Hard Light Productions Forums
General FreeSpace => FreeSpace Discussion => Topic started by: DeepSpace9er on November 20, 2003, 01:12:04 pm
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What if freespace fighters could fly 800 or 900kph? What if they could fly 1100? What if cruisers could fly 120? What if the maxmum battlefield area was 1000km3? What if missiles flew 1500? And Trebchets had a maximum range of 50km?
The distances used in Freespace and the relative speed are worse than what they are today. Atmosphereic fighters, more restricted by gravity and air friction fly faster than these space fighters. To compensate for the speed im going to try to make the fighters less manuverable. I just think adding a few more zeroes would make space seem larger.
Another idea i put some thought into.. a warp drive for fighters and bombers. Subspace jumps may be more subtle, but warping would be better imo. Just increase the ships speed to x when the jump drive is engaged, add some streaks from the engine thrust, and remove the subspace tunnel methinks.
What do you think?
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I think someones been playing Homeworld 1/2 ;)
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Havent played Homeworld, but many others that convinced me to try this out. Im attempting to alter the ships table and test it out. If it sucks... then it sucks.
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Grab the speed mod. This has already been done. Careful though, you'll hit that 60km limit pretty damn quick. ;)
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anyway to alter that?
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IMHO it's useless as long as we don't implement some proper simulation of inertia.
Your ships has to drift and spin in all direction with a freaking thrust to balance it out.
What I mean is that by going top speed (let's keep it for the sake of gameplay) you take a turn and your fighter would have to dirft another hundred meters in the same dirrection - of course with afterburners you could cut it down.
I think G-force would have it's place though.
We could implement a system where top speed and thrust are different things. The fun/hard part would be simulating the G-force and the stuctural beating the fighter has to endure - so we would need a more complex damage management.
The whol sounds quite I-Warish I know, but all I want inplemented is the drifting along with the separated thust, so you'd have to be more aware of your manuevers.
So you could still do the same manuevers, but you'd have tol hold your fighter with a caring hand to keep it in check or it would spin out of control.
Some more diverse shaking/bouncing/sliding/sound effects could give this idea a lot more atmosphere.
I know this stuff was told over and over again by I-War/ realism fans and was just told over again, but the basic concept is to bring a bit more livliness to the flight model making you feel the push of the craft around you.
A good example I can think of the old model of Archimedean Dynasty or somewhat the later incarnation Aquanox.
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As far as I know, the Ai would be really stupid at that high speed. The SCP guys refused my request of improving the Ai. You know that it is not only the question of tabling.
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Originally posted by mikhael
Grab the speed mod. This has already been done. Careful though, you'll hit that 60km limit pretty damn quick. ;)
What speed mod?
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I liked Homeplanet's [ http://mapgames.7.com1.ru/homeplanet/index_eng.html ] flight model alot.
The ship would fly around like in freespace, but you were limited to a certain speed so that the thrusters could compensate.
You could then diable this feature if you had to fly a long distance, and your ship would "realistically" keep increasing in speed as loong as you held the burn. and you would either then have to let the thruster slow you down, or rotate your ship and fire the main engines to slow you down rapidly.
I haven't played the full game, but I think it's still only available in Russia.
Cheers!
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i found the limit (its actually 70km. what do you want me to change it to?
#define PLAYER_MAX_DIST_WARNING 70000 // distance in KM at which player gets warning to return to battle
#define PLAYER_DISTANCE_MAX_WARNINGS 3 // maximum number of warnings player can receive before mission ends
#define PLAYER_MAX_DIST_END 75000 // distance from starting loc at which we end mission
#define PLAYER_WARN_DELTA_TIME 10000 //ms
#define PLAYER_DEATH_DELTA_TIME 5000 //ms
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Usually I am chasing a ship down andusing time distortion X4 so if I accidently cross teh line limit I get my 3 warnings in like 3 secs and command kills me (traitors!)
I dunno but PLEASE at least double the play area or MORE (can we play in a whole solar system???) so at least we can run around the the other side of the planet cause we are on the wrong side sometimes (the enemy isn't always curteous enough to let us attack them inthe most optimal manner ;)
I'd say 140KM for a near earth/moon area...
