Author Topic: New Approach to Freespace  (Read 5172 times)

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Offline DeepSpace9er

  • Bakha bombers rule
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New Approach to Freespace
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?

 
I think someones been playing Homeworld 1/2 ;)

 

Offline DeepSpace9er

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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.

 

Offline mikhael

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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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Offline DeepSpace9er

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anyway to alter that?

 

Offline Flaser

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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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Offline TopAce

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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.
« Last Edit: November 20, 2003, 03:59:29 pm by 1079 »
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Offline Killfrenzy

  • Slaughter-class cruiser
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Quote
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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Offline Fractux

  • 28
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.

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Offline phreak

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i found the limit (its actually 70km.  what do you want me to change it to?

Code: [Select]

#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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yeah I love the warnings...
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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Offline Galemp

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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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Offline Krackers87

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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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Offline DeepSpace9er

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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.  :)

 

Offline Setekh

  • Jar of Clay
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Quote
Originally posted by Killfrenzy
What speed mod?


The Velocity Mod. By Sushi. ;)

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Offline TrashMan

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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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Offline mikhael

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Quote
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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Offline Killfrenzy

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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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------------
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Offline phreak

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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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Offline mikhael

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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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