Freespace anyone?

You all remember free space yes? here are some very simple things you guys forgot to bring across.

 

 

A - Auto Match target speed - simple function, makes dog fights a whole nother world of hurt.

 

B - Auto Target, - points you to the next closest hostile after you kill something.

 

C - Escort Lock  - Ability to target a friendly ships (via different lock on key) and match speed and be pointed to them like if they where a hostile target(make the arrow blue not red), A hot key to target a ship you pre select would be great for squads. We should know where our friendly units are…and our teamleaders most of all! (helps with regrouping)

 

D - HUD configuration - Ability to pick the color of HUD so you could make your shields bar Blue, Hull bar Green, Energy bar Red, Make the targeting Icon change color, ECT.

 

E - Subsystems, can we target the enemy shields? engines? as you damage these things they should work less, makes Eng’s more vital.

 

F - Cockpits to fly from or ability to remove the space ship from sight all together.

 

G - Radar placement, should be in the middle of the screen horizontally and on the very bottom where the ship is right now so you can SEE it while you fly. its worthless in the upper right corner.

 

H - Lock on target should be instant. Missile lock should take a second instead…or do you normaly have missle lock on someone behind you? (if so can we fire backwards please?)

 

I - Better 3d Radar, look at what free space open source has or FSO. Simple easy to use, can’t do much better then that.

 

J - Weapon energy limiting fire time makes more sense then overheating in space…I mean…its 0 Kelvin out there…you cant really over heat unless your in LOS of a near by star.

 

K - Energy management system - Shield energy, Afterburner energy, Weapon energy (for cooling)   The ability to use hot keys to send more energy as needed from system to system for speed, shield regen/over charge, and sustained firing would be nice in the middle of a dog fight, or when you need to cover a lot of ground…Applications are as vast as your imagination.

to go into this further, Imp saying you could at game start set 70% of your total energy to engines for more speed and faster afterburner power regen, and 30% shields and 0% to weapons. but once in the dog fight shift it to 20% engines, 40% shields 40% weapons…with the push of a few buttons.

more power to engines = higher top speed faster afterburner recharge

more power to shield = faster shield recharge (overcharge? should make the hull spark so you stand out and make you unable to cloak)

more power to weapons = fast weapon recharge or longer until it “over heats” mild range improvement or reduction

33% is average power alloted across the board and is your current “normal” in game stats 100% power into anything should up that areas abilities to 200% its normal max…0% is…well 0%

 

NONE Free space related

 

Its space, Why cant I glide? IE cut engines and keep going set speed in set direction,

then rotate my ship so I can shoot backwards …or up. or down…or what ever while flying in the direction I started myself on at the same speed?

 

this is basic physics we are talking about here and is easier to code then what you have.

 

Further… top speed? in space?

 

negative ghost rider, you have max acceleration so bigger ships get up to speed slower, no top speed…if you fly so fast you fly off the map…sucks to be you…slow down next time.

 

What do you all think?

 

“Would you kindly?”

       -Atlas

A - Auto Match target speed

yes pls

 

C - Escort Lock

yes pls

 

G - Radar placement

because i cannot zoom all the way out like EveO or Homeworld and the fact that i have to actually pilot the damn thing, modules in center isn’t necessary. swap radar and module places ? i think it would be better for me. yes pls

 

I - Better 3d Radar

yes pls x 2

 

Its space, Why cant I glide?

and fly like a Cylon muching BSG ace. yes pls.

 

 

I dont care:

B, D, F, J

 

No pls:

E, H, K

A - Auto Match target speed

yes pls

 

C - Escort Lock

yes pls

 

G - Radar placement

because i cannot zoom all the way out like EveO or Homeworld and the fact that i have to actually pilot the damn thing, modules in center isn’t necessary. swap radar and module places ? i think it would be better for me. yes pls

 

I - Better 3d Radar

yes pls x 2

 

Its space, Why cant I glide?

and fly like a Cylon muching BSG ace. yes pls.

