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Author Topic: Rotational Gunfire  (Read 411 times)
NiteHawk
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« on: April 09, 2010, 01:46:53 AM »

So you mash the spacebar normally to fire, which is in any basic game.

However, what is the point in arcs if there never used? The only time you use them is if you use your mouse or use the AI command to autofire at enemies. So I have a couple ideas on top of this:

A. Manual rotation of gunfire. This means you can use a key to move your gunfire to the left or right, and center it if need be. Not sure how well this would do overall though.

B. Automatic rotation of gunfire. This would mean if you FIRE, it would fire where the enemy would predict, (Much like when you hit the F key, cept you can control gunfire and ship movement during this time.) The pro is: Good against slow enemies, ability to use the full arcs of guns with little effort. Cons: Auto prediction doesn't work well on fast targets, won't always be able to fire guns depending on arc, good for one 'target' at a time, normally. I would also think it would be less accurate if you were moving fast too, not sure though. With this method, we can also bring in a MODULE that allows you to enable or disable it, but we 'DONT' need this, just a suggestion. But the module could have a 'accuracy' rating and other fun things like that to make it rather balanced.

What is everyones take on this? (No it won't be in until I start working on modules/weapons in the future).
« Last Edit: April 09, 2010, 04:36:58 AM by NiteHawk » Report to moderator   Logged

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« Reply #1 on: April 09, 2010, 10:42:40 AM »

I think IceDX posted something about a game called Naev.

I played this game for a while and noticed it does have targeting and firing settings: but for autoaim you need to buy turrets. If not you have to press A to face your enemy.

Maybe we could have that option as well, have some turrets which autoaim and some guns which fire straight front.
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« Reply #2 on: April 09, 2010, 10:53:53 AM »

I think IceDX posted something about a game called Naev.

I played this game for a while and noticed it does have targeting and firing settings: but for autoaim you need to buy turrets. If not you have to press A to face your enemy.

Maybe we could have that option as well, have some turrets which autoaim and some guns which fire straight front.

I see, this is a possibility too. Autoaim turret style weapons. So we have then.

1. Manual rotation of weapons (Kinda leaning on SUPER NO for this.)
2. Autoaim with a module, module = ENABLE/DISABLE autoaim if you have the module)
3. Autoaim using (turrets - Would add a extra flag, no enable/disable. Would be similar to 2 with firing styles.)
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« Reply #3 on: April 09, 2010, 11:22:09 AM »

Could do a combo of the above, weapons on turrets (auto-predict), weapons on manual/spacebar and have (mouse) aim.

Anything "beam" would just follow the target anyways.

OR, could try adapting a Bridge Commander-style targeting..

*Beam weapons always follow the target, but can be manually aimed.
*Torpedoes are dumb-fire unless a "lock" has been acquired; if lock acquired, torpedo will follow until it hits something or runs out of fuel.
*Pulse/energy/Disruptor weapons are dumb-fire, but can manually be aimed by pressing a key (in BC this is the "H" key (for all weapons), might not work in SF 'cause its the "Call for backup" command). Manual aiming usually allows "targetable destruction" as in destroying one piece of the ship from the rest, such as ripping apart a warp nacelle.
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« Reply #4 on: April 09, 2010, 11:35:24 AM »

Yeah I definatly want to make missiles ACTUALLY MISSILES and not some stupid spam fire weapon. High damage, low ammo for the most case, unless there like SABOTS (fast firing dumb fire missiles.)

For the most case the case though is should it be built in the weapon or a module that enables this? I agree with your points about auto-predict manual/spacebar etc. But the only reason I see not to do it as a turret is becuase AI and your AUTOFIGHT mode (aka hit the F key) uses this approach, which many people already do with STARBASES for example to easily take down targets. Was thinking of removing the whole AUTOFIRE on F key and just leaving it to 'FOLLOW' instead of autofire. And then having THIS autofire place in, which would benifit but take up a module slot.

It could actually even be a SUBMODULE, if you remembered about that. We all discussed about all modules having 'submodules' in them, aka so it could be like ENGINE has two submodules, submodules being stuff like "FASTER MAX SPEED' or 'FASTER ACCEL'. Means alot more customization but will be okay if you are able to SAVE your ship settings Smiley

And for weapons it was submodules like (INCREASED FUEL, INCREASED DAMAGE, etc.. But then can have an extra one.. AUTOAIM module which allows guns to be fired autoaiming wise if you wish.. That might be a better idea, actually Smiley
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« Reply #5 on: April 09, 2010, 11:52:18 AM »

I'm kinda leaning towards manual rotation... it would put a nice edge in combat.. would need to implement something in the GUI that shows the rotation of the weapon, and maybe a hotkey for setting it straight.
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