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Recruit
Pilot Name: RIDIC
Joystick: Microsoft Force Feedback 2
Join Date: Jun 2007
Location: Louisiana
Posts: 14
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TOTW/F/M Award(s): 0
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Re: Ship Collisions
Just make NPC police officers and tow trucks - have a wreck? police show up make a report. Report goes to me and my new clan *Geico - Space* you pay me premiums every month and I'll determine who is at fault (sorry if your an oct
) and issue replacement checks to those who qualify, and adjust rates for accident prone pilots. What ya think interesting RP ^^.*Geiko - Space* "So easy an Oct can do it." |
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Last edited by RIDIC; 06-29-2007 at 03:35 PM.. |
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Re: Ship Collisions
hehe
Off topic: but I was hoping that ND puts the blue/red flashing lights on their NPC police or whatever. As far as collisions: Yeah, I was looking at it from a PvP perspective. I guess it would be kinda mean on the haulers to implement this, but I sure hate losing it for the PvP crowd. |
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Re: Ship Collisions
Unfortunately, they took that out (splattering flux on your hull) a few patches back... which kinda sucked, IMO. I mean, it's not like you're guaranteed an insta-gib. It took skill (and/or a large ship
) to splash a flux. Almost made flying a tow worth the effort, just to give you all that splatter area. ![]() |
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__________________
Just another nohbody professional statwh0r3 |
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Re: Ship Collisions
steamrolling squid was an art form. i was pissed when they stopped crediting you the kill for it. but if you turn collisions on, regardless of the consequences it will cause way too many problems
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__________________
Do you ever wonder why a lot of things we buy say "Made in China"? Because China is gold farming America? Priest, or something, in the Cult of Apathy - Join us!! In our quest to... oh never mind |
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Re: Ship Collisions
Quote:
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Cadet
Joystick: Saitek Cyborg Gold
Join Date: May 2007
Location: Kennedy Space Center
Posts: 73
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Re: Ship Collisions
Personally, I've always been kinda upset about not having collisions. It was probably matt farms that caused the removal. I just think it's rather unrealistic.
Then again, my shaman can walk right through a dragon that is stomping on my head and cause me to stop attacking because he is behind me. |
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Re: Ship Collisions
Ship collisions would create havoc if a fair sized squad decided to barricade a gate.
Would also be able to be used as civ vs mil. Deliberate kamikaze attacks. I could just see a hauling squad being hired to swat an enemy fleet aside with their freighters. |
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Re: Ship Collisions
Lets face it, collisions were removed because it was coded poorly.
A fighter should in no way effect a heavier ship if it collides. In real space it would, but for the sake of gameplay a tow should be able to plow through a barracade of fighters and knock all them away. There shouldve been some type of mass formula applied. It probably wasnt feasible with the old engine, but in the new one, who knows? There shouldnt be a penalty with a collision, like firing upon someone. However if two fighters collide, it should knock them around. Depending on shield and armor state, their could be damage associated. Other games have collisions and they way they are coded (because of inheirent lagg) is that the person that trys to avoid the collision, gets the less amount of damage. The person who doesnt try to avoid gets more damage. If on my end I see Im about to collide and I pull up and on his end he sees us collide, I get less damage. This factor has to be coded in, if they intend to implement collisions, because no game on a network is real time. I dont want a collision system that is coded poorly, ala Jumpgate Classic. If the new system supports everything I mentioned, I would love to see it in the game. |
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Re: Ship Collisions
The worse things I remember about collisions was people camping the docking tubes or griefers bumping civs while they were trying to dock. Instant station collision.
That could be avoided by turning collisions off around stations, but you lose immersion and realism. Than there are the trade lines between gates. Even if I get bumped in my freighter just a little it could mean the difference from jumping or hitting a petal. With ND's desire to make Jumpgate Evolution more accessible to a wider audience collisions should probably not be included. I admit they'd be cool and realistic in combat, but that's only one out of many situations and does not make up for all the hassle. |
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RbnH00d222 |
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Recruit
Pilot Name: Fidler
Join Date: Jul 2004
Posts: 24
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Re: Ship Collisions
Collision was turned on briefly in beta, it was ugly, very ugly, they turned it back off within days.
Most of you have been playing during the small years, you have to think big. At the time there were literally hundreds of players on at the same time, imagine 20 pilots trying to dock at wake at once. With 2 or 3 you can usually work it out amongst yourselves, but with that many you would need a traffic cop. A cargo ship may have more mass, but a collision, even proportioned right, results in a different vector for both ships, even if the larger mass is only changed slightly. In a heavy freighter even a small vector change can be deadly and the vector cannot be corrected in most situations in time to prevent the subsequent mating ritual with a gate petal. Another thought that went into was for the casual gamer. Not everyone has hours on end every day to hone their pilot skills, if it becomes to complicated the casual gamers are alienated and leave. As much as we would all love gaming to be pure it actually comes down to money in the end, Jumpgate people should know this more than most others. So they have to make allowances for medium skilled and casual gamers otherwise it will die another untimely death. |
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