A future Space Sim

Murray said:
But even then, the undamaged parts of the ship keep firing at you.
That was a bit annoying in Rogue Leader. You cripple a Star Destroyer and send it careening into the gravity well of the Endor moon, and yet the guns still insist on taking pot shots at your battered fighter.
 
Murray said:
I believe what he means is that we need better damage model. In the current simulations what you see is a big ball of fire than the capship cripples into big boxes and float around.

No... he just means capships that actually explode... like, flash, bang, and then they're gone... as opposed to flash, bang, sit there. I don't mind it, but insane numbers of people complained about that when Prophecy came out.
 
TC said:
No... he just means capships that actually explode... like, flash, bang, and then they're gone... as opposed to flash, bang, sit there. I don't mind it, but insane numbers of people complained about that when Prophecy came out.

Yeah, I understand what you mean. In Prophecy, when you send a capship top hell, the texture color changes to a darker one and thats it right?

It had been too much time since I played Prophecy but I remember being annoyed by that too :rolleyes:
 
I'd like to be able to pop a few rounds into someones wing and see the wing only damaged. Perhaps even propel itself uncontrollably into a cap ship or another fighter.
 
Shaggy said:
Now if the game is in the Freelancer\Privateer vein then I'd like to see a little more freedom when buying equipment for you ship. Maybe have something similar to Mechwarrior where you have so much space to use. So you could take a light fighter, strip it down to a basic shell before cramming in a big ass power plant, but your restricted to the space on hand so you might end up with no cargo bay.
Alternately I think it would be cool if you were free to attach anything you salvage to your ship. So you could blow a corvette in half and take what remains, engines-hull components etc., and attach it to your ship, expanding your available weapons hardpoints and equipment space. So you could, eventually, build a huge Frankensteinesqe battleship.
It would also be nice to be able to attach your own markings to your ship. So you could have nose art from WW2 or simply a shark's mouth. To go along with that it would also be cool if you could build up your own criminal organization and recruit other NPC or live players to work for you.

I've got a bunch of ideas that are too numerous to list them all hear but these are the biggest on my wish list.

i like your thoughts on that but then ud be destyroying caps and collecting ships ud have eery1 with huge scrapped devestator ships caperble of slagging a planet.

oh i knew what loaf ment and i agree though for some reason i liked the wing 3/4 explosions far more then prophercy, that capships didnt really even explode was lame
 
Kalfor said:
Milo, "thinking of" may be the wrong verb

OK, good luck to you. Let us know when you have a website online that describes your project and I will add it to my list of space simulations to track.

Kalfor said:
What would you want in a space sim? Wha would you want to be able to do, use, see etc.

I've always wanted a space sim that has a complete combat experience.

I want to be able to fly small fighters and strike craft in orbit and in atmosphere. I want to be able to take off and land at groundside starbases as well as space stations and carriers. I want to dogfight enemy fighters and attack starships and ground targets. I want wingmen that maintain combat discipline and know how to fight in both a lead and supporting role. I want to fight enemy pilots that are a real threat, that fight in coordinated groups and actually try to win.

I want a good flight model (or two or three). I want the flight model to be continuous, like the real world. No instantaneous changes in linear or angular velocity. Could be Newtonian realistic or arcade simple, or a hybrid of both. I want different ships to feel different, not just fly at different speeds. In the atmosphere, I want to feel some lift, drag, and gravity.

I want space to be like space. No drag. Planets the size of planets and stars the size of stars with reasonable orbital radii. If possible, the planets, moons, and asteroids should orbit and rotate in real time. I want it to be dark when you are out at Pluto, and bright when you are in near Venus.

I want to have a choice of controls. Mouse, gamepad, joystick, throttle, keyboard, in any combination. I want to be able to configure keys and axes to suit my preferences.

I want to gain promotions and medals based on my performance. With increased rank, I want increased responsibility.

I want to be able to command destroyers and cruisers in battle. I want to manage my ship's sensors, weapons, and mission-critical systems. I want to plan nav routes for allied ships and coordinate our forces in the battle space. I want to fight my ship in varied environments and encounters against large and small, equal and unequal foes. I want to have the ability to order a retreat when we are out numbered and to press the attack when we have the advantage.

