Jhessail said:I find it extremely difficult to believe that they would get the pacing "right". The game will be tedious and boring. Squadron 42 might be cool and exciting, since it's a single player game and they can skip/minimise the tedious bits but the actual persistent universe part will have a multitude of slow segments. I mean, just the landing on a planet - it's ****ing amazing the first time you do it, pretty cool the second time, kinda meh the third and by the fourth time you have to land somewhere you start hoping for a teleportation button.
I wish there was a game like Elite: Dangerous or Star Citizen that used a flight model like to like how you see fighters fly in the Star Wars movies, i.e. similar to the way a plane flies in the atmosphere, with ships having actual turning radii. The damage system would have to be different in order to work with this, so that one good burst of fire would destroy a ship, encouraging you to learn to fly well and keep moving. I know it might not be physically correct, but at least that would lend itself to some good, old-fashioned dogfighting and fancy flying. Hopefully that'd be more enjoyable and more skill-based than what we've got.Llew said:I'm kinda bummed that flying spaceships is so damn easy. There's literally no skill involved. This in itself lends to the boring factor.
If ships actually took skill to fly (out of combat that is. In-combat is a bit better, but still mostly "Flying 360° Space Turrets Wooo!"), then things like planetary landings could be interesting, because you could, you know, blow up and die if you did it wrong. If each time you landed or entered atmo was a challenge with some potential for lose/damage, you could hone your skills by doing those repetitive tasks instead of just getting bored. Basically need some reason for me to stay engaged with what's going on, instead of wanting to take a nap. And watching scanners for signs of pirates doesn't count.
Not to mention that large ships like the Freelancer still zip around like mosquitoes during landing and close maneuvers. Though this is mostly because the 'precision mode' thrusters need to be toned down another 150% or so, so that ships actually look and feel like they have weight and inertia.
Much like flying choppers in BF2. It was hard to learn but oh-so-satisfying once you mastered it, and really ****ing fun to push the limits of flying every time you got into a chopper. ****ing barrel roles man!
I get what you mean and you're absolutely correct. One saving grace is that the guys demoing it are staff members who have done it probably thousands of times and obviously they want to make a good show at GamesCom and other showcase events. Hopefully the risk of crash & burn is real by the time atmospheric entry becomes available for backers.Llew said:I'm kinda bummed that flying spaceships is so damn easy. There's literally no skill involved. This in itself lends to the boring factor.
Give him a break, he's naturally nervous on a platform and wants to have the best possible show.Reapy said:Roberts cant really hide his inner douche, can he? Glad he is not my boss...
Instancing is the obvious answer.Reapy said:How many players can they get in an area? What happens if 5000 players want to go to the same station? I couldn't imagine 10 players on that one they showed, 2 guys could stand still in that isle and block the way through. Would that npc trigger that made the guy call out to you work with 50 players passing by (maybe).
But why? If you want planes in space you're looking in the wrong place (despite Star Citizen's ship aesthetics). 6DOF is an integral part of spaceflight in games like SC and E. The way to prevent "space turrets" is to provide hard counters to slow-moving ships. Now don't give me a funny look after reading this next bit, but despite what I just said SC has the potential to be more like planes in space if they do provide such counters. Naturally, ships accelerate fastest when they're going forward because their largest source of thrust is in that direction (main engines, ya know). If there exist counters to slow-moving (i.e. strafing or reversing) ships then the safest course of action is to never slow down, or to only do so when it's safe. That being said, one must remember that in proper spaceflight there's no drag, so once you get up to speed you could change your orientation in any way and as long as you didn't apply thrust your vector should remain the same. That means I could accelerate to top speed in a straight line, disengage any sort of inertial dampening, and then orient myself to face backwards, sideways, or what have you. The limitation is that to change my vector I would have to sacrifice speed.Arvenski said:I wish there was a game like Elite: Dangerous or Star Citizen that used a flight model like to like how you see fighters fly in the Star Wars movies, i.e. similar to the way a plane flies in the atmosphere, with ships having actual turning radii. The damage system would have to be different in order to work with this, so that one good burst of fire would destroy a ship, encouraging you to learn to fly well and keep moving. I know it might not be physically correct, but at least that would lend itself to some good, old-fashioned dogfighting and fancy flying. Hopefully that'd be more enjoyable and more skill-based than what we've got.Llew said:I'm kinda bummed that flying spaceships is so damn easy. There's literally no skill involved. This in itself lends to the boring factor.
If ships actually took skill to fly (out of combat that is. In-combat is a bit better, but still mostly "Flying 360° Space Turrets Wooo!"), then things like planetary landings could be interesting, because you could, you know, blow up and die if you did it wrong. If each time you landed or entered atmo was a challenge with some potential for lose/damage, you could hone your skills by doing those repetitive tasks instead of just getting bored. Basically need some reason for me to stay engaged with what's going on, instead of wanting to take a nap. And watching scanners for signs of pirates doesn't count.
Not to mention that large ships like the Freelancer still zip around like mosquitoes during landing and close maneuvers. Though this is mostly because the 'precision mode' thrusters need to be toned down another 150% or so, so that ships actually look and feel like they have weight and inertia.
Much like flying choppers in BF2. It was hard to learn but oh-so-satisfying once you mastered it, and really ****ing fun to push the limits of flying every time you got into a chopper. ****ing barrel roles man!
Orion said:Anybody who didn't expect organizational & leadership problems in a project of this scale is a fool.