But If we can shoot for it, I'd love to have a fleet operation that involved search and destroy for teh whole system in one mission! all the way to Pluto and back LOL!!! Not to scale of course but could be fun!?
;7
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I would suggest playing the whole game on x2 speed if you want that thrill.
Speaking of x2 speed... can we implement a 1/2 and 1/4 speed function too? (I know, I know... code freeze... I can't see how it would break anything, though.)
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to engage at that speeds would be soooooooo dificult.
The ships are very small and unless you speed up the weapons and give themlonger range you can kiss hiting anything goodbye.
Plus if you turn at that speed theres going to be alot of vomit on my screen. some faster ships already make me nautious (user made, a few turn to fast)
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PhReAk, change it to some obscure number like 600km or something... so that it doesnt get in the way.
Also, i changed the tables of all Terran ships to test it out and the weapons speed to accomodate. As it worked out, the Perseus reaches a top speed of 745 with after burner on and 650 normally. Its extremely difficult to dogfight at these intense speeds and missiles arent manuverable to hit them. So to compensate im going to turn thier manuverability way down so the missiles have a chance of hitting. :)
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Originally posted by Killfrenzy
What speed mod?
The Velocity Mod. By Sushi. ;)
http://dynamic4.gamespy.com/~freespace/hlp/item_show.php?itm=165
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BAh..I just doubled their speed and afterburner (missiles allso).
Too much isjust stupid. Even at 140 a dogfight is much harder.
It was about time to increase that box....put it tono lkess than 250km.... DOTA is gonna need a big box
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Originally posted by Krackers87
to engage at that speeds would be soooooooo dificult.
I don't know. I engaged patcoms at 10kps in Iwar2. Its amazing how much damage potential you have with Aggressor shields and a steady hand on the stick and vector overrides. :D
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Velocity's mod is only a table change. It won't kill the 'missing the node' problem when you jump out.
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i go cheapo since if you double-tap the LDS you automatically go forward :D. that really screws with the ai.
i'm probably going to tack on another zero or two at the moment and then have the fredder define it in the mission.
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Double tapping LDS is so SO cheap. Its also a good way to whip around an enemy and drop a couple of neutron PBC bolts right through the unprotected tail pipe. You can pop just about any non-cap like that. :)
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or any capital if you cut thrust and use the AM streamer
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Bah, the AM Streamer pisses me off. It always makes me blow up. :D
Gimme some Neutron PBCs any day.
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Originally posted by mikhael
I don't know. I engaged patcoms at 10kps in Iwar2. Its amazing how much damage potential you have with Aggressor shields and a steady hand on the stick and vector overrides. :D
These are 2 diffetrent games here.
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true, but someone said that dogfighting was hard at high speeds. I have to disagree. in more Freespaceish terms, play any of the dogfights at 4x time compression. Its not that hard. You just have to think fast.
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Originally posted by DeepSpace9er
PhReAk, change it to some obscure number like 600km or something... so that it doesnt get in the way.
Also, i changed the tables of all Terran ships to test it out and the weapons speed to accomodate. As it worked out, the Perseus reaches a top speed of 745 with after burner on and 650 normally. Its extremely difficult to dogfight at these intense speeds and missiles arent manuverable to hit them. So to compensate im going to turn thier manuverability way down so the missiles have a chance of hitting. :)
Faster weapons, faster guns, faster and more maneuverable missiles. There, done.:p
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I have an idea. OMFWTG GASP.
How about you keep the sizes and stuff the same, along with velocity. Making it too realistic would screw up gameplay.
What I propose is to multiply every number for velocity, size, distance, and the like. By what number, I don't know, since I'd have to figure it out. When -everything- is bigger, greater speeds seem the same. The only problem would be the strain on your computer, but I have a solution for that, too. :) Keep the true numbers the same, but modify the engine to that the numbers reported to the player(s) are multiplied by this number. This will make it seem realistic(er) without making a great change on the engine. By the way, the adding zero's idea is slightly off because it would screw up the proportions.
