Quo Vadis Space-Sims?

Originally posted by RFBurns

Thats where the wingmen come into play, help out with turrets etc. But sometimes, even after ordering them to a specific task they "dally" about shouting "Im under fire!"
Spawing a hord of bombers so close to the objective is fine as long as your wing knows what to do. Probably be alot better if you order your wing to take out the first wave of bombers, but after more respawn, they should automatically know what to do without repeating orders! If you order your wing to take out bombers, they should retain those orders no matter how many times a group of enemy bombers respawn and it shouldnt matter how close or how far. Repeating orders is never done in real combat. A Stealth bomber that gets orders to take out radar installations does not need to call in for more orders after taking out the first of 10, he proceeds to the next target and takes it out until all targets per his orders are eliminated. If he has to ask "do I continue to take these out?" the brass whould order his butt home and get someone else that would do the job right the first time. Ok ok were talking about a game, but those elements could be applied to a mission in the game where you give orders once to your wing to take out incomming bombers, and if more spawn, they should already know what to do!

I absolutely agree!! It was annoying in all the WC series that the command "attack capships" or "attack fighter escorts" was absent... it would have been very useful.

Nah, instead, you had to find an appropriate target for your wingman BEFORE pressing ALT+A, meaning that if you needed him to attack a capship, you had to disengage from your own target (fighter) to cycle through the targets to find the capship, THEN press ALT+A, THEN return to your enemy fighter (who obviously did not wait for you, but already started blasting from the back... :mad:

Maybe they should start using those voice recognition messages, where you would actually SAY "Attack my target" through a mic, that would be really great! :cool:
 
Hey I didn't know that! Nice feature introduced at last!!

But you still have to deselect your target then find it again later...
And it isn't very realistic that the games actually "pauses" while you take a look at the map!

Yeah I know I'm nitpicking a lot... :)
 
***But you still have to deselect your target then find it again later...***

What? You can just select the target and exit, you'll be locked on. Unless it's a friendly ship, then you'll have to turn of smart targeting.
 
Originally posted by mpanty
And it isn't very realistic that the games actually "pauses" while you take a look at the map!

What?!? That is very realistic. That is just your onboard 4Dfx card in opperation.
 
That's very social, even for the kilrahti. You want to know were you are, and when you look at the map everyone will hold it's position.

Nice cats 'n' bugs
 
Originally posted by mpanty
Hey I didn't know that! Nice feature introduced at last!!

But you still have to deselect your target then find it again later...

RIGHT-click on a target, and it should
remain selected when you leave the map. Provided, of
course, that you've got your target locked on. If you
haven't got target lock it will simply re-select the
closest ship when you exit the map.

Respectfully,

Brian P.
 
Originally posted by Kain

Finally someone that has the same opinion on FS flight characteristics! Rocks?...more like solid concrete bricks! And something with mass will tend to "slide" given speed and rate of turn or pitch. It felt like the ships were attached to invisible rails! Fighters should never, never, never have flight characteristics to the likes of bombers and vise versa. And wholy cap ship batman!...the size of those cap ships! (a bit carried away I think!)

RFBurns [/B][/QUOTE]

yeah if you have a 166 everything is slow :P no those cap ships are just realistic. [/B][/QUOTE]

I have a P3 700! A TNT nVIDA 32Mb 3d vid card runnin 256Megs 100Mhz memory! My Descent 3 runs perfect, so does FS and FS2, its not a question of the game running slow, its the FACT that the fighters lack fighter agility and speed. They fly like bombers on rails! Almost like a roller coaster ride! Dont get me wrong, the game is a good one but needs some lessons from WC about flight physics! :)

RFBurns
 
Using the map to target enemies and pausing the game contradicts the element of realism (ok ok its not 'realistic', yet lets hold that assumption ok?).

As was said, that's very social and nice of the Kats ands Bugs.

Nice Kitty! Stay where you are so I CAN KILL YOU!
 
I use the map to see the tactical situation, I rarely use it to give attack commands to wingmans (I rarely give commands to wingmans anyway), its a good thing to see were all the bugs are, if people feel bad about, dont use it.
But it beats scroling down all enemy ships to find that bomber (also a bad thing, it also tell what ship it targeting it or with ship is targeting it).
 
Well, clicking on your carrier, or whatever you're supposed to be escorting, then following the red lines to any serious threats (Mantas, Stingrays) is a good idea to me. :)
 
Originally posted by redwolf
Using the map to target enemies and pausing the game contradicts the element of realism (ok ok its not 'realistic', yet lets hold that assumption ok?).
Pausing the game in the first place, and going to a craper or such is also unrealistic, yet a lot of people do it.:)
 
Pausing the nav map is realistic if you look at it like this: In combat in the Wing Commander universe you would normally be able to view the combat situation through radio contact, your HUD and various other means. These can be done while still fighting. Unless a good way is found to covey the information in this type of way without making you a sitting duck, pausing is the best solution.

TC
 
Re: Re: Quo Vadis Space-Sims

Originally posted by Rainman
Originally posted by Michael_A
I loved freespace tough because of it’s great story and the real challange it proposed (FreeSpace 2 is a LOT harder than Prophecy), but i think the features most advanced players appriciated where those who frightend off the casual player :(

I try my damndest to maintain my composure on this board. If one were to check my history, they'd notice that I have maintained my calm in most situations. Most being the operative word.

This might ot apply to you Micheal_A, or Rainman (Whoever posted the above comment.)
But I am sick and tired of you goddamn people whining about how Prophecy was so easy. Here's a clue for ya' turn it on a harder difficulty level. Better yet? Play through Secret Missions 2. Then we'll talk.
 
Originally posted by TC
Pausing the nav map is realistic if you look at it like this: In combat in the Wing Commander universe you would normally be able to view the combat situation through radio contact, your HUD and various other means. These can be done while still fighting. Unless a good way is found to covey the information in this type of way without making you a sitting duck, pausing is the best solution.

Yeah, they ought to find some voice recognition system, where you would actually SAY "Attack my target" through a mic, and your wingman would carry out the order. That would be really revolutionary for a space combat sim... :)
 
Actually...... there is a piece of software that came w/ a headset that did just that. you programed it to do certain key commands and assigned them to specific voice commands. It was like programming a sidewinder product. Unfortunately, I don't think it ever really caught on too well. I can't remember what it was called either.:( I work at CompUSA and it came out about a year and a half ago. It sat on the shelves for about three months. In those three months, I think that we sold all of one. Then, we took it off the shelves and it was ast la bye bye to the voice recognition for games.
 
There have been many attempts at such things... IBM has invested a *lot* of money into developing voice recognition -- there just hasn't been a nice universal standard for games (there are several completely different perhipherals and some games include it as an internal feature...). We need a very popular game to support just *one* method, like WC did with the soundblaster. For a while blind I even once used a voice-recognition software for applications for a while, which seemed pretty effective.
 
Um... Livid... Prophecy was easy... I don't see why you have problems with that.

TC
 
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