I don't think I've ever done any multiplayer space sims before. Back when Xwing vs Tie fighter was big, I avoided the whole multiplayer aspect of it. and by the time I decided to dabble in multiplayer, the space sim genre was effectively dead.
are they just turning contests? with he who has the highest turning rate wins or are there actual maneuvers involved?
I played XW:A via MP. Actual dogfights were pretty retarded since there really wasn't any flight model to speak of and unless both guys were in identical ships the fight was always lopsided but the group battles were a lot of fun. Same story with XvT.
Space games with Newtonian flight were a whole different story since you could do some really nasty tricks in them. In Tachyon the Fringe you always had to be really careful because there was nothing stopping players from just cutting their engines, spinning around, and shooting you down while maintaining their speed.
TOGSolid on
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SarksusATTACK AND DETHRONE GODRegistered Userregular
edited November 2013
If people are empowered to come up with doctrines and tactics as obsessive as what I've seen from EVE the combat should be pretty crazy.
all we gotta do see, is just start a school where we can train up on our skills, we hire this sexy civilian contractor to be our instructor as we engage each other in mock combat that inevitably leads to.....TRAGEDY!
I don't think I've ever done any multiplayer space sims before. Back when Xwing vs Tie fighter was big, I avoided the whole multiplayer aspect of it. and by the time I decided to dabble in multiplayer, the space sim genre was effectively dead.
are they just turning contests? with he who has the highest turning rate wins or are there actual maneuvers involved?
Without modeling stuff like drag or gravity, yeah, a lot of the combat was just out-turning opponents by throttling down or whatever, with some manipulating power allotments (depending on the game). Plus, the thrust was very crudely simulated, so you could do stuff like drop your thrust way down for the enemy to overshoot you. A lot of actual dogfighting has to do with things like building or bleeding speed in creative ways (dives, climbs, and rolls, for instance), but obviously the old sim games couldn't really do that, and a space sim game in general won't have that stuff (since there's no atmosphere).
Since Star Citizen will actually model thrusters on different facings, it should actually be a space sim that blows all the old space sims completely out of the water when it comes to actually maneuvering since every ship will have different properties on that front, not to mention the effects of player customization. If coming to a stop depends on thrusters rather than just throttling down, then there could be a lot of different ways to be "maneuverable" that old space sims don't have and you couldn't do with atmospheric flight.
Yeah, I can't see them making this game unplayable on kbam. But at the same time I do hope joysticks aren't at a disadvantage, like in something like Mechwarrior Online. I've got a Saitek x52, but there's no way I'd want to hook it up there since that game is twitchy enough that mouse aiming is critical.
It'll depend entirely on how the flight model works KBAM versus joystick. In War Thunder in arcade mode you're insane if you don't use KBAM however in full realism the control required means you're really, really going to want to use a stick. It'll really come down to just how fancy you can get with the thrusters and how much precision is required for the aiming that will determine the final winner. Every time I've seen them running this game publicly it's been with a 360 controller so I'm not too worried.
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited November 2013
I reeeeaaaaally hope the controls for Star Citizen are basically nothing like War Thunder arcade mode. Simple controls are fine, but that's just way too simple for what I'd like to see in Star Citizen.
Not that I want the controls to be so complex that it's a horror for newbies. Optimally, I'd like to see a system where newbies can gradually get weaned off of simpler controls and onto more complicated, but more versatile and rewarding, controls.
Yeah, I can't see them making this game unplayable on kbam. But at the same time I do hope joysticks aren't at a disadvantage, like in something like Mechwarrior Online. I've got a Saitek x52, but there's no way I'd want to hook it up there since that game is twitchy enough that mouse aiming is critical.
Joystick-and-mouse control is a thing in MWO! Just saying, because I love it.
all we gotta do see, is just start a school where we can train up on our skills, we hire this sexy civilian contractor to be our instructor as we engage each other in mock combat that inevitably leads to.....TRAGEDY!
but then later....REDEMPTION!
Will there be volleyball?
...and when you are done with that; take a folding
chair to Creation and then suplex the Void.
all we gotta do see, is just start a school where we can train up on our skills, we hire this sexy civilian contractor to be our instructor as we engage each other in mock combat that inevitably leads to.....TRAGEDY!
but then later....REDEMPTION!
Will there be volleyball?
Your ego's writing checks your body can't cash, so get your butt back above the hard deck.
I don't think I've ever done any multiplayer space sims before. Back when Xwing vs Tie fighter was big, I avoided the whole multiplayer aspect of it. and by the time I decided to dabble in multiplayer, the space sim genre was effectively dead.
are they just turning contests? with he who has the highest turning rate wins or are there actual maneuvers involved?
Xwing vs tie could require random maneuvers if there were bots. AI could predict the standard corkscrew if you did not shift around.
Freespace 2 did MP really well. Some ungodly dogfights on those pvp kill the capship missions that I still remember from over a decade ago.
are they just turning contests? with he who has the highest turning rate wins or are there actual maneuvers involved?
There's no way to answer that.