 

 

I dont care:

B, D, F, J

 

No pls:

E, H, K

 

I agree with this analysis, excluding “gliding in space”, which I know is a implementation / design issue that we have to live with, as it has been acknowledged by the designers even in the FAQ.

 

 

Radar in the game is quite weak. I would hope that they return CTRL button free look to have the HUD and boxes, so it could again work as an replacement radar that you need to manually check. Right now the free-look button is useless. But other helpful thing would be a better radar. Maybe make it toggle-able big screen radar, like the map is, but with Z-axis.

A. Wouldn’t matching target speeds reduce options in dogfighting? An example: if I am in a ship capable of flying faster than my opponent’s (say, interceptor versus fighter), would I not want to maintain a greater speed? The survivability scale is balanced one of two ways: hull/shield/resists or speed. Going the other direction, i.e. I am flying something slower than my opponent, I wouldn’t be able to match speeds anyway.

 

B. There is a keybind for “Lock any enemy.” I am under the impression that it locks the nearest ship. On a similar note, there is also a keybind for “Lock Who’s Locking You” and “Lock Ally’s Target.” They can be found under the in-game menu.

 

H. I definitely disagree with standardizing target lock times across all ships, much less make it instant. Consider the advantage, and consequent disadvantage, it would give to some ships over others. Some missiles and modules work simply with a target lock and do not require the target to be visible on screen. As well, those precious seconds it takes for a frigate to lock onto an interceptor can mean the difference between surviving long enough to find cover or getting one-shot out of the sky. Different lock times is a balance feature.

 

I. Regarding the 3D radar, I don’t use mine because I don’t understand it. I feel like this might be more of a fault on my part, since I struggle with 2D maps as is.

 

J. Actually, space can be an incredibly hot place. Overheating is a big problem out there, especially since energy isn’t transferred easily (low density of atoms).

A. Wouldn’t matching target speeds reduce options in dogfighting? An example: if I am in a ship capable of flying faster than my opponent’s (say, interceptor versus fighter), would I not want to maintain a greater speed? The survivability scale is balanced one of two ways: hull/shield/resists or speed. Going the other direction, i.e. I am flying something slower than my opponent, I wouldn’t be able to match speeds anyway.

 

mainly for inty v inty or inty v fighters and you drop him perfectly from 6. maintaining speed means you get to tail him perfectly. useless in other situations.

 

 

I.  Regarding the 3D radar, I don’t use mine because I don’t understand it. I feel like this might be more of a fault on my part, since I struggle with 2D maps as is.

 

ZP0yBm3.gif llriGDJ.gif

 

the disc in the middle is the horizontal plane relative to your ship

the V infront is your view cone

anything outside the cone is currently outside of your vision

ships with tails going up means they are below

tails going down are ships above you

 

first pic - radar is kinda ok. I can see that both beacons are behind and below me, 2 guards hanging around close. but dunno what class/role that enemy ship is. looking at the picture here, I’d say an inty. but doubt i could make that out during a match

 

second pic shows where the radar starts to crack:

when there is a cluster of ships all in close vicinity

 

I briefly glance at my radar during evasive maneuvers to find where my healers and captain are

also i check it when trying to re orientate and recover my bearings after flying wildly for whatever reason

 

but the big icons render our radar / minimap less than useful coz some ships get hidden under all that mess.

mainly for inty v inty or inty v fighters and you drop him perfectly from 6. maintaining speed means you get to tail him perfectly. useless in other situations.

Ah, but is it not the pilot’s job to regulate the speed of his/her ship? I do see the benefit of tailing someone, though a function to automatically match speeds might take the sport out of expertly manoeuvring your ship.

 

Also, thank you for explaining the map. My mind is blown. I will have to pay more attention to it now.

There is a why to HOLD your speed if you so wished to do so. could help you out. (Look for it, I think its “/” or something)

 

The map does need rework. 

 

K - Energy management system in theory is a good idea, but would be difficult to implement. (In another thread I explain this)

[Fronx](< base_url >/index.php?/user/236492-fronx/)

I agree with this analysis, excluding “gliding in space”, which I know is a implementation / design issue that we have to live with, as it has been acknowledged by the designers even in the FAQ.

