Bloodspray
Spaceman
I see Privateer is being redone, and it looks cool, I'm really looking forward to it.
Even though WC is my all time favorite game series, I've always been a realism nut. I did manage to overlook and/or rationalize the arcade flight of the WC series. I figure if they have atificial gravity down so well that it's absolutely no big deal for them, even on third rate, ancient, battle scarred warships, and even inside the smallest of fighters (the good ol' accel absorbers from WC1. At least, I thought that was a form of art. grav. to keep the pilot from becoming mush under heavy acceleration loads...), then their use of "fields" must be so advanced, that the crazy, totally unreal space FM can be justified (although the power consumption has to be totally outrageous when you consider the amount of inertia built up by a heavy fighter moving at 1000kps or so). Even the planet-side FM is kinda/sorta acceptable (but it's EXTREMELY disorienting).
The thing is.....they are hurting themselves with over use of their magic level tech. Why require burner use and fuel consumption to maintain full speed? Turn off that crap once you hit speed and just cruise on Newton's dime (first law). (Yeah, I know, a "game play" device, similar to a plot device for fiction. But that's a cop out, really.)
Other aspects are spinning in place so you are pointing away from your direction of travel (yes, caps lock is supposed to "slide" in WC3, but it's not working for me - not sure why), and vertical and horizontal maneuvering.
Ever watch a Babylon 5 Star Fury fight scene? That's a lot of flexibility that WC fighters are missing. And yet, they are very advantaged over Earth Force fighters because they don't need to use fuel to arrest their momentum no matter how extreme the maneuver.
With the remakes and new creations going on, has anyone tried to some how combine real newtonian physics with WCs magic level tech? If you could somehow harness both (and, if we look at it from a "what if" perspective, if you can do the WC thing, totally overcoming newtonian laws (basically), then you, by default, can get the best of the other stuff as well.
In 92, it was probably a bit much to have a newtonian physics model in a PC game, much less one that ambitious (between the system itself not being able to process that, let alone with graphics and sound, and cash/manpower resources to actually make such an project), but that doesn't stop us now.
Or, have I just kicked over an anthill?
Even though WC is my all time favorite game series, I've always been a realism nut. I did manage to overlook and/or rationalize the arcade flight of the WC series. I figure if they have atificial gravity down so well that it's absolutely no big deal for them, even on third rate, ancient, battle scarred warships, and even inside the smallest of fighters (the good ol' accel absorbers from WC1. At least, I thought that was a form of art. grav. to keep the pilot from becoming mush under heavy acceleration loads...), then their use of "fields" must be so advanced, that the crazy, totally unreal space FM can be justified (although the power consumption has to be totally outrageous when you consider the amount of inertia built up by a heavy fighter moving at 1000kps or so). Even the planet-side FM is kinda/sorta acceptable (but it's EXTREMELY disorienting).
The thing is.....they are hurting themselves with over use of their magic level tech. Why require burner use and fuel consumption to maintain full speed? Turn off that crap once you hit speed and just cruise on Newton's dime (first law). (Yeah, I know, a "game play" device, similar to a plot device for fiction. But that's a cop out, really.)
Other aspects are spinning in place so you are pointing away from your direction of travel (yes, caps lock is supposed to "slide" in WC3, but it's not working for me - not sure why), and vertical and horizontal maneuvering.
Ever watch a Babylon 5 Star Fury fight scene? That's a lot of flexibility that WC fighters are missing. And yet, they are very advantaged over Earth Force fighters because they don't need to use fuel to arrest their momentum no matter how extreme the maneuver.
With the remakes and new creations going on, has anyone tried to some how combine real newtonian physics with WCs magic level tech? If you could somehow harness both (and, if we look at it from a "what if" perspective, if you can do the WC thing, totally overcoming newtonian laws (basically), then you, by default, can get the best of the other stuff as well.
In 92, it was probably a bit much to have a newtonian physics model in a PC game, much less one that ambitious (between the system itself not being able to process that, let alone with graphics and sound, and cash/manpower resources to actually make such an project), but that doesn't stop us now.
Or, have I just kicked over an anthill?