads: 76
Joined: Aug 2007

' Wrote:If you want I could host it for DL

The new link works - but if for any reason it stops working - I shall contact you. Perhaps try out the mod yourself and give some feedback, we could organise some private playtests of it sometime?

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Offline Dashiell
09-08-2010, 10:19 AM,
#47
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would seem to be awesome. makes caps able to actually dodge incoming fire decently.

which is also the biggest problem.

it can make capships dodge incoming fire too effectively. Like Jinx said.

you can`t just slap it on and go 'cool, now we can steer and pew'
implementing this will bring a great disturbance to the <strike>force</strike> balance.

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Offline Friday
09-08-2010, 11:42 AM, (This post was last modified: 09-08-2010, 11:43 AM by Friday.)
#48
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Posts: 1,897
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' Wrote:would seem to be awesome. makes caps able to actually dodge incoming fire decently.

which is also the biggest problem.

it can make capships dodge incoming fire too effectively. Like Jinx said.

you can`t just slap it on and go 'cool, now we can steer and pew'
implementing this will bring a great disturbance to the <strike>force</strike> balance.

Yes, very true - which is why I am encouraging people to get together to test it outside Discovery - and bring some meaningful research on balance to the very busy Dev team!

Some initial research ive done is making me think a way to balance this is by slowing down the projectile speed of Gunboat and Cruiser primary turrets.

Basically I compared gunboats using a set of 4 Kusari Defence Turrets, against a set of two Cerberus Turrets (Chainfired to give a 4.0 refire rate). These two setups have the same DPS - but the Cerb Turret has a projectile speed of 1000, against the 1400 of the Kusari GB Turret.

There are two reasons I think slowing down Cap gun projectile speeds might be one of the methods of balance:
1) It improves the ability of maneuverable ships to dodge fire - whilst not affecting DPS against less maneuverable ships.
2) The projectile speeds of the various types of Cap gun (Solaris, Primary, Cerb etc.) are almost universal - with only small variations between Faction Primary Turrets. It would make for an easier to implement change - with perhaps more predictable results.

Like I said, that is only one possibility, and more research is needed. There might be a case to argue for decreasing maneuverability of come cap ships - but any change to a ship shouldnt affect its ranking in terms of turn rate when compared to the other ships in its class.

That is, if a ship is considered to be the most/least maneuverable in its class - it should REMAIN the most maneuverable after any changes are made.

Best --> Ship A ---------- Ship B ---------- Ship C ---------- Ship D <-- Worst
Becomes
Best --> Ship A ----- Ship B ------ Ship C ------- Ship D <-- Worst

It also needs to be noted that its not just maneuverability that this mod brings to any ship that uses it.
It is the fact that you are in turret mode - and as such all available guns are pointed at the target at all times. Any reduction in turn rates could be offset with increases in turret arcs. There is no reason that ships with lots of forward firing guns cant have those guns given good side arcs of fire - I can guarantee they will get used!

A few things to think about - so if you have a favourite ship you want to test - PM me and lets try them out!

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Offline Govedo13
09-10-2010, 06:31 AM,
#49
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Posts: 4,663
Threads: 97
Joined: Jul 2009

Well this is awesome. Now it is time someone to make server like DoD with shiprestarts and this implemented and make test event or test week. This could make the cap ships useful thank you.

€œ
(10-09-2013, 10:51 AM)Knjaz Wrote: Official faction players that are often accused of elitism, never deploy them and have those weird, immersion killing "fair fight/dueling" suicidal hobbies. (yes, i've seen enough of those lolduels, where house military with overwhelming force on the field willingly loses a pilot in a duel. ffs.)

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Offline Friday
09-19-2010, 10:18 PM, (This post was last modified: 09-19-2010, 11:51 PM by Friday.)
#50
Member
Posts: 1,897
Threads: 76
Joined: Aug 2007

Well, I managed to get Ioncross working enough so that I have a small test server up and running.

It should show up as:

Turret View Test
114.76.198.220 (edited)
Password = "turrettime"

Startup is in Penn, but with 1.8 billion credits and friendly to all factions. That should be enough for testers to fit out any ship they desire.

EDIT: I would be interested in someone setting up a European timezone (and ping) server to test it as well. I am sure you guys in the northern hemisphere dont want to be testing with the equivalent of our ANZLAG!

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