 

 

RESPONCE

ok Writing the Code for this is MUCH simpler then what they have right now.

 

First, leave all the ships Thrust alone in every way, that’s fine.  Just remove top speed and the auto reverse thrust (unless a button to stop all movement is pushed) from here you can keep going faster and faster until you apply reverse thrust…or fly off the map because your stupid.

As long as you dont apply reverse thrust you keep going letting you turn and shoot while “gliding”

For OS (open source) reference, check out the Babylon project, its a Free Space mod, total conversion to the Babylon 5 world and ships…now THAT is some hard flying due to no shields and weapons that are realistically deadly…

 

 

 

 

 

[ZEIK](< base_url >/index.php?/user/240228-zeik/)

Responce to your post above…

 

A -[Kine](< base_url >/index.php?/user/240976-kine/) answered this one…also that’s why its an option, In free space you pushed (M) to match speed…

If you changed your speed manually, Match speed would disengage until you turned it back on again.  Afterburners however are not effected by this meaning I can hit after burners to catch up to my Capitan and auto match speed, Or hit afterburners to try and catch up to an enemy… or shake him on a turn then go back to matching speed again so I can turn and burn.

 

More options in a fight is ALWAYS a good thing… and No I wont tell you all the evil things I will do to you with this one simple function to make you cry… Kines already giving some of them away… you evil, evil man!  >: )=

 

 

 

 

 

B - Yes and I use them, doesn’t mean I shouldn’t be able to set these functions to “Auto” Other games do it and it makes combat more fun as I can focus on killing things.

 

 

 

 

H - You misunderstand. 

Instant Lock for prediction targeting of main guns.

Normal lock on time for every single missile or weapon you actually need a lock with…

like real fighter jets IRL.  they have instant radar lock. but missiles need to Lock independently… unless your using the current fighters…

I can lock my missile on YOUR target (if we are friendly craft) with modern air craft, should do the same here.  (missiles should have more range too…why can a modern missile go further then a future missile?   …they must be bacon powered now   : /   …)

 

… Also keep in mind the AIM 9 sidewinder missile has a operational range of 22 miles…also…the lower your altitude the shorter the range becomes…air gets in the way and all… Also keep in mind the military tells you the operational range is LESS then what it really is…I can use a LRAS to see thermals at 10k so they say… In Afghanistan we saw just a “little” bit further then that. : 3

(no, the real range is its classified… don’t ask, I wont tell)

 

Further modern air craft can fire missile backwards or sideways, they drop said missile that then falls turning towards target, engaged engines and is radar guided in by the craft that fired it. There is a minor delay from fire to actual launch like this but it works. 

 

In space the same thrusters on the head of the missile that turn it can just as easily turn the dropped missed towards the target and launch it.  Basic 1 second safety will prevent you from blowing up your own missile by hitting it while its doing this (though hitting it may make it lose its target and lock onto some random ship…)

 

 

 

 

 

J - the sun side of space can be over 120 Celsius, the shadow side -100 Celsius.  Hop into that without a space suit…tell me you don’t freeze on the spot.  Cold is the lack of energy. so lack of atoms and thus energy would speed up the cooling down process. Please Read Laws of Thermodynamics some time as its a lot of fun! : ) (ya I’m a information junky : / )

 

P.S. Sun side is LOS to sun, unless your are shooting straight into the sun, basic insulation prevents direct sun LOS… thus it is Shadow side temp instantly.

 

 

 

 

[Kine](< base_url >/index.php?/user/240976-kine/)

Ya you just summed radar up.

 

A black back drop to make the points stand out more instead of the Blue on Blue would be great…they need to get rid of the lines too. If the radar is where the ship is, you can also maintain situation awareness at all times as you move. makes it easy to stay with your team and hunt targets. (specially if eyeing them made the target pulse on radar)…granted being able to lock friendly and match speed would also make flying with your team easier as you can afterburner up to them then match speed, and fly in formation to target…

 

 

[JPhack](< base_url >/index.php?/user/85413-jphack/)

I don’t need to hold my speed, I need to match it, I have a space ship, it cant figure out how fast I am going in relation to the target? we’ve have that on commercial aircraft since like…1980 lol.

