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Team: Death Mental
Main: goett
Level: 2157
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Joined: Mon Mar 16, 2009 1:36 pm
Post turning and thrusting combined, change in navigation
-currently if you turn you turn, if you thrust you thrust

-how about making it bit more realistic, and adding some complexity to the game :) basic idea would therefore be you must be thrusting to turn.

exact proposal- turning is 100% of its potential when at 100% thrust VIS, and proportionally the vis from thrust will correspond to the turning capacity. this implies you must thrust for a second or more just to get full turning capacity. It also implies a 'cool down' from thrusting in which you can still turn. This places an emphasis on piloting skill and on engines that has not been in game before. it's also something EXTREMLY ez to program.

highlights:
-first off would have no issues with no engine ships, they don't turn anyway.
-you could no longer sit with 0 vis and turn at will. visibility aspect alone would make pvp and low vis tactics very challenging.
-kiting would be more difficult, thrusting and turning would take more skill and timing. sd's would actually have to have skill to be a damn good sd and dogfight. tracking would become more of an emphasis and dogfighting would be forever changed.
-critting engines would be a much bigger deal!
-higher emphasis on low vis engines!

thoughts?


Sun Dec 18, 2011 12:10 am
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Team: Contingency
Main: Stabberz
Level: 2153
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Joined: Sat Mar 03, 2007 10:55 am
Post Re: turning and thrusting combined, change in navigation
Wait, so why do stealth classes need a nerf?

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Sun Dec 18, 2011 12:14 am
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Team: Dark Traders
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Joined: Mon Nov 03, 2008 10:16 pm
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Post Re: turning and thrusting combined, change in navigation
Would REALLY fuck with seers there goett.

I do like the idea, just not the fact it would make me a lot easier to find in PvP.

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Sun Dec 18, 2011 1:39 am
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Team: Resident Evil
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Post Re: turning and thrusting combined, change in navigation
this game doesn't need to be any more annoying at the moment

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Sun Dec 18, 2011 3:54 am
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Team: The Forgotten Colonies
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Post Re: turning and thrusting combined, change in navigation
No, while it might be more realistic it's not very useful ingame and would surely cause more people to quit. If it puts your mind at rest ehem: "The turning is due to stealthy rotary thrusters" mkay?

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Sun Dec 18, 2011 4:59 am
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Team: Death Mental
Main: goett
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Joined: Mon Mar 16, 2009 1:36 pm
Post Re: turning and thrusting combined, change in navigation
Idea would be it would fuck with everybody. Imagine mcing :) Im confident o could mc this way better than most could solo. Would make tracking and eth more important than before. Good players would have one more thing separating them from crap players.

Keep in mind I had no doubt this would not go in. Devmins overworked as it is, still I think is a cool idea. Would only Hurt those who get by on shitty engines.


Sun Dec 18, 2011 6:47 am
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Post Re: turning and thrusting combined, change in navigation
goett wrote:
in short: "You have to thrust to turn"


Would become playable if you could set the lvl of thrust (and turn).
In the game - mainly for ease of playability - you either thrust or you do not thrust; Due to that you can simply use a button
(press button - thrust ^ don't press button - no thrust)
and don't need a dial or some other way to set the lvl of the desired thrust strength.

This will make the game a lot more complicated especially for new players:

Atm the game staff is trying hard to make the game more attractive and compelling to new players not the opposite.

If you just want a nerf to stealth classes by having them engine visiblity added up when turning just suggest that directly (that will get shot down very fast).

P.S.: In terms of space flight your idea is as realistic as the current Starsonata flight model.


Sun Dec 18, 2011 8:19 am
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Team: Pax Romana
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Post Re: turning and thrusting combined, change in navigation
Good players should be good because they have more experience, creativity, and wit.

And Goett is correct about his suggestion fucking with everyone, but it'd hurt newbs more than ubers because a lot of their weapons have pathetic tracking. It'd make a LOT more sense if all weapons in game were turrets attached to hardpoints on your ship. And drones were all mobile drones(no more static AID)

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Sun Dec 18, 2011 8:25 am
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Team: Death Mental
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Joined: Mon Mar 16, 2009 1:36 pm
Post Re: turning and thrusting combined, change in navigation
Yh, noob part is true for sure. This idea I like more in theory implementing would be a pain to balance.

But I am all for fucking with everyone at the same time.


Sun Dec 18, 2011 8:49 am
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Post Re: turning and thrusting combined, change in navigation
Yep, I agree. If there has to be some sort of nerf that doesn't affect a single piece of gear(because it was made OP), then everyone should get fucked. That way no one can claim favoritism.

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Sun Dec 18, 2011 8:52 am
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Post Re: turning and thrusting combined, change in navigation
Utumno wrote:
goett wrote:
in short: "You have to thrust to turn"


Would become playable if you could set the lvl of thrust (and turn).
In the game - mainly for ease of playability - you either thrust or you do not thrust; Due to that you can simply use a button
(press button - thrust ^ don't press button - no thrust)
and don't need a dial or some other way to set the lvl of the desired thrust strength.

This will make the game a lot more complicated especially for new players:

Atm the game staff is trying hard to make the game more attractive and compelling to new players not the opposite.

If you just want a nerf to stealth classes by having them engine visiblity added up when turning just suggest that directly (that will get shot down very fast).

P.S.: In terms of space flight your idea is as realistic as the current Starsonata flight model.


i was about to post a reply, then i thoguht i go and check if utu did it already.. he did! ;D

only exception i dont see a problemw ith adding vis to turn, but lets face it, it wont change anything, for turing i jsut tip anyways ;)


Sun Dec 18, 2011 8:56 am
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