Simulating Blind Spots

Post ideas and suggestions on new features or improvements here.
posted on January 19th, 2011, 9:19 pm
Do you think it would be possible to simulate blind spots in fleet-ops with all weapon types (beam, pulse, torpedo)?  It would make the game more interesting if players had to worry about blind spots on their ships.
posted on January 19th, 2011, 9:26 pm
It's definitely possible, it would just take an absurd amount of time. The hardpoints on all the models would have to be redone and all the weapons would need to be recoded. In practice, it wouldn't matter much anyway, since ships are designed to have overlapping fire arcs to reduce or eliminate blind spots. Also, it would be really hard to manage all your ships if they had major blind spots. In the end, it's better suited to Bridge Command or Legacy.
posted on January 19th, 2011, 10:07 pm
a lot of ships already have weapons that only fire forward. pin a norexan down when you are behind it and it wont fire at you.
posted on January 19th, 2011, 10:07 pm
... or Klingon Academy. In a real time combat simulation this is a crucial factor, but in a stategy game, its impossible to manage. I also think, we have a high realism through firing arc of the ships. More is not possible and I think, it is already pretty sophisticated.
posted on January 21st, 2011, 1:52 am
Sheva wrote:Klingon Academy


Actually the KA2 mod has blind spots on a small number of ships, it just wasnt fully implemented.
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