|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.08.30 16:05:00 -
[1] - Quote
I see a major philosophy difference in the two camps. The "Simplify the flight physics/controls" camp views a DS much like a jeep, just another tool for the trigger pulling shooter to use to get around and rain occasional hell down from above. As such the tool shouldn't require significant player skill to operate. The player skill that camp is interested in is the gun game, everything else is there to support that. Complicated flying detracts from that experience.
The "I love the current flight physics/controls" camp view DS's as an end in themselves, and the pilot as a very distinct role from the ground pounder gun game. I became a pilot in real life in large part because of the personal challenge of mastering flight. Talk for very long to any pilot and you will discover the same. While always eager to swell their ranks, they absolutely relish the need for skill. Suggest to a fighter pilot that they shouldn't be special and any infantry should be able to do their job and you won't make any friends. I personally want to see the pilot role seperate and equal to the gun game, and I hope CCP does as well. DUST aims to be more than just another TDM gun game.
Yes, I already hear your argument, "This is the future and the controls could be simplified to operate like a bumper car." And I will agree, they could. But you know what else could easily be simplified and automated? The gun game.
Think about it for even a moment and you will realize that it's ludicrous that most weapons don't have auto aim and stabilization built in. Even today cheap video cameras have image stabilization. Steadycam rigs allow movie camera operators to jog with heavy rigs and the picture doesn't bounce. Your drop suit has sensors painting a red chevron over you targets head, why doesn't it self aim as long as you point it in the correct general direction? It knows where that huge suit emission is. The future battlefield would really consist of designating the next target an pulling the trigger.
The reason CCP has chosen to ignore that little bit of reality? It would eliminate 90% of player skill from the gun game and all the serious FPS players would derisively label it a baby game and leave.
So It goes for each role that the game wants to support. CCP must find a way to include some player skill along side character skill if they want to attract dedicated players to that role. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.08.30 17:20:00 -
[2] - Quote
Sees-Too-Much wrote:It would be nice to get a velocimeter, altimeter, and artificial horizon.
This would be a great thing to introduce with the pilot drop suit. The HUD would have a VSI, braro altimeter, radar altimeter (for landings) and a drift speed indicator. The latter would be something like a circle with the ship at the center and a vector extending out from there in the direction of movement with a length proportional to speed. That would solve the really vague notion of drift you now experience when far from the ground or other objects and massively assist in fast and accurate landings. An attitude indicator would also help. The current mini-map acts like a directional gyro.
Oh, and a throttle position indicator too. Not knowing how much thrust you have running makes flying more difficult than it needs to be.
Making it a part of the suit would further differentiate the pilot class. Yes, a grunt might jump in and not kill himself, but he won't be as effective as a trained pilot with the proper suit. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.08.30 19:27:00 -
[3] - Quote
Corban Lahnder wrote:So I have no isk, so I have no dropship of any kind.
do they fly like helicopters or vtols like in the old build or do they fly like fixed wing craft?
Has the vtol element been completely removed?
Compare its handeling to some other flying vehicle in a game so I cant some idea with what all the fus is about.
That way if I get into to one It wont be chaos when im at the wheel.
It's fully vectored thrust, no fixed wing or helicopter disc to use to pull yourself around in a turn and that's a big part of what is giving people trouble. You can't roll and pitch up to haul a turn as in a fixed wing or helicopter, all you end up doing is skidding sideways and slowing down. Just as in space you need to thrust to change direction. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.08.31 03:26:00 -
[4] - Quote
Dropships need better instrumentation to make flying more accurate, and I'm hoping that will come on the HUD of the pilot suit. |
Skihids
Tritan-Industries Legacy Rising
969
|
Posted - 2012.08.31 15:21:00 -
[5] - Quote
Tech Ohm Eaven wrote:Tailss Prower wrote:Lazarus Solo wrote:Personally I think they should be challenging to fly. These things are mobile death machines in the right hands though. Your 1.6M ISK tank? You can run but you sure as hell can't hide. If I was flying them, i'd love for an alternate control scheme. An alternate control scheme for all vehicles would be nice. I'd like the option to use R2/L2 to accelerate/decelerate, and the rest just like BF3. Doing everything with the left stick in an LAV is so annoying lol thats the truth when we go for those tank drivers we normally **** them off huh lazarus I love when DS try to shoot at my tank as its fun to RAILGUN a DS into oblivion.
If the ship hovers in front of your gun, but what about when it hovers where you can't elevate enough to get a shot? |
|
|
|