I want to be able to command a carrier battle group. I want to plan fighter missions to scout the sector and defend the fleet. I want to launch strikes against enemy ships, and coordinate them with support from my destroyer and crusier complement. I want to clear enemy minefields, order escorts for unarmed shipping, and prosecute enemy warships with extreme prejudice.

I want to do all this in a dynamic campaign environment that never gives me the same sequence of missions twice. I want the campaign system to track persistent assets for all sides in the war. If a fighter or ship or space station is destroyed in battle, I want it to be gone for good. I want the missions to make sense given the state of the war. If we are taking ground, I want to see strike missions and escorts and scounting. If we are bugging out, I want to see fleet defense missions and last-ditch hold-the-line types of fights to cover our retreat.

I want a real sense of jeopardy and progress. If I screw up in a key mission and miss the target, I don't want to wind up on "the losing track" in a canned story. I want the story to move forward with the consequences of my actions and inactions.

I guess I want a little more than just exploding capital ships.

Well, anyway, you asked.
 
milo u need to think in more broad spectram here.....no wait u dont uve coverd a hell of a game...... to bad we cant get that level of interface at the moment with game technology

oh i just looked at the new rogue leader game rebel strike, it looks brilliant and it even has some old rebel assult type stuff to, where u attack stormy on ground go after AT-Ats train on dagobah ahh looks beautiful, i need a GC now
 
I kinda thought it was more realistic when capital ships didn't completely blow up. However, because each cap ship would take hits in different places and result in different damage, I think it would have been more realistic if some of the ships had broken apart and left debris and dead bugs floating through space. But, then again, the resources to generate that would have increased quite a bit. And I'm sure they'd have found a way to screw that up too.

Also, what was up with secondary explosions going on forever and ever? Like the TCS Barkley blowing and blowing and blowing . . . never stopped. Perhaps they should have rigged it so that, after a while, the secondary explosions would have subsided and just the fried hulk would be left.
 
Lord_Nathrakh said:
to bad we cant get that level of interface at the moment with game technology
Of course we can. Every single one of the features I listed is already implemented in Starshatter. That's why I listed them.
 
What I would really like to see in a future space sim has already been mentioned, but what I think would be cool is to have multi-target tracking ability. I'm talking about locking on to several targets at the same time and launching missiles at them. You'd think that in the future, such as in 27th Century Wing Commander, that kind of capability would exist. I mean I believe the F-14 Tomcat has something close to what I mentioned, the missiles fire in succession. And that fighter is about 20 years old.

Another detail I would like is a better collision model. In WCP and in WCSO, you collide into another fighter, you bounce back and then you go on your merry way. I would like it to be that depending on the collision angle, you maybe lose a wing, or if you're fully shielded, you go tumbling around. And that the difficulty in correcting yourself varies depending on the relative speeds and masses of the two fighters.

And finally, better combat chatter. Smarter wingman that will tell you if there's someone on your six. Or if you're definding a ship, the ship will tell you if there are bombers lining up to launch torpedoes, or even say if they have incoming torpedoes, and not complain after the fact when they've been hit.

That's my story, and I'm sticking to it.
 
We would improve the game if we can get the source code... :)
Somebody have the Origin Systems response for that?
 
What is "SWOTL"?...

I'm guessing the SW is Star Wars, but that doesn't help me figure out the OTL part...
 
Preacher said:
What is "SWOTL"?...

I'm guessing the SW is Star Wars, but that doesn't help me figure out the OTL part...

Secret Weapons of the Luftwaffe, an old LucasArts WWII flight sim featuring enemies straight out of Raiders of the Lost Ark. It's been getting attention with the imminent release of Secret Weapons over Normandy.
 
Actually, I was referring to WCP on Nightmare mode.

Something I really like, however, is that those stupid bugs will get into the habit of firing missile directly at your nose. I love seeing a missile explode before it gets to me, and then ruining that bugs day by giving it a mouthful of hard-choked mass drivers. WHAM-O! Bug spray.
 
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