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  #1  
Old March 23rd, 2010, 07:49 AM
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Default Re: Ship Talk

I can see some point to firing arcs. If you have a drive system that requires your ship to have a bow and stern, then maneuvering is quite restricted while you're firing.

Mostly I'm with jars_u - I'd far rather have a combat system that's enjoyable than a realistic one.
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  #2  
Old March 25th, 2010, 04:14 AM

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Default Re: Ship Talk

Since I seem to have opened this particular can of worms, I'd have to also request that combat not sacrifice enjoyment in favor of realism. Being the nervous diplomat that I often am, I also have to say that I will, of course, live with whatever combat mechanics the developers in their infinite wisdom choose to bless the game with

I like firing arcs, I find them more realistic from a ship design aspect than, say, that magic ribbon around the Enterprise that shoots out phasers in any possible direction. Designing and producing a weapon system that has a full unobstructed 360-degree view would be orders of magnitude more difficult than simply placing separate weapons to the aft, fore, and so on.

That said, I've never really considered the physics and realities behind space combat. This may indeed not be the most realistic way to do things, but it is something I am familiar with and know I enjoy. If it turns out that firing-arcs are unnecessary or contrary to fun-making, I'll gladly give another system a chance.

Err, I forgot to hit the quote button, and the posts I wanted the reference seem to be too far back to grab from below, but here's the gist: Ed, I wasn't at all knocking the SotS economic model. It works great. I was merely shining my torch on the fact that the game is heavily geared towards blowing ships up, and researching bigger guns that allow one to blow up ships in new and interesting ways.
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Old March 26th, 2010, 11:53 AM

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Default Re: Ship Talk

To avoid my long diseration on ship design, just hit summaries.

Including firing arcs adds in options like:
Fixed fire weapons
Turrets of varrying widths of fire (45/90/180 degrees)
Broadsides

Vector based movement adds options like:
Much more varied movement (thrust to mass ratio for example)
engines who's ability to turn the ship varies
Flying Backwards to fire at the guy tailing you
Limits on maneuverablity depending on the pilot (Rasberry jam anyone?)

One thing vector based movement & Firing arcs actually make more desirable is fighter craft. Smaller mass ships are easier to maneuver for less fuel. (are we tracking fuel?)

With the power of computers today, it would be just a matter of Math to do a "near-real physics" for space combat. I say "near-real" because real physics doesn't make for drama in space combat.
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Old March 27th, 2010, 09:23 AM

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Default Re: Ship Talk

Quote:
Originally Posted by InfStorm View Post
Vector based movement adds options like:
Much more varied movement (thrust to mass ratio for example)
engines who's ability to turn the ship varies
Flying Backwards to fire at the guy tailing you
Limits on maneuverablity depending on the pilot (Rasberry jam anyone?).
As simple as it was - anyone who remembers the classic arcade game Asteroids - I think did a fair representation of 2D space movement. Adding weapons mounted in places other then just the "front" and converting to turn based movement - conceptually at least to me I think would be good general starting point.

Also just for the record I thought it was strawberry - but I checked - your right it was raspberry.
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  #5  
Old March 27th, 2010, 11:25 AM
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Default Re: Ship Talk

Complex combat play, leads to less playing enjoyment. Especially when you have to design them. You start the game with "maybe" some default ships and then spend the rest of your time designing them! No fun there. If you want to design ships with arcs and such, then I believe you will turn a lot of players off of the game. KISS rules are now in effect...
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Old March 27th, 2010, 08:52 AM

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Default Re: Ship Talk

Quote:
Originally Posted by Louist View Post
I like firing arcs, I find them more realistic from a ship design aspect than, say, that magic ribbon around the Enterprise that shoots out phasers in any possible direction.
In sum I would like to say:

YES!
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  #7  
Old March 31st, 2010, 09:54 AM
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Default Re: Ship Talk

We are experimenting with firing arcs, and we have a simple way of implementing them. They will be part of the component modification system, similar to the mounts in SE4 and SE5, or the weapon modifications in MoO2.
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Old April 1st, 2010, 10:22 PM

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Default Re: Ship Talk

Quote:
Originally Posted by Urendi Maleldil View Post
We are experimenting with firing arcs... They will be part of the component modification system ...
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  #9  
Old April 1st, 2010, 06:17 AM
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Default Re: Ship Talk

I hope you include the option of 360 degrees firing without limited arcs.
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  #10  
Old April 1st, 2010, 11:13 AM
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Default Re: Ship Talk

I'm with Q on this one. Allow the players to decide if they want firing arcs or not. AND DON'T forget the AI's for arc firing, that will take a lot of work to implement!
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