Raveen wrote:QUOTE (Raveen @ May 20 2010, 04:12 AM) In a lag free environment this would indeed be ideal (actually, I'd suggest some sort of angling convergence of the individual guns a bit like the XWing series). However, in a laggy environment the decision made was to compensate for lag by using dispersion (or AOE).
The dispersion was also decided upon for the original models, the ones without perfect hitboxes. But you appear to be suggesting that dispersion only helps hit in lag. This seems strange to me, since dispersion will also cause you to miss. Lag only compounds that factor both ways. I would argue the same is true for the hitbox.
I'm not saying that the few ships with silly oversized or off-shape hitboxes (like the Rix fig you mentioned) are a good thing, but the slightly out of shape ones (most of the current ships in my opinion) don't strike me as a big issue. If I line up my shots to hit the ship around its middle, some are going to miss from dispersion and lag, and a few extra will hit because of dispersion and the hitbox. Its not a great system but given how current gameplay works its quite functional.
I'm arguing with you Rav, because here I see complaining that the ship with the conforming hitbox is too hard to hit, and then people telling me all ships should have conforming hitboxes.
QUOTE it is utterly retarded to have 0 dispersion, 0 AOE guns (except for guns that are for shooting at stationary objects like bases).[/quote]So you're suggesting that Sniper, Util, Dis, and all of the TF weapons should have dispersion or AOE added? Not sarcastic here, just curious as its one thats come up before. I'd be interested to know how you think we'd rebalance the SF weapons in particular since they'd have to get closer to do the same damage.
QUOTE of course, that's a lot of work but that's a poor excuse to not make new models properly.[/quote]As I mentioned above, the irony of this sort of statement is that we've had far more complaints/issues with these new conforming hitboxes than we have with the more traditional ones. Bear in mind that this is based off the responses I see in this forum. If you all think that the IC and Rix ints, the belters figs, Giga scouts, etc. are all terribly unbalanced and need to be fixed then speak up and I'll be forced to consider otherwise. Hell, even the new OH ships were supposedly made that way and aside from the flat profile on the int there don't appear to have been any major complaints about those.
And as for the workload, it seems silly to me because you'd achieve the exact same effect with all of this perfect-hitbox stuff that you do now. You're changing the hitboxes to conform (which makes them harder to hit) and then making them bigger as balance demands (which makes them as easy/hard to hit as they are now). That said if somebody were to magically PM me tomorrow with a set of new perfect hitboxes for every ship in Allegiance, I don't think I'd turn it down. Would be fun hearing all the complaints about the new ships being too hard to hit though, especially since it would take us several releases to get them anywhere near the level they are now. It'd also be funny seeing these huge ships flying around afterwards, especially if it began to interfere with docking at small doors.
theTroy wrote:QUOTE (theTroy @ May 20 2010, 04:41 AM) As an option HP could be reduced by cubic root of what the proposed scale up value is. (least amount of work needed)
So what happens when these ships are up against AOE weapons like skycap? Did you even think of that before you hit the post button?
TurkeyXIII wrote:QUOTE (TurkeyXIII @ May 20 2010, 11:24 AM) I find it more difficult to hit targets for which I can't see the hitbox than for those with have WYSIWYG hitboxes.
So the IC int is harder for you to hit than the new TF int?