Edit: Shouldn't this be in the SCP forum?
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* $Log: ship.cpp,v $
* Revision 2.94 2003/11/21 22:30:45 phreak
* changed PLAYER_MAX_DIST_WARNING to 700000 (700km)
* changed PLAYER_MAX_DIST_END to 750000 (750km)
*
* this makes the playing field much bigger
* this way you don't get the "return to the field of battle messages"
* in the future we should have the mission designer set this limit
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That's good.
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Originally posted by Johnmike
I have an idea. OMFWTG GASP.
How about you keep the sizes and stuff the same, along with velocity. Making it too realistic would screw up gameplay.
What I propose is to multiply every number for velocity, size, distance, and the like. By what number, I don't know, since I'd have to figure it out. When -everything- is bigger, greater speeds seem the same. The only problem would be the strain on your computer, but I have a solution for that, too. :) Keep the true numbers the same, but modify the engine to that the numbers reported to the player(s) are multiplied by this number. This will make it seem realistic(er) without making a great change on the engine. By the way, the adding zero's idea is slightly off because it would screw up the proportions.
Edit: Shouldn't this be in the SCP forum?
No, this is all mod.
Anyways, that would work. I wouldn't know. I put an acceleration of 2 and a speed of 17550 :D THAT was funky, hehe.
How about just making missles faster + more maneuverable?
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Originally posted by Johnmike
I have an idea. OMFWTG GASP.
How about you keep the sizes and stuff the same, along with velocity. Making it too realistic would screw up gameplay.
What I propose is to multiply every number for velocity, size, distance, and the like. By what number, I don't know, since I'd have to figure it out. When -everything- is bigger, greater speeds seem the same. The only problem would be the strain on your computer, but I have a solution for that, too. :) Keep the true numbers the same, but modify the engine to that the numbers reported to the player(s) are multiplied by this number. This will make it seem realistic(er) without making a great change on the engine. By the way, the adding zero's idea is slightly off because it would screw up the proportions.
Edit: Shouldn't this be in the SCP forum?
It's been suggested before, but dropped for a couple of reasons:
a) The SCP has decided (correctly IMHO) that the new exe's should play and look just like the old ones if the modder wants it to and
b) standardizing the change of units would be a nightmare and a half to work out.
If someone would want to poke at it, you could modify the necessary displayed numbers by a global constant (loaded from tables, though I don't know where this sort of thing would go, or from an entry in the command line though this blows the consistancy argument out of the water) when printing them out to screen. But it's a lot of work, and you would have to be extremely careful to not actually modify the numbers themselves.
The other reason for leaving it alone, and one that I subscribe to wholeheartedly, is that "if it ain't broke, don't fix it." The FS convention has always worked fine for me.
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Originally posted by mikhael
I don't know. I engaged patcoms at 10kps in Iwar2.
I-war 2 ships are much bigger than FS2 fighters. the speed is scaled up to a similar proportion as the size of ships i.e. if you double the size of the ship, and also double the speed, it'll be just as easy or difficult to play as if no scaling was talking place at all.
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Originally posted by mikhael
true, but someone said that dogfighting was hard at high speeds. I have to disagree. in more Freespaceish terms, play any of the dogfights at 4x time compression. Its not that hard. You just have to think fast.
No kidding. I've done that by mistake a few times - you get used to it before long. Aspect seekers help, too. ;)
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Originally posted by Carl
I-war 2 ships are much bigger than FS2 fighters. the speed is scaled up to a similar proportion as the size of ships i.e. if you double the size of the ship, and also double the speed, it'll be just as easy or difficult to play as if no scaling was talking place at all.
Freespace fighters and IWar2 fighters are about the same sizes. Sure Patcoms are bigger, but 10km/s is a hell of a lot faster than 75m/s. Of course, it doesn't hurt that in an AdPat you basically dance through dogfights because the beast turns on a dime and revectors as if it had no inertia. Way too bloody powerful, the AdPat. :D
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What do you expect of a ship corvette size that could take down cruisers easily?. Big ships were only a threat when they were present in large numbers :D
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:wtf: thats what the anti-matter remotes are for ;)