(05-28-2018, 09:27 AM)Corile Wrote: Hello, only now had a chance to check this out. To be honest this already looks like it has the possibility to replicate freelancer combat model, however I do have a few gripes. (This is from that earlier version cause you seem to not have updated the Linux build and only from singleplayer).
- The Freelancer speed modes, namely impulse, thrust and cruise aren't replicated and I would really like to see that.
- Energy recharge is way too slow.
- Engine kill would also be really nice, it's an integral part of Freelancer's combat model.
Aside from that there's one technical thing which is the ability to lock your cursor to screen in windowed mode. That's mostly to do with fullscreen on Unity games not working on Linux (at all), and in borderless the cursor can leave the window to the other monitor.
All in all, this looks very nice.
thanks
Linux build will be updated with upcoming version
Energy recharge is rate is not linear, but similar to EVE style to allow things like energy neutralizers be effective (getting from 0% cap is slow with top rate at about 25%)
Engine kill will be added with addition that rotation wont be available (subject to be tested)
Cursor locking will be added (sorry I always play in fullscreen)
Freelancer cruise mode will possibly be changed to warp mechanic not sure yet, as for speeds, overall aim to give possibility to tune your ship movement stats with different parts/modules, thats why it will be all up to you
Quote:Energy recharge is rate is not linear, but similar to EVE style to allow things like energy neutralizers be effective (getting from 0% cap is slow with top rate at about 25%)
Engine kill will be added with addition that rotation wont be available (subject to be tested)
I'm gonna point something out here—Freelancer combat model is the best out of any space game there is and if you try to add or remove anything from how it works or give up on trying to replicate it fully then you most likely will find yourself with a subpar system.
Other spacesims tried to rework Freelancer's combat system to work differently for various reasons. They tried to be more realistic, more suitable for different controllers than mouse+keyboard, changed for the sake of change or just simply used a different approach. In every single case that I tried (Star Citizen, Elite Dangerous, Avorion, Astrokill, Ace Online, Star Conflict, Dreadnought, Black Prophecy, Eve) they ended up with a model that ended up being less fun, less interesting or less skill-based than the one in Freelancer. Star Conflict and Ace Online (back when it was called Air Rivals) I spent the most time in because their combat systems resembled Freelancer the most, but in either case they couldn't match the Freelancer's combat model.
Ultimately the decisions are up to you but still I think most people in this community at least would agree that Freelancer has the best combat model there is and can be. After all, why would you want to make the Freelancer's combat model "more like Eve"? If you want to appeal to people who play Eve, well, they already have Eve and no reason to try your game.
Quote:Energy recharge is rate is not linear, but similar to EVE style to allow things like energy neutralizers be effective (getting from 0% cap is slow with top rate at about 25%)
Engine kill will be added with addition that rotation wont be available (subject to be tested)
I'm gonna point something out here—Freelancer combat model is the best out of any space game there is and if you try to add or remove anything from how it works or give up on trying to replicate it fully then you most likely will find yourself with a subpar system.
Other spacesims tried to rework Freelancer's combat system to work differently for various reasons. They tried to be more realistic, more suitable for different controllers than mouse+keyboard, changed for the sake of change or just simply used a different approach. In every single case that I tried (Star Citizen, Elite Dangerous, Avorion, Astrokill, Ace Online, Star Conflict, Dreadnought, Black Prophecy, Eve) they ended up with a model that ended up being less fun, less interesting or less skill-based than the one in Freelancer. Star Conflict and Ace Online (back when it was called Air Rivals) I spent the most time in because their combat systems resembled Freelancer the most, but in either case they couldn't match the Freelancer's combat model.
Ultimately the decisions are up to you but still I think most people in this community at least would agree that Freelancer has the best combat model there is and can be. After all, why would you want to make the Freelancer's combat model "more like Eve"? If you want to appeal to people who play Eve, well, they already have Eve and no reason to try your game.
at least if you played star conflict then you know what ship mods do, right?
as for FL combat model - its not best, has a lot of problems like instabots, slow projectile speed vs ship agility, completely broken cap size balance etc.
I played EVE too for several years and I can say it has nice items to be added into FL for more variable combat experience, like ewar, tackle and cap modules (basically webs, neuts and jammers to test).
anyway this thread is about testing during development, so time will tell
Looks really cool. Becoming a more modern style of space combat could be refreshing honestly. If you transform the combat to be like Tribes Ascend well.. it's gonna be a niche for certain people only and not completely accessible. Good work so far!
PS: For future reference, would be cool that the planets to actually feel like planets. The size of FL's planets always.. pinched a strange nerve. But that's just me.
Rudimentary creatures of blood and flesh, you touch my mind, fumbling in ignorance, incapable of understanding. - Sovereign
(06-10-2018, 12:05 AM)Dave Synk Wrote: Looks really cool. Becoming a more modern style of space combat could be refreshing honestly. If you transform the combat to be like Tribes Ascend well.. it's gonna be a niche for certain people only and not completely accessible. Good work so far!
PS: For future reference, would be cool that the planets to actually feel like planets. The size of FL's planets always.. pinched a strange nerve. But that's just me.
planet sizes, depends on how they should interact with you
Quote:Hey there massdriver, I saw your Freelancer Prophecy project and I find it amazing, I'd like to record a video about it and share my thoughts etc. on my Channel, am I allowed to do that? Or is it actually not meant to be published?