Edit: Have any mods that use some form of Freespace setting tried it yet? Or only the massive conversions and major alteration mods so far?
It's not impossible
I used to bulls-eye womp rats in my T-16 back home
Increased rate of fire, projectile velocity and damage, more difficult to hit but devastating when you do.
I always thought the FreeSpace way of dealing with damage (http://tvtropes.org/pmwiki/pmwiki.php/Main/DeathOfAThousandCuts) was somewhat silly.
Increased rate of fire, projectile velocity and damage, more difficult to hit but devastating when you do.
FotG will have significantly faster fighter speeds, and as they are very small, this will pretty much necessitate some sort of computer assisted targeting in many cases. Wanderer has helped a lot with the code in that area, but we still need a bindable toggle for it (which we can do with the new pilot code). However, my main concern is that this autoaim would make it impossible to hit a player in multi, since you would need to lead shoot, as we have server side hit detection. I fear that relying on autoaim for high speed combat is going to make multi very difficult to pull off, does anyone have any evidence for this one way or the other yet?
Just set the guns to say, between 0.5 and 1 FOF, increase the rate of fire a LOT, decrease energy consumption accordingly, and just scale the projectile speed proportionate to the increase in fighter speed.
This concept is an idea I'm working on. I'm partway through tabling the ships and weapons up.
I adjusted fighters to about double their FS2 speeds, while at least halving maneuverability, just like has been suggested above.
Right now the fastest fighter clocks 120 mps and the fastest cap at around 60.
I'll see how it works when I start testing.
If you're thinking to modify those for Freespace 2 main campaign, you'll encounter some issue in some mission. Specially the ones concerning to protect transport/capital/others from bombers/fighters/heavy fighters.Oh sweet merciful sheep, no, I wouldn't dream of that :lol: There will be custom missions.
This concept is an idea I'm working on. I'm partway through tabling the ships and weapons up.
I adjusted fighters to about double their FS2 speeds, while at least halving maneuverability, just like has been suggested above.
Right now the fastest fighter clocks 120 mps and the fastest cap at around 60.
I'll see how it works when I start testing.
If you're thinking to modify those for Freespace 2 main campaign, you'll encounter some issue in some mission. Specially the ones concerning to protect transport/capital/others from bombers/fighters/heavy fighters.
well my good old metal if you add newtonian dampening on your ship and force ai to use it too, you'll end with easyer dogfight (i mean for aiming) because when turning fighter would slowdown wich means for exemple with ep actually:
500/600 m/s in straight line but in a circle dogfight you generally fly at 200/300 due to the loss of energy.
THis as another advantage : it allow tactics like boom 'n zoom wich are meaningless without energy loss and newtonian dampening.
I added the newtonian dampening, but no success. Ok, it's a little more easy, but still, with a mouse the gameplay is horrible. :)
It would require some creativity on the part of the modder, but with higher speed capital ships you open the possibility of a player being able to viably control one.
In the interests of tooting my own horn, indeed, it does work fairly well.
(http://img.photobucket.com/albums/v423/kc1991/fastercsc.jpg)
You can get from point A to point B reasonably fast, but the downside is you have a MASSIVE turning circle (unless you reverse and turn)
I still wonder how well a Star Trek-like capital ship-ONLY setting would work out. It would require some creativity on the part of the modder, but with higher speed capital ships you open the possibility of a player being able to viably control one. By creativity, I mean ways of ensuring a player would fly a capital ship in a manner that is not just an oversized fighter (perhaps arranging turrets in a manner that requires the player broad-siding enemy ships to use those turrets on them, etc).
A mouse generally doesn't work so well with games like this, IMO. I mean, Freelancer managed to get it to work alright but otherwise you usually want to use a joystick for this genre of games (whether it be space-sim or a modern flight combat sim). Or failing that, a console-like controller.
QuoteIt would require some creativity on the part of the modder, but with higher speed capital ships you open the possibility of a player being able to viably control one.
I recall you mentioning you hadn't played BP2. You should!
I still wonder how well a Star Trek-like capital ship-ONLY setting would work out. It would require some creativity on the part of the modder, but with higher speed capital ships you open the possibility of a player being able to viably control one. By creativity, I mean ways of ensuring a player would fly a capital ship in a manner that is not just an oversized fighter (perhaps arranging turrets in a manner that requires the player broad-siding enemy ships to use those turrets on them, etc).
You want Capital with high speed. And nevertheless you want a Star Trek-like Capital ship. Well, here your gift (http://www.youtube.com/watch?v=eUS4y6BEoAc). All those capital move as fast as a fighter with a difference of 100 m/s. Just release the video because of this topic. :)
I still wonder how well a Star Trek-like capital ship-ONLY setting would work out. It would require some creativity on the part of the modder, but with higher speed capital ships you open the possibility of a player being able to viably control one. By creativity, I mean ways of ensuring a player would fly a capital ship in a manner that is not just an oversized fighter (perhaps arranging turrets in a manner that requires the player broad-siding enemy ships to use those turrets on them, etc).
You want Capital with high speed. And nevertheless you want a Star Trek-like Capital ship. Well, here your gift (http://www.youtube.com/watch?v=eUS4y6BEoAc). All those capital move as fast as a fighter with a difference of 100 m/s. Just release the video because of this topic. :)
I imagine that playable capships and high speeds would be absolutely necessary for a good Star Trek mod. Does the engine have any limits on the size of the playing field, though? On Star Trek, you often hear them talking about being thousands of kilometers away from other ships while firing. For that matter, if we were to do that, we'd need some sort of way to zoom in on targets, too.
http://www.youtube.com/watch?v=srAtXjhH9YQ