 

Energy management would just be more buttons to play with.

 

If you ships are balanced now, then being able to drop one or two things to at best take a ship to 200% of that one stats ability will also be balanced. if the ships are not balanced it will become glaringly obvious…  Otherwise you don’t have to change anything that’s already there as all ships have a power plant of some sort that is running everything (as well as charging extra energy to use for after burners.)

The code add on would take 1 maybe 2 days with a diet of pizza and beer.

 

Remember its not changing any base stats, its just taking them up to 200% if you put everything into 1 thing, or down to 0% if you pull all the energy away.

 

I would put it in the middle with the radar (radar middle and 3 energy management bars to the right of it…probably put that little camera view of the ship your targeting to the left of radar so you can see him behind/above/below/etc you easier for better situational awarness.)

 

Since you only have 1 shield energy bar to worry about… and not 4 to 6 shield sections (that the SOB can transfer power around to live longer in a fight against you.) You don’t need a display of the enemy ship hull/shield status to the left of the radar…so…yes… I would put that little picture in picture camera view of your target ship there.

 

.

…I would also make the energy bars in the energy management system auto match what ever color you picked for them in the HUD…lets face it the screen is COVERED in blue, help the players Eyes out and let them make stuff different colors for ease of viewing…

 

 

“The world is to blue!”

         - The Moon

A -[Kine](< base_url >/index.php?/user/240976-kine/) answered this one…also that’s why its an option, In free space you pushed (M) to match speed…

If you changed your speed manually, Match speed would disengage until you turned it back on again.  Afterburners however are not effected by this meaning I can hit after burners to catch up to my Capitan and auto match speed, Or hit afterburners to try and catch up to an enemy… or shake him on a turn then go back to matching speed again so I can turn and burn.

 

More options in a fight is ALWAYS a good thing… and No I wont tell you all the evil things I will do to you with this one simple function to make you cry… Kines already giving some of them away… you evil, evil man!  >: )=

Imagine how much this would simplify gameplay. Say I take my Covert Ops and I want to plasma arc a frigate to death. What makes plasma arc hard to hit? You have to match speeds with your target. Another example: if I am chasing someone and I match speeds, my opponent will have less chances to escape me as if he/she slows down, I will at the same rate and time. The same applies to speeding up.

 

I say no to this option because it will lower the skill cap in this game.

 

 

H - You misunderstand. 

Instant Lock for prediction targeting of main guns.

Normal lock on time for every single missile or weapon you actually need a lock with…

like real fighter jets IRL.  they have instant radar lock. but missiles need to Lock independently… unless your using the current fighters…

I can lock my missile on YOUR target (if we are friendly craft) with modern air craft, should do the same here.  (missiles should have more range too…why can a modern missile go further then a future missile?   …they must be bacon powered now   : /   …)

There is only one lock for targeting ships. Instant lock for main guns is instant lock for missiles and instant lock for modules. What you are proposing – assuming you mean independent locking systems for weapons, missiles and/or modules – is not the same as your instant lock proposal I responded to in my first post.

 

I maintain that instant locking for main weapons will unbalance gameplay.

 

 

J - the sun side of space can be over 120 Celsius, the shadow side -100 Celsius.  Hop into that without a space suit…tell me you don’t freeze on the spot.  Cold is the lack of energy. so lack of atoms and thus energy would speed up the cooling down process. Please Read Laws of Thermodynamics some time as its a lot of fun! : ) (ya I’m a information junky : / )

The important thing here when dealing with things that become hot – like our guns – is that heat transfer in space is very slow. The low density of atoms makes it difficult for energy to be transferred from the weapons to what surrounds the weapons (i.e. space). Thus, overheating is still a problem.

