Originally posted by JarC
`by the flood of texture trials
, hey, I am all for a completely new design...but to cut a long story short, as ZylonBane said, this topic is as old as they come, read this Editorial from Ouroboros (who some here might remember?) and then rethink your ideas
Ahem.
[q]Because speed is not very useful in subspace - you're pretty much going in one direction, whether you like it or not, and you can't really move quickly in a new direction long enough to use afterburners and countermeasures - missiles are that much harder to dodge. And as speed is no longer a major advantage, the Hercules is the ship of choice, if available.[/q]
Plain wrong. The moving textures make it
seem like you're not moving fast, but that's all they do. As far as the game engone goes, subspace is exactly the same as normal space, with a couple of extra rotating tubes around the player.
I haven't sone thorough testing tho - is it possible for a player to actually reach the side wall of subspace, or are the tubes always centered on the player? If not, can a player fly far enough away from a capship in subspace ("dragging" the tubes along with him) that the capship will cross the tubes' barrier?
Does "forward" motion along the tubes length actually move the player closer to the end of the tube? IMO it can't, otherwise the tube would eclipse the sun at the end.
[q]I will say this, however: The first designer to bring before me a subspace-set mission that I can enjoy will receive the coveted "Kewl Werk" Award from me and Zarathud, created for this very sort of design problem. But I don't think that it can be done. Or maybe I'm just too cynical.[/q]
Oh boy, will the FSU surprise him.
