Ship Positioning in Combat

Post ideas and suggestions on new features or improvements here.
posted on February 15th, 2009, 5:38 am
I have no idea if anything like this has been mentioned before more than briefly, but a look over the first few pages and I didn't see anything.

I noticed something that sticks out a lot as breaking the immersion, and that's the way the ships almost always turn to face whatever it is they're shooting at, which is of course not the way that ships fight in ST; would it be possible to make most of the ships (The ones without directionally locked weapons) keep facing the same direction when fighting?  Basically every ship but the ones with pulse weapons or torpedo launchers that can only be used when facing the target (ie Descent class quantum torpedoes).

This wouldn't change gameplay really, and it would at least help satisfy the people that are wanting the strafing cloverleaf/circle/whatnot patterns back, by making it look a lot more true to ST.
posted on February 15th, 2009, 5:46 am
People seem to want the unrealistic 'face-the-enemy' seen in A1, so it will likely stay that way after they fix the bug that stops ships from turning at all.
posted on February 15th, 2009, 6:11 am
Any way I could change it myself, then?
posted on February 15th, 2009, 6:14 am
You could try to add the attack patterns back into your version.
posted on February 15th, 2009, 6:30 am
Would be nice if Cubes and Spheres quit insisting on turning.  It's not like they have their primary weapons forward-only.  :borg:
posted on February 15th, 2009, 7:39 pm
a better infight movement system is on todo, but it will take a while :)
posted on February 17th, 2009, 1:12 am
Better inflight movement, does that mean ships appearing to be moving or an improvement over the stock system?
posted on February 18th, 2009, 4:19 am
Just curious: anyone know if the hitchance of torps is reduced by moving (both for assaulting ships or ships being assaulted)? ...often I move my little ships around in the vain hope that torps will miss them more often... but I have no idea if it's actually doing something  :crybaby:
posted on February 18th, 2009, 4:50 am
The option is there in the odf code for that to be implemented it should be with the hit chance modifiers in the weapon odf. I can't check right now if the modifiers for moving and stopped are the same but that's where the code would be.
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