 

A little something from NASA:

Temperature of Space - http://www.nasa.gov/pdf/379068main_Temperature_of_Space.pdf

Imagine how much this would simplify gameplay. Say I take my Covert Ops and I want to plasma arc a frigate to death. What makes plasma arc hard to hit? You have to match speeds with your target. Another example: if I am chasing someone and I match speeds, my opponent will have less chances to escape me as if he/she slows down, I will at the same rate and time. The same applies to speeding up.

 

I say no to this option because it will lower the skill cap in this game.

 

Zeik, your going up to a frigate…a guard frigate…its going 100…your a int…with int like shield and hull…going 100…how long do you think you will live if ANY one else is around? : 3

 

Lets not forget your ships speed is a reaction to, not action of.

In short your ships will be a little bit slower to speed up or slow down then the guys your locked on between a half second to 2 seconds from the lock time I see in this game. : /

 

And feel free to trail after a frigate or fighter or even a int for that matter with your flying a Int… ya when he drops a mine field in your face… I do that all the time, epic!.  Options, options, and MORE options, that is what raises the skill cap and makes you have to be truly good.  I am still only rank 11 with one faction as I just started… ahh remember how hard it was when you only had one faction of ships to pull from, and couldn’t use all the cool stuff the other guys had?

can’t wait till I’m rank 12 in all three!

 

And skill caps…yes! Remember how in free space you had to regulate what part of your shields was getting all the power to keep you alive as you get shot from different sides are had failing shields? Alter how much power total was being sent to charge weapons, engines and shields, had to lock on and order around between 3 fighters to 4 wings of fighters/bombers/interceptors, while in a dog fight with 10+ enemy ships all cheesing you with fire power? and all the while going, “crap I still have to disable the capital ships engines… but first we got to clear off some weapons and disable its radar and sensors!”

Lets not forget you had to get through a whole mission on 1 ship with out getting killed… and your “hull” did not repair…

 

That is the game I am pulling my inspirations from, and you say that will Lower the skill cap?  I want this game to get that evil and rough so we can have some fun! (though I do like hull repair, I’m spoiled now)

I haven’t even started on putting capital ships in this game yet, and anti carrier weaponry on frigs!

 

And please don’t turn around and say “doing all that isn’t fun or worth the time” because it takes to much skill to master.

 

There is only one lock for targeting ships. Instant lock for main guns is instant lock for missiles and instant lock for modules. What you are proposing – assuming you mean independent locking systems for weapons, missiles and/or modules – is not the same as your instant lock proposal I responded to in my first post.

 

I maintain that instant locking for main weapons will unbalance gameplay.

 

here I will copy and past for you my original post.

 

“H - Lock on target should be instant. Missile lock should take a second instead…or do you normally have missile lock on someone behind you? (if so can we fire backwards please?)”

 

to simplify…

lock on target should be instant.  (as in primary weapons)

Missile lock should take a second instead (as in it takes the 1 to 2 seconds to lock that lock normally takes for primary weapons right now)

(I am sorry for not stating I view anything not main guns as missiles which includes activated abilities)

 

I hope this has ended any confusion we may have had on my post.

 

And no that will not unbalance game play, it will just make the combat a faster pace.  If you don’t believe me, try free space. Or at least tell me how insta lock for primary weapons would unbalanced the game play. If it is sound I will rally to your side, but I personally don’t see it as I have played space shooters both ways and the current path slows things waaaay down… Granted I am getting better at shooting un locked targets…

 

 

hmmm

and why cant we fire missiles backwards or sideways with a 1 second launch delay after separation, as I stated above, we can do that now with modern fighter aircraft…sorta scary what they can do with them jets, kill people over 40 miles away with some of the new missiles…and they are using jets now that are flying AA missile platforms, can launch on a target a forward fighter finds with radar…and hit said target! 0.0

 

 

The important thing here when dealing with things that become hot – like our guns – is that heat transfer in space is very slow. The low density of atoms makes it difficult for energy to be transferred from the weapons to what surrounds the weapons (i.e. space). Thus, overheating is still a problem.

 

A little something from NASA:

Temperature of Space - http://www.nasa.gov/pdf/379068main_Temperature_of_Space.pdf

http://imagine.gsfc.nasa.gov/docs/ask_astro/answers/970603.html

 

"How long can a human live unprotected in space?

