Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
iceyburnz
Crux Special Tasks Group Gallente Federation
1213
|
Posted - 2013.12.17 13:17:00 -
[1] - Quote
For the first time since closed beta, I flew a dropship.
I like them but they sort of feel like an alpha in flight mechanics. They really need iterated on. Heres a small list of things I think they need.
a) Artificial horizon in first person mode. Would helk alot to be honest, and would feel more like a high tech flying vehicle.
b) Altimeter. Yes immersive and useful.
c) Proximity warning. No annoying alarm but maybe the vehicles supposed high tech onboard computer could mention when you are about to crash hilariously into a wall, or pipe or another dropship.
d) Some kind of hover mode that kills forward momentum and makes you hang in the air like the dangle berry you are in a dropship.
Believe it or not they have these in good old fashioned 21st century helicopters. Maybe they forgot about this in the eve universe when they were inventing anti gravity. Infact while I'm being glib, we all know that trying to simulate a high tech future war would be a gaming disaster, however I strongly urge the 'flight dev' that flying vehicles desperately need, at least, to seem like they are super high tech flying vehicles, not cut down helicopters with the avionics ripped out and a anti gravity generator showhorned in somewhere.
"We spent so much time huddling inside buildings with tanks circling outside like a swarm of sharks around bait"
|
Dustbunny Durrr
ReD or DeaD
5
|
Posted - 2013.12.17 19:51:00 -
[2] - Quote
iceyburnz wrote:For the first time since closed beta, I flew a dropship.
I like them but they sort of feel like an alpha in flight mechanics. They really need iterated on. Heres a small list of things I think they need.
a) Artificial horizon in first person mode. Would helk alot to be honest, and would feel more like a high tech flying vehicle.
b) Altimeter. Yes immersive and useful.
c) Proximity warning. No annoying alarm but maybe the vehicles supposed high tech onboard computer could mention when you are about to crash hilariously into a wall, or pipe or another dropship.
d) Some kind of hover mode that kills forward momentum and makes you hang in the air like the dangle berry you are in a dropship.
Believe it or not they have these in good old fashioned 21st century helicopters. Maybe they forgot about this in the eve universe when they were inventing anti gravity. Infact while I'm being glib, we all know that trying to simulate a high tech future war would be a gaming disaster, however I strongly urge the 'flight dev' that flying vehicles desperately need, at least, to seem like they are super high tech flying vehicles, not cut down helicopters with the avionics ripped out and a anti gravity generator showhorned in somewhere.
a: no comment
b: Would be pretty cool, but isn't necessary.
c: honestly, I'm a horrible pilot, and with minimal skill you will stop crashing into stuff. You already see whatever you will crash into, do we need really a proximity warning to tell you what you're already seeing?
d: We already have it. I'd recommend youtubing dust player Judge Radamanthus. He has a very good "intro to flying" video to show you how you can do this.
Intro to Flying Dropships |
Kallas Hallytyr
Skullbreakers
179
|
Posted - 2013.12.17 20:18:00 -
[3] - Quote
iceyburnz wrote:a) Artificial horizon in first person mode. Would helk alot to be honest, and would feel more like a high tech flying vehicle.
Yeah, would be good to have an alternative view. Not that I mind third person, but would allow an alternative and be immersive.
iceyburnz wrote:b) Altimeter. Yes immersive and useful.
Agreed.
iceyburnz wrote:c) Proximity warning. No annoying alarm but maybe the vehicles supposed high tech onboard computer could mention when you are about to crash hilariously into a wall, or pipe or another dropship.
I can see this as some kind of indicator on the HUD. I'd also very much like to see some form of lock-on warning. As much as Swarms are laughable and Forge Guns can be tanked somewhat, I hate the hit indicators: it tells me roughly where on my vehicle I was hit, not from where.
If I got some kind of warning about the direction I was tagged from (post-hit) rather than uselessly telling me that the Forge Gun hit my back end.
iceyburnz wrote:d) Some kind of hover mode that kills forward momentum and makes you hang in the air like the dangle berry you are in a dropship.
Yes and no. I like personally maintaining a hover - it puts an emphasis on being actually good and taking the time to learn how to be a great pilot. Simplifying the action would remove some of the fun and challenge, as well as the reward for being a good pilot.
Also, it's actually a bad idea (generally speaking) for dropships to remain static and a button that causes your vehicle to reduce it's overall motion is essentially just a signal flare for, "PLEASE SHOOT ME MR RAILGUN!"
iceyburnz wrote:Believe it or not they have these in good old fashioned 21st century helicopters. Maybe they forgot about this in the eve universe when they were inventing anti gravity. Infact while I'm being glib, we all know that trying to simulate a high tech future war would be a gaming disaster, however I strongly urge the 'flight dev' that flying vehicles desperately need, at least, to seem like they are super high tech flying vehicles, not cut down helicopters with the avionics ripped out and a anti gravity generator showhorned in somewhere.
As much as some miss this, New Eden was cut off from Earth. Whilst the residents of New Eden are indeed descendants of Earth-born humans, in their history went through a massive overhaul filled with Dark Ages and rediscovery: assuming an invention on Earth will be present somewhere else is not fair without considering the alternative.
Personally, I find that the dropship mechanics are fine. |
iceyburnz
Crux Special Tasks Group Gallente Federation
1214
|
Posted - 2013.12.17 20:22:00 -
[4] - Quote
Dustbunny Durrr wrote:a: no comment b: Would be pretty cool, but isn't necessary. c: honestly, I'm a horrible pilot, and with minimal skill you will stop crashing into stuff. You already see whatever you will crash into, do we need really a proximity warning to tell you what you're already seeing? d: We already have it. I'd recommend youtubing dust player Judge Radamanthus. He has a very good "intro to flying" video to show you how you can do this. Intro to Flying Dropships
Good points.
a) & b). the point being in first person these things help with situational awareness.
c) Same as a & b, since switching between first and third person is a pain and immersion breaking. And if they can impliment it on dropships it will really hellp when (if) fighters come along.
d) I didn't know that, cheers for the pointer.
Admittedly these points arn't must haves, but they would improve quality of life (flight) and immersion. First person mode in dropships seems lazy. That being said I under stand the focus is on meat and potatoes, it can wait, that being said if we don't tell CCP what we want how will they know?
"We spent so much time huddling inside buildings with tanks circling outside like a swarm of sharks around bait"
|
iceyburnz
Crux Special Tasks Group Gallente Federation
1214
|
Posted - 2013.12.17 20:25:00 -
[5] - Quote
Kallas Hallytyr wrote: As much as some miss this, New Eden was cut off from Earth. Whilst the residents of New Eden are indeed descendants of Earth-born humans, in their history went through a massive overhaul filled with Dark Ages and rediscovery: assuming an invention on Earth will be present somewhere else is not fair without considering the alternative.
Personally, I find that the dropship mechanics are fine.
Thanks for the post :)
Don't misunderstand me. A hamburger is fine, add relish, lettice and tomotoe and you have a winner. Im not saying Dropships are bad, I just think they need more stuff to make the experience a little moreGǪ epic?
Just some little things that say "aircraft".
"We spent so much time huddling inside buildings with tanks circling outside like a swarm of sharks around bait"
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |