Course lock

Catch-all for all development not having a specific forum.
finn_bryant
Posts: 31
Joined: Mon Feb 20, 2006 8:00 am
Location: Stansted, UK

Post by finn_bryant »

QUOTE hmm, not sure i like that.

besides, boosters are giant fixed rocket engines on the back of your ship, they cant thrust sideways[/quote]

i think he's suggesting that course lock effectively removes space drag, thus making it follow newtons first law, (objects remain at constant velocity unless acted upon).

its an interesting idea. i've always wondered what would happen if you made drag optional, except that maybe making it take a long time to reload, like shields. it would mean that the cap ships would be more usable, but more easily wrecked too.

i could imagine people taking a cap ship at a base at 200m/s and realising with 500m that they had to stop. /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />

but anyway, i think this would have too much of an effect on gameplay... and it wouldn't really fit just allowing it on one ship.
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Anguirel
Posts: 407
Joined: Tue Mar 09, 2004 8:00 am
Location: El Pueblo de Nuestra Señora la Reina de los Ángeles del Río de Porciúncula

Post by Anguirel »

Make it a new cloak-slot device. "Quantum Physics Cloaking" allows your ship to hide from Alleg-style Physics. It also both kills and doesn't kill cats. /mrgreen.gif" style="vertical-align:middle" emoid=":D" border="0" alt="mrgreen.gif" />
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"I disapprove of what you say, but I will defend to the death your right to say it" - Beatrice Hall, The Friends of Voltaire
Psychosis
Posts: 4218
Joined: Wed Oct 27, 2004 7:00 am
Location: California

Post by Psychosis »

bad idea, i can see this being highly exploited.

you could really get a bbr moving with that.

keep courselock the way it is, the toggle is nice, but heh, is hitting the button twice that hard?
madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

i think it actually would be annoying holding, but if that's what he's used to and wants, it just takes your finger (or thumb) out of action while you hold it.

but if you did it for short periods, but then it wouldn't really have that much of an effect thanks to the inertia of your ship

but in other news, physics on and off switches are bad mmmkay
Last edited by madpeople on Mon Dec 11, 2006 1:23 pm, edited 1 time in total.
Raveen
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Post by Raveen »

I could see it being useful in dogfighting (set course lock as you strafe past a target) or for nanning as you could repeatedly course lock to stay with the bbr and move about it whilst nanning all the time (a bit like using sidethrust).
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j_k
Posts: 29
Joined: Wed Sep 21, 2005 7:00 am

Post by j_k »

madpeople wrote:QUOTE (madpeople @ Dec 11 2006, 08:22 AM) i think it actually would be annoying holding, but if that's what he's used to and wants, it just takes your finger (or thumb) out of action while you hold it.
That's true, but I have it remapped so the courselock key is Q -- just like tachyon. That makes it easier.

I'll try to install it today.

--j_k
ingame as j_k or j_k_redtail
j_k
Posts: 29
Joined: Wed Sep 21, 2005 7:00 am

Post by j_k »

Cool, it works. Thanks mp.

After playing Tachyon, this way feels more natural to me. Tach and Alleg still fly very differently, though /wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

--j_k
ingame as j_k or j_k_redtail
madpeople
Posts: 4787
Joined: Tue Dec 16, 2003 8:00 am
Location: England

Post by madpeople »

i'm guessing you figured to change the "l" in the script to "q" /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

also thank fynn /smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
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