Manual Targeting & Dumbfire Phaser Arrays, etc... -1 reply

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Paegus

Mechanical Gimp

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22nd February 2004

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#1 13 years ago

A couple of things i've been looking into with the usual utter lack of success: -dumb-fire phaser arrays: if you're set for manual firing, i dont see why you cant fire your regular phaser arrays at the reticule. it might be odd with the multi-array firing some ships have since there's no distance calculation, but for single array firing it would could work if the dumbfire range is set at a few km (or at whatever the previous range was). especially for firing at those pesky clocked ships. the "random phaser fire" mod in the recent potd is great and all but really... the chances you'll hit anything are slim to none. and if you know a ship's capabilities you can probly add a few seconds of un-shielded phaser fire to a freshly cloaked ship by manually firing at where you think the ship could be. -proximity torpedos: missiles these days aren't impact triggered, so why should the future's torpedos be so brainless as to sail on past its target when it only missed by a few meters or less? the damage would be somewhat less but there'd still be some effect -independant weapons & flight AI: in most of the series i've seen there are 2 distinct officers. 1 handles flight control (data?/paris/etc), the other handles weapons (tuvok/worf). yet in BC the one tactical guy (who isnt even at the right station) seems to do both. would be nice to be able to assign a flight-plan (combat or otherwise) with the nav officer (F1) and then be able to fire the weapons manually without the ship trying to hand maneuvering back to you. or be able to just tell the tactical guy to attack (with or without this or that weapon), while you work the ship's flight controls. needs reports though such as "forward weapons almost drained" etc... -All 3 Axis: maybe it's just that i was spoilt with Descent, but why can't a spaceship move sideways? (strafing for your FPS folk). can't really see how one could mod the system for both transverse and rotational movement in all 3 axis, but it would be worth a shot and if possible would make the game seem much less "flight-simmy" -inertia: an object in motion tends to stay in motion. there is no air in space, so why does the ship stop when i turn off my impulse drive? relativistic effects? i doubt it. sure there could be an option to "auto-stop" but the rate at which you decelerate should be the same as your reverse acceleration (since that's basically what you're doing). on this note: there is not air in space. there is no maximum velocity. so long as i've got the fuel acceleration will always be availible. -thruster "quads": so someone blows up your impulse drive and that's it. you're pretty much dead in space. even though the impulse drive is (to my knowledge) a purely aft facing thruster. most models have the maneuvering thrusters so would be nice to have them for orientation purposes. trying to park a row of starhips with nothing but an impulse drive is just annoying :D




CaptainFish

Captain Of the USS Seaworthy

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6th July 2003

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#2 13 years ago

lol noy being mean or anything......

the creators of BC make manual fire some what of a useless tool. you have to have the sensors online to do it,

proximity torpedoes, great idea, but its part of BC's script to use proximity already. The Torpedo stuff registers that is x amount of units from the hull or sheilds, and It sets up a splash radius and the sheilds or hull take up the damage.....

3-axis movements, the beauty of this game, is to manuver, try going to full impulse initate a turn and hit 0, you keep going but you turn in a very fast movement then you hit full impulse again and you regain your speed back like you never even turned. Also, without a game pad with two analog sticks it would be very hard to manuver.

Inertia, is a pitfall i have with the game to, but if you think about it, the maps are set up like a grid, The farther you get from points 0,0 the less accurate the map can be rendered. If you just disable cut your engines at warp and keep going, the maps going to become more and more unstable...... thus, bring your speed back to 0 prevents unstable mapping. Not to mention the physics of the game are in the EXE, and its illegal to modify that.

Thrusters are something of a wonder, but it was fairly easily over come with the use of multiple impulse engine hp's. it wouldn't be 3 axis movement but it would make for a very interesting time to disable a ship from moveing completely. I Add impulse and a RCS submenu inside of the ships impulse settings and it tends to work fairly well




Paegus

Mechanical Gimp

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22nd February 2004

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#3 13 years ago

Inertia- so that's why it kept crashing on me...




Dragon_uk20002

GF makes me horny

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19th January 2004

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#4 13 years ago

Late post I know. But it would be very interesting to have Manual Phasers be able to do that...Manual fire is pointless at the moment...And it would be a brilliant way to find cloaked ships, and at least do some damage... Tis a shame that BC misses so many tactical opportunities...




nebula

KM beta and support member

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21st September 2002

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#5 13 years ago
CaptainFish

Captain Of the USS Seaworthy

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6th July 2003

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#6 13 years ago

i've had that test for awhile.....lets just say it doesn't hit jack really. BUt its a nice set of mods non the less