Author Topic: HUD gagues  (Read 4392 times)

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Offline Sesquipedalian

  • Atankharz'ythi
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Fred2 gave space for 3 primaries and 4 secondaries for non-player ships.  If this has been expanded beyond that, I know nothing about it.  It would mean some changes have to be made in Fred, too.  

Personally, I don't think the primaries should be expanded beyond 3 apparent banks -- it just gets too messy, not to mention ridiculously overpowered as far as play balance goes.  For that matter, I should think four secondary banks ought to be more than enough for any one bomber for any one mission.  I mean, five banks?  One could put some of everything in there!  Good missions make Alpha 1 not be a one man show; having five secondary banks would work counter to that. :no::blah:
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Offline CP5670

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ack, typo there; I meant 4 banks, sorry. Five would indeed be rather excessive, but that can be offset by having each bank fairly small (somewhat like the Myrmidon, with many small banks). Same goes with the primary banks; just have them fire only one or two shots each. Actually, I personally am satisfied with the usual two primaries and three secondaries for normal purposes; the only reason I would like to see this stuff is to be able to fly some of those Shivan heavy bombers for fun. :D
« Last Edit: March 30, 2003, 03:21:25 am by 296 »

 

Offline Sesquipedalian

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Re: typo: Ah. :)

Even with few firing points (for primaries) or small sizes (for secondaries), having that many banks would be bad, I think, not so much because of having too much firepower (heck, one can increase that to stupidly high proportions now), but because of too much diversity on a single fighter.  More multi-tasking on one ship = less need for distinctive ships = boring missions.

Edit: But I think we are in agreement about this issue, anyway...
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Can I suggest a simple solution of how we should toggle through weapons? How about we keep the current key to select through the primary weapons, but assign a new key that determines whether or not they're to be fired when you pull the trigger - its neat, its effective, and it doesn't require remembering a whole lot of keys.

On top of this, we could also assign keys 1-5 say to remembering preset primary configurations.

 

Offline diamondgeezer

I wouldn't be using a large number of secondary banks to abuse my power. Pay more attention to me :)

Quote
Originally posted by diamondgeezer
What I wanted to simulate was six under-wing hardpoints, with a bank (and thus a selection slot) for each.  

 

Offline SKYNET-011

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How about using the number keys for the banks?

So number 1 would toggle weapon 1 on\off, and so on.
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Offline Sesquipedalian

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Quote
Originally posted by ##UnknownPlayer##
Can I suggest a simple solution of how we should toggle through weapons? How about we keep the current key to select through the primary weapons, but assign a new key that determines whether or not they're to be fired when you pull the trigger - its neat, its effective, and it doesn't require remembering a whole lot of keys.

On top of this, we could also assign keys 1-5 say to remembering preset primary configurations.
Actually, having a simple toggle for each apparent bank means a grand total of three keys instead of two.  "," "." and "m" for example.  Combining the toggle and cycle systems would just make things messy.
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Offline diamondgeezer

*cries*

But all I asked for was a bigger weapons gague! Pleeeaaase!!!!!1

 

Offline Nico

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SCREW CANON!