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mod dev: new kind of battleships

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mod dev: new kind of battleships
Offline Linkus
12-25-2011, 04:24 AM, (This post was last modified: 12-25-2011, 04:25 AM by Linkus.)
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' Wrote:you've never played NSU mod then have you? they have 30k range weapons. you dont always aim for the little cross if you think they are going to dodge it, you shoot around it or even before it if they are going to backtrack, (thats what i do with the mini razor when someone is trying to dodge infront of me, going around in loops and circles). Give this guy some credit, all sci fi has its diffrent tastes and styles, this is a retro verision of sci fi, have you heard of the Battleship Yamato(thats what i think its called, dont know much about it).

Right so, 30k range guns.
If I sit 30k away from you, even in a barge, I could very easily move out of the way after you have fired.
Unless my ship moves like a snail, in which case I would wonder how you manage to fly the things at all.
Ignoring the flying outside of combat, if the ship moved that slow then it would still simply be a game of chance, as you would have a roughly 1 in 8 chance of hitting them, completely removing any skill involved in the combat.

Another aspect is the ol targetting system Freelancer uses. When you fire your weapons without pointing them at a target, the projectiles usually come to a point different than when pointing at a target. If you fire infront of a target that is at 20k and one at 30k, the projectiles are moving to the 30k point (Assuming 30k range) in both cases. This would also tangle up your firing predictions and make it even more about luck.

All in all, it doesn't make much sense to have such long range weaponry if you want some skill involved in Freelancer combat.
Predicting where your enemy will move and how you should move is a lot more skill orientated in close range than at silly ranges. (Mortar range+ in Disco)


I didn't question his taste, nor the style that he is going for. Simply pointing out the game mechanic issues that he will encounter. If he can get around them or solve them, fantastic. Worth considering now before putting a lot of work into long range stuff now though.





Facilitating the rise of robotics since 0 A.D.
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Messages In This Thread
mod dev: new kind of battleships - by abysswolf - 12-24-2011, 05:14 AM
mod dev: new kind of battleships - by KAWISH-ALI - 12-24-2011, 06:33 AM
mod dev: new kind of battleships - by Warhalk - 12-24-2011, 07:09 AM
mod dev: new kind of battleships - by Hielor - 12-24-2011, 07:55 AM
mod dev: new kind of battleships - by Zynth - 12-24-2011, 08:48 AM
mod dev: new kind of battleships - by Ursus - 12-24-2011, 09:26 AM
mod dev: new kind of battleships - by Zaness89 - 12-24-2011, 10:52 AM
mod dev: new kind of battleships - by Kaghuros - 12-24-2011, 11:27 AM
mod dev: new kind of battleships - by Pancakes - 12-24-2011, 01:15 PM
mod dev: new kind of battleships - by Zaness89 - 12-24-2011, 01:18 PM
mod dev: new kind of battleships - by schlurbi - 12-24-2011, 01:46 PM
mod dev: new kind of battleships - by Rommie - 12-24-2011, 02:00 PM
mod dev: new kind of battleships - by abysswolf - 12-24-2011, 08:37 PM
mod dev: new kind of battleships - by Zahas - 12-24-2011, 08:40 PM
mod dev: new kind of battleships - by abysswolf - 12-24-2011, 10:11 PM
mod dev: new kind of battleships - by Linkus - 12-25-2011, 03:42 AM
mod dev: new kind of battleships - by Bad.Wolf - 12-25-2011, 03:50 AM
mod dev: new kind of battleships - by Linkus - 12-25-2011, 04:24 AM
mod dev: new kind of battleships - by Bad.Wolf - 12-25-2011, 04:40 AM
mod dev: new kind of battleships - by Linkus - 12-25-2011, 04:46 AM
mod dev: new kind of battleships - by abysswolf - 12-25-2011, 05:32 AM
mod dev: new kind of battleships - by Bad.Wolf - 12-25-2011, 06:07 AM
mod dev: new kind of battleships - by Veygaar - 12-25-2011, 07:25 AM
mod dev: new kind of battleships - by Linkus - 12-25-2011, 01:27 PM

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