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Posted by Shadowolf on 02-14-2003 02:35 AM:

Starfury firing speed question

First I'd like to thank everybody who worked or works on this mod. I am very impressed by the quality and I can't wait for R2.

My only complain is regarding the slow flying speed of the Starfury projectiles. Maybe it's just me, but I find it to be a lot slower than all other space combat game that I have played before (and I pretty much played them all). Even the regular space ships in Freespace 2 shoot a lot faster. Because of this the whole experience of dog fighting is a somewhat a lot more tedious than necessary and the gameplay experience suffers in my opinion. You have to lead way too much ahead of the enemies all the time and by the time the projectiles reach them, they had plenty of time to manoeuver out of the way. What is the reason behind making those projectiles fly so slow? Is that going to change with R2?



Thanks.


Posted by Shadowolf on 02-14-2003 02:35 AM:

Starfury firing speed question

First I'd like to thank everybody who worked or works on this mod. I am very impressed by the quality and I can't wait for R2.

My only complain is regarding the slow flying speed of the Starfury projectiles. Maybe it's just me, but I find it to be a lot slower than all other space combat game that I have played before (and I pretty much played them all). Even the regular space ships in Freespace 2 shoot a lot faster. Because of this the whole experience of dog fighting is a somewhat a lot more tedious than necessary and the gameplay experience suffers in my opinion. You have to lead way too much ahead of the enemies all the time and by the time the projectiles reach them, they had plenty of time to manoeuver out of the way. What is the reason behind making those projectiles fly so slow? Is that going to change with R2?



Thanks.


Posted by IceFire on 02-14-2003 03:42 AM:

They are actually pretty fast for FreeSpace 2. In release 1, they travel at 550 m/s. Thats 100 faster than the Subach. And 150 slower than Kayser.

In release 2, the speed has been upped to 600 m/s. The entire dynamic of the combat has been modified and tweaked. You may find it easier to shoot craft down in R2 than in R1 or you may find it harder. Most have found it easier (and a bit faster in terms of pace overall) and like it alot.

Versus the Minbari's almost instant shot Neutron Cannon...no, its pretty slow

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Posted by BabProj Team on 02-14-2003 03:42 AM:

They are actually pretty fast for FreeSpace 2. In release 1, they travel at 550 m/s. Thats 100 faster than the Subach. And 150 slower than Kayser.

In release 2, the speed has been upped to 600 m/s. The entire dynamic of the combat has been modified and tweaked. You may find it easier to shoot craft down in R2 than in R1 or you may find it harder. Most have found it easier (and a bit faster in terms of pace overall) and like it alot.

Versus the Minbari's almost instant shot Neutron Cannon...no, its pretty slow

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Posted by Mr. Fury on 02-14-2003 01:32 PM:

quote:
Originally posted by IceFire
The entire dynamic of the combat has been modified and tweaked. You may find it easier to shoot craft down in R2 than in R1 or you may find it harder. Most have found it easier (and a bit faster in terms of pace overall) and like it alot.

I love the new gameplay. Much better than it was in R1.

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Posted by Mr. Fury on 02-14-2003 01:32 PM:

quote:
Originally posted by IceFire
The entire dynamic of the combat has been modified and tweaked. You may find it easier to shoot craft down in R2 than in R1 or you may find it harder. Most have found it easier (and a bit faster in terms of pace overall) and like it alot.

I love the new gameplay. Much better than it was in R1.

__________________
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Posted by -Norbert- on 02-15-2003 11:29 AM:

I can hardly wait to experiance it myselve


Posted by -Norbert- on 02-15-2003 11:29 AM:

I can hardly wait to experiance it myselve


Posted by Triggy on 02-15-2003 11:44 AM:

When are the true beams for the Nials planned to be introduced or is the source code necessary nowhere near implementation?

Also I have found that the Starfury firing speed in game to be pretty close to what is seen in the show and it seems to work for the game. The only thing that is really different from the show is the amount of damage that the fighters can take - this makes for a better single player game but I've tried multiplayer with the hit points tweaked so a double-barrel hit on a Starfury will kill it but a single-barrel hit won't quite. It works well and is really fun for multi-player: give it a try people and find out

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Posted by Triggy on 02-15-2003 11:44 AM:

When are the true beams for the Nials planned to be introduced or is the source code necessary nowhere near implementation?