Basically all we have now is the equivalent Chris Roberts talking about spaceships while flying his hands around going, "Pewpewpewpewpewpewpewp!"
Well, in truth, if Chris Roberts made a video of that, it'd be MORE information that we have to date on how this game actually works.
Well, we have the gameplay from the reveal in the OP. So that's a bit more than hands. But yeah we know almost nothing.
Is that the one with Roberts talking about how this ship goes "Pewpewpewpewpewpewpewp" while they run game footage behind him?
No, it's the one where he jumps into the game and flies his ship around a bit.
And that part, where he hops in his ship and drives around...looks terrible. I can only hope that it tells us nothing about what the actual game is going to be like.
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kaliyamaLeft to find less-moderated foraRegistered Userregular
It's looking like I'm screwed cable wise but it's sounding like the engine room guys are about to give the yard and state the finger and request reliefs so that we can bail out of this bullshit. It's been two fucking weeks and we don't even have a hot work permit yet. Needless to say our patience is pretty much shot. So who knows, I may be going home soon.
Yeah, I can't see them making this game unplayable on kbam. But at the same time I do hope joysticks aren't at a disadvantage, like in something like Mechwarrior Online. I've got a Saitek x52, but there's no way I'd want to hook it up there since that game is twitchy enough that mouse aiming is critical.
It won't be unplayable on keyboard and mouse, certainly not. However, quotes from the design team indicate that while KBAM will be quite playable even a shitty, cheap joystick might be as good, or even better. Take the following answer from Ben Lesnick in his Ask the Devs thread on the official forums: http://partedveil.com/index.php?p=62"e=230833
It would seem the intent (at least at the time this answer was given) is to have moving the mouse emulate the same movement on a joystick, so it won't be "put the cursor on the screen and your ship will automagically do everything for you to get there while you make a cup of tea".
So I wouldn't worry about joysticks being left behind. Quite the opposite in fact since they're not going for a Freelancer/War Thunder/whatever artificially assisted mouse flight system.
I think your'e confused about how the mouse aiming in Freelancer/War Thunder works. It's not faster than the joystick for movement, it's more accurate. Ben simple said that the mouse isn't going to turn the ship faster, ie like a FPS mouse vs controller.
Cabezone on
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DuriniaEvolved from Space PotatoesRegistered Userregular
edited November 2013
Reminder that today is the last day to add the Super Hornet to your shame fleet.
Don't forget!
Durinia: you know what today is?
Langri: ...Monday?
Durinia: It's the last day to upgrade to a Super Hornet! (and also Monday)
Langri: *twitch
Langri: You're a bad person, you know that?
Durinia: https://robertsspaceindustries.com/store/308-f7c-m-super-hornet-upgrade
Durinia: here let me help
Langri: you're a very very bad person
Durinia: I kid, but I like pushing your buttons
Langri: HATE YOU SO GODDAMNED MUCH
Durinia on
For business reasons, I must preserve the outward sign of sanity.
--Mark Twain
It's easiest to say in the last screenshot. Look at the little white lights in various parts of the image, or at the trim on the wall near the ground under the circular door on the left. Or look at the bottom right. See how everything is separated into red, green, and blue for god knows what stupid fucking reason? It makes everything blurry and fucks up the colors.
It would seem the intent (at least at the time this answer was given) is to have moving the mouse emulate the same movement on a joystick, so it won't be "put the cursor on the screen and your ship will automagically do everything for you to get there while you make a cup of tea".
So I wouldn't worry about joysticks being left behind. Quite the opposite in fact since they're not going for a Freelancer/War Thunder/whatever artificially assisted mouse flight system.
I'm hoping mouse users get a cursor in the cockpit for Star Citizen. The mouse requires visual feedback for movement to make sense on screen. It would be a massive fucking mistake to not include something like this in the game. All recent space sims have such a system in place for a reason. It doesn't even matter if this thing is being developed with joystick in mind. You don't actively piss off the majority of your customers in order to cater to a minority.
Seems like they've tried to go for some sort of industrial espionage filter on those screens...?
More like a Mass Effect filter.
More like a chromatic aberration filter.
It's not a filter applied to the screenshots, it's applied to the game itself. It's just way more noticeable in the gloominess (or maybe they did turn it up to 11 for those shots).
0
Sir CarcassI have been shown the end of my worldRound Rock, TXRegistered Userregular
Seems like they've tried to go for some sort of industrial espionage filter on those screens...?
More like a Mass Effect filter.
More like a chromatic aberration filter.
It's not a filter applied to the screenshots, it's applied to the game itself. It's just way more noticeable in the gloominess (or maybe they did turn it up to 11 for those shots).
I know, I just like saying "chromatic aberration". It makes me think of a Beholder that looks like a disco ball.
Love those pics. Idris sounds really fun. Not a huge crew but enough to have some fun coordination, and a large fast ship with the capacity to carry three full size single-seat ships sounds rather useful.
Like everything else though, I will simply have to acquire one with in-game bulletsresources.
