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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Vehicle Control
I'm more for CBB but it depends how you're planning on having the GUI work. Nice to see this still chugging along.
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Wed Apr 21, 2010 7:22 am |
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carriontrooper
Joined: Mon Apr 13, 2009 12:27 pm Posts: 813 Location: Yogyakarta, Indonesia. A slice o' paradise.
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Re: Vehicle Control
CBA, partially CBB.
So far we have these for aerial controls: -Darlos' hover code -Grif's plane code (Alhazred optimized it) -Alhazred's gunship code besides the usual rocket and dropship.
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Wed Apr 21, 2010 10:45 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Vehicle Control
This mod doesn't quite fit into any of those categories.
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Wed Apr 21, 2010 4:30 pm |
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Lizardheim
DRL Developer
Joined: Fri May 15, 2009 10:29 am Posts: 4107 Location: Russia
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Re: Vehicle Control
CAB sounds best.
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Wed Apr 21, 2010 4:32 pm |
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Tearagion
Joined: Mon Jan 11, 2010 12:41 am Posts: 78
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Re: Vehicle Control
B A A
(haha, sheep)
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Wed Apr 21, 2010 9:53 pm |
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David Rodrigov
Joined: Mon Jan 25, 2010 11:35 pm Posts: 675
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Re: Vehicle Control
To me CCB sounds the best.
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Wed Apr 21, 2010 11:39 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: Vehicle Control
Actually a combination of both for number 2 would be good.
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Wed Apr 21, 2010 11:53 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Vehicle Control
Alright, thanks guys.
For the most part, what I'm thinking is-
Selectable modes, between automatic and manual in terms of weaponry
Make the control scheme overall as intuitive as possible, with a GUI to cover new users, possibly with an out-of-game option to disable it if you dislike it.
And the controls are gonna tend more towards "fun" than "realistic", though I might be persuaded to make versions with both.
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Thu Apr 22, 2010 2:19 am |
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Foa
Data Realms Elite
Joined: Wed Sep 05, 2007 4:14 am Posts: 3966 Location: Canadida
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Re: Vehicle Control
Great grif, now I can quickly use the functions of the craft, worry about whether or not to focus on flight or fight, and I can go from artificial to fun time clunky reality. Look off of the Gunships by Abdul.
CAA
I like me a machine that you can get a real feel of ( like do some crazy ♥♥♥♥ like acrobatic stunt fliers ) , and has easy access of the controls. Can't control a stunt plane if you don't have easy access to what you need, YOU'D DIE BECAUSE OF IT!
Abdul's Gunships are a good example, I can "feel" the plane, I can do bull♥♥♥♥ things*, and I can easily gun people down while still being able to quickly touch down for a little fix. That and the fact that it hovers in place when not controlled, I don't want to worry about the ship while it is idle.
*- Crash landings are fun, not to mention the over-corrections.
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Thu Apr 22, 2010 3:01 am |
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Zulzuk
Joined: Sat Jan 09, 2010 6:09 am Posts: 57
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Re: Vehicle Control
CaveCricket48 wrote: 1. C 2. A 3. A This
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Wed Apr 28, 2010 11:20 pm |
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LowestFormOfWit
Joined: Mon Oct 06, 2008 2:04 am Posts: 1559
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Re: Vehicle Control
Quote: The LFoW way, which makes it completely stylistic, awesome and unique, while still functional and easy to handle. Oh it will be excellent.
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Thu Apr 29, 2010 2:54 am |
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FuzzyMelon
Joined: Sat Mar 13, 2010 5:52 am Posts: 229
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Re: Vehicle Control
C A A or B
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Thu Apr 29, 2010 2:55 am |
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Culthero
Joined: Thu Mar 04, 2010 9:07 pm Posts: 126 Location: Turkey
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Re: Vehicle Control
Q1: b, Q2: b, Q3: a
I like this game for trying to be realistic/predictable but ending up being pretty chaotic/unpredictable, just like life. However, the difficulty to fly said ship and the weapon power/durability of the ship should increase together. If a ship with