Also I have found that the Starfury firing speed in game to be pretty close to what is seen in the show and it seems to work for the game. The only thing that is really different from the show is the amount of damage that the fighters can take - this makes for a better single player game but I've tried multiplayer with the hit points tweaked so a double-barrel hit on a Starfury will kill it but a single-barrel hit won't quite. It works well and is really fun for multi-player: give it a try people and find out

__________________
When the final reckoning comes only the damned will be there to see it.


Posted by Mr. Fury on 02-15-2003 12:32 PM:

quote:
Originally posted by Triggy
When are the true beams for the Nials planned to be introduced

As soon as possible.

__________________
[URL=http://freespace.volitionwatch.com/babylon/]The Babylon Project homepage[/URL] <> [URL=http://freespace.volitionwatch.com/babylon/faq.php]The Babylon Project FAQ[/URL] <> [URL=http://freespace.volitionwatch.com/fsscp/]Please support FreeSpace Source Code Project[/URL]


Posted by Mr. Fury on 02-15-2003 12:32 PM:

quote:
Originally posted by Triggy
When are the true beams for the Nials planned to be introduced

As soon as possible.

__________________
[URL=http://freespace.volitionwatch.com/babylon/]The Babylon Project homepage[/URL] <> [URL=http://freespace.volitionwatch.com/babylon/faq.php]The Babylon Project FAQ[/URL] <> [URL=http://freespace.volitionwatch.com/fsscp/]Please support FreeSpace Source Code Project[/URL]


Posted by mr. Duck on 02-15-2003 03:08 PM:

By the way, how's the damage model in r2? Is it still the same or are the starfury's main gun a little bit more deadly?


Posted by mr. Duck on 02-15-2003 03:08 PM:

By the way, how's the damage model in r2? Is it still the same or are the starfury's main gun a little bit more deadly?


Posted by CptWhite on 02-15-2003 05:22 PM:

the damage model is about the same i believe....why you'd want weapons more deadly is beyond me, it makes the game less fun in my opinion (and more frustrating)

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Posted by CptWhite on 02-15-2003 05:22 PM:

the damage model is about the same i believe....why you'd want weapons more deadly is beyond me, it makes the game less fun in my opinion (and more frustrating)

__________________
[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)

[url=http://www.b5mods.com]Great Wars - Homeworld[/url]


Posted by Prophet on 02-15-2003 05:53 PM:

quote:
Originally posted by CptWhite
why you'd want weapons more deadly is beyond me, it makes the game less fun in my opinion (and more frustrating)

It's little about mission design... If player ends up fighting alone everytime because wingmen get wiped out, then it is frustrating. But if player only has to worry about his own health, then it is fun.
Missions would need to be balaced for deadly weapons. Regular FS2 where Alpha meets killerdeathcloudoffighters wont work. So if weapons will be realistic, the missions and the amount of hostiles must be realistic. Yes?

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Oh ****! Those idiots did it.


Posted by Prophet on 02-15-2003 05:53 PM:

quote:
Originally posted by CptWhite
why you'd want weapons more deadly is beyond me, it makes the game less fun in my opinion (and more frustrating)

It's little about mission design... If player ends up fighting alone everytime because wingmen get wiped out, then it is frustrating. But if player only has to worry about his own health, then it is fun.
Missions would need to be balaced for deadly weapons. Regular FS2 where Alpha meets killerdeathcloudoffighters wont work. So if weapons will be realistic, the missions and the amount of hostiles must be realistic. Yes?

__________________
"I'm not saying anything. I didn't say anything then, and I'm not saying anything now." -Dukath

FREDer for [url=http://www.hot.ee/honorofomega/index.htm]Honour of Omega[/url]
Creator of Movements in the Mist campaign

Oh ****! Those idiots did it.


Posted by CptWhite on 02-15-2003 08:01 PM:

to be honest i'd love to see slow regeneration of health or alternatively docking with a support ship can have this effect...you thrust away if in danger

__________________
[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)

[url=http://www.b5mods.com]Great Wars - Homeworld[/url]


Posted by CptWhite on 02-15-2003 08:01 PM:

to be honest i'd love to see slow regeneration of health or alternatively docking with a support ship can have this effect...you thrust away if in danger

__________________
[url=http://freespace.volitionwatch.com/babylon]The Babylon Project[/url]: Currently designing nebula / planets and adding smoothing in all the right places ;)

[url=http://www.b5mods.com]Great Wars - Homeworld[/url]


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