 

If you don’t try to hold your breath, exposure to space for half a minute or so is unlikely to produce permanent injury. Holding your breath is likely to damage your lungs, something scuba divers have to watch out for when ascending, and you’ll have eardrum trouble if your Eustachian tubes are badly plugged up, but theory predicts – and animal experiments confirm – that otherwise, exposure to vacuum causes no immediate injury. You do not explode. Your blood does not boil.

 

~You do not freeze.~

 

You do not instantly lose consciousness."

 

Just a snippit of my starting research : /

seems I am running on some outdated info, thanks for bringing this to my attention. : )

I need to unlearn a few things, starting with some basic stuff.

 

That’s right! a hot cup of coffee in a Styrofoam container will still be just as hot as the day you put it in after a year…or was it 100 years… I will have to look that up again. Think we covered that in high school… hmmm I’m getting old and forgetful yes?

 

 

“By your last statement, it seems you have some unlearning to do.”

            -Gaius Helen Mohiam

Woah, this is turning into an essay. 

 

Im just gonna leave this…

 

sweetrolls2.jpg

 

hopefully this will restore you guys…

except that’s an inert volcano covered with snow. i sense ambush.

I use to be a bad @$$ pilot like you…but then I took an arrow to the knee : /

I have successful derailed the thread. Your welcome. 

i thought that happened with the thermodynamics and scuba diving in space discussion? if so - either Zeik or the OP himself won the derialment medal.

i thought that happened with the thermodynamics and scuba diving in space discussion? if so - either Zeik or the OP himself won the derialment medal.

The discussion of space and physics tickled my fancy. I apologize profusely.

 

 

Zeik, your going up to a frigate…a guard frigate…its going 100…your a int…with int like shield and hull…going 100…how long do you think you will live if ANY one else is around? : 3

 

Lets not forget your ships speed is a reaction to, not action of.

In short your ships will be a little bit slower to speed up or slow down then the guys your locked on between a half second to 2 seconds from the lock time I see in this game. : /

 

And feel free to trail after a frigate or fighter or even a int for that matter with your flying a Int… ya when he drops a mine field in your face… I do that all the time, epic!.  Options, options, and MORE options, that is what raises the skill cap and makes you have to be truly good.  I am still only rank 11 with one faction as I just started… ahh remember how hard it was when you only had one faction of ships to pull from, and couldn’t use all the cool stuff the other guys had?

can’t wait till I’m rank 12 in all three!

 

And skill caps…yes! Remember how in free space you had to regulate what part of your shields was getting all the power to keep you alive as you get shot from different sides are had failing shields? Alter how much power total was being sent to charge weapons, engines and shields, had to lock on and order around between 3 fighters to 4 wings of fighters/bombers/interceptors, while in a dog fight with 10+ enemy ships all cheesing you with fire power? and all the while going, “crap I still have to disable the capital ships engines… but first we got to clear off some weapons and disable its radar and sensors!”

Lets not forget you had to get through a whole mission on 1 ship with out getting killed… and your “hull” did not repair…

 

That is the game I am pulling my inspirations from, and you say that will Lower the skill cap?  I want this game to get that evil and rough so we can have some fun! (though I do like hull repair, I’m spoiled now)

I haven’t even started on putting capital ships in this game yet, and anti carrier weaponry on frigs!

 

And please don’t turn around and say “doing all that isn’t fun or worth the time” because it takes to much skill to master.

The depth of my exasperation cannot be expressed in words suitable for public forums. JP brings up a valid point (albeit in a roundabout way) so I will keep this as short as possible.

 

I am merely pointing out how such a proposed feature could be abused by players, and the consequence of this would be an unwanted alteration to how the game is played. I don’t want to take this as a case-by-case argument because there are far too many to go through. I will say, however, that just because one person cannot achieve a certain outcome does not mean it is impossible. I claim nothing about my own skill, but I imagine those better than me would exploit the match speed option in a way that would cause much outcry about how OP it is.

 

I’m arguing that this option, ironically, reduces options. To reiterate, it would simplify gameplay and thus lowers skill cap.