Posts
I played XW:A via MP. Actual dogfights were pretty retarded since there really wasn't any flight model to speak of and unless both guys were in identical ships the fight was always lopsided but the group battles were a lot of fun. Same story with XvT.
Space games with Newtonian flight were a whole different story since you could do some really nasty tricks in them. In Tachyon the Fringe you always had to be really careful because there was nothing stopping players from just cutting their engines, spinning around, and shooting you down while maintaining their speed.
but then later....REDEMPTION!
Enlist in Star Citizen! Citizenship must be earned!
Without modeling stuff like drag or gravity, yeah, a lot of the combat was just out-turning opponents by throttling down or whatever, with some manipulating power allotments (depending on the game). Plus, the thrust was very crudely simulated, so you could do stuff like drop your thrust way down for the enemy to overshoot you. A lot of actual dogfighting has to do with things like building or bleeding speed in creative ways (dives, climbs, and rolls, for instance), but obviously the old sim games couldn't really do that, and a space sim game in general won't have that stuff (since there's no atmosphere).
Since Star Citizen will actually model thrusters on different facings, it should actually be a space sim that blows all the old space sims completely out of the water when it comes to actually maneuvering since every ship will have different properties on that front, not to mention the effects of player customization. If coming to a stop depends on thrusters rather than just throttling down, then there could be a lot of different ways to be "maneuverable" that old space sims don't have and you couldn't do with atmospheric flight.
Enlist in Star Citizen! Citizenship must be earned!
Not that I want the controls to be so complex that it's a horror for newbies. Optimally, I'd like to see a system where newbies can gradually get weaned off of simpler controls and onto more complicated, but more versatile and rewarding, controls.
Joystick-and-mouse control is a thing in MWO! Just saying, because I love it.
Still so totally agreeing with your hope.
Unreal Engine 4 Developers Community.
I'm working on a cute little video game! Here's a link for you.
Will there be volleyball?
chair to Creation and then suplex the Void.
Your ego's writing checks your body can't cash, so get your butt back above the hard deck.
There's no way to answer that.
Basically all we have now is the equivalent Chris Roberts talking about spaceships while flying his hands around going, "Pewpewpewpewpewpewpewp!"
Well, in truth, if Chris Roberts made a video of that, it'd be MORE information that we have to date on how this game actually works.
Xwing vs tie could require random maneuvers if there were bots. AI could predict the standard corkscrew if you did not shift around.
Freespace 2 did MP really well. Some ungodly dogfights on those pvp kill the capship missions that I still remember from over a decade ago.
Is that the one with Roberts talking about how this ship goes "Pewpewpewpewpewpewpewp" while they run game footage behind him?
Well he moves around a lot, so you know.
It can be pretty rockin' at times.
And that part, where he hops in his ship and drives around...looks terrible. I can only hope that it tells us nothing about what the actual game is going to be like.
There were cable outlets in whatever quonset he was posted to...
It won't be unplayable on keyboard and mouse, certainly not. However, quotes from the design team indicate that while KBAM will be quite playable even a shitty, cheap joystick might be as good, or even better. Take the following answer from Ben Lesnick in his Ask the Devs thread on the official forums: http://partedveil.com/index.php?p=62"e=230833
It would seem the intent (at least at the time this answer was given) is to have moving the mouse emulate the same movement on a joystick, so it won't be "put the cursor on the screen and your ship will automagically do everything for you to get there while you make a cup of tea".
So I wouldn't worry about joysticks being left behind. Quite the opposite in fact since they're not going for a Freelancer/War Thunder/whatever artificially assisted mouse flight system.
Don't forget!
Langri: ...Monday?
Durinia: It's the last day to upgrade to a Super Hornet! (and also Monday)
Langri: *twitch
Langri: You're a bad person, you know that?
Durinia: https://robertsspaceindustries.com/store/308-f7c-m-super-hornet-upgrade
Durinia: here let me help
Langri: you're a very very bad person
Durinia: I kid, but I like pushing your buttons
Langri: HATE YOU SO GODDAMNED MUCH
--Mark Twain
It's what you get when an evil dragon gets taken over by a Mindflayer colony.
Steam: Elvenshae // PSN: Elvenshae // WotC: Elvenshae
Wilds of Aladrion: [https://forums.penny-arcade.com/discussion/comment/43159014/#Comment_43159014]Ellandryn[/url]
Evil Dragon? I find that hard to believe.
http://steamcommunity.com/id/pablocampy
More like a Mass Effect filter.
Bnet tag: Nermals#11601
More like a chromatic aberration filter.
Steam Support is the worst. Seriously, the worst
It's not a filter applied to the screenshots, it's applied to the game itself. It's just way more noticeable in the gloominess (or maybe they did turn it up to 11 for those shots).
I know, I just like saying "chromatic aberration". It makes me think of a Beholder that looks like a disco ball.
Steam Support is the worst. Seriously, the worst
Like everything else though, I will simply have to acquire one with in-game bulletsresources.
Steam (Ansatz) || GW2 officer (Ansatz.6498)