 

Also, I am indifferent about the energy allocation. I have heard from others though that it will not work in SCon due to the speed of gameplay. I refrain from debating this point because I hold no strong feelings one way or another.

 

 

here I will copy and past for you my original post.

 

“H - Lock on target should be instant. Missile lock should take a second instead…or do you normally have missile lock on someone behind you? (if so can we fire backwards please?)”

 

to simplify…

lock on target should be instant.  (as in primary weapons)

Missile lock should take a second instead (as in it takes the 1 to 2 seconds to lock that lock normally takes for primary weapons right now)

(I am sorry for not stating I view anything not main guns as missiles which includes activated abilities)

 

I hope this has ended any confusion we may have had on my post.

 

And no that will not unbalance game play, it will just make the combat a faster pace.  If you don’t believe me, try free space. Or at least tell me how insta lock for primary weapons would unbalanced the game play. If it is sound I will rally to your side, but I personally don’t see it as I have played space shooters both ways and the current path slows things waaaay down… Granted I am getting better at shooting un locked targets…

 

 

hmmm

and why cant we fire missiles backwards or sideways with a 1 second launch delay after separation, as I stated above, we can do that now with modern fighter aircraft…sorta scary what they can do with them jets, kill people over 40 miles away with some of the new missiles…and they are using jets now that are flying AA missile platforms, can launch on a target a forward fighter finds with radar…and hit said target! 0.0

So you are proposing independent locking systems for weapons, missiles and/or modules. If you read my response carefully, you may note that I distinctly said this is not the same as instant locking. My argument applies to a system with a universal lock (what we have right now). Your clarification is appreciated. Alas, like your energy allocation proposal, I am indifferent.

 

 

P.S. The plasma arc on Covert Ops is a DoT (Damage over Time) within a 300m range in front of the ship. By necessity I have to match speeds to keep the module on target. Your statement is irrelevant to the topic at hand.

ZEIK, ya don’t need to apologize friend, space is fun and physics are AWESOME…we should make a new thread just for these two topics and how they relate to the game!

Match speed…well everything in combat (even how you would take a crap) Is METTC dependent…soooo lets agree to disagree…and if you ever play freespace or FSO the mod community update you can see the space shooter all games like this are measured against…even EVE.  We can talk more about this then if you like.

Wow…most people Love or Loath the energy allocation… Your indifference fascinates me personally.
But I guess I can understand, its something you use at game start to tweak your ship a little to personal flight tastes and most leave it after that.
 

Weapons lock, yes, primary weapons should be instant like IRL. secondary should use the current lock system, and lose lock if they get out of sight…or make it so we can fire missiles backwards like our abilities… also like fighter jets IRL… Real life makes things easy for the dev team, less balancing, more building.
 
p.s. I feel I somehow offended you, did I steal your sweet roll? Or is that statement as irrelevant to the topic as match speed…ya know, with it being in the OP and all?
 
 
oh ya

"G - Radar placement
because i cannot zoom all the way out like EveO or Homeworld and the fact that i have to actually pilot the damn thing, modules in center isn’t necessary. swap radar and module places ? i think it would be better for me. yes pls"
      -[Fronx](< base_url >/index.php?/user/236492-fronx/)

This statement is more genius then sharks with frickin LASER BEAMS strapped to their head, (and I was a fool to miss it in the first place) We need to ask the dev team to swap radar and modules!
 
 
What else would you guys like to see to help with ship based CNC? (command and control) 
Not just from Freespace… I think we hit all that.

But from all games, EVE, Wing Commander, ECT.
 

 

“Humor is everywhere, in that there’s irony in just about anything a human does.”
       -Bill Nye

Sadly, If I wanted to put my two cents in, especially on Space Theory and the Weapons in the Infinite void, it would be about 60,000 words…

Sadly, If I wanted to put my two cents in, especially on Space Theory and the Weapons in the Infinite void, it would be about 60,000 words…

 

59,000 of which would consist of “sweet rolls”

The SCIENCE of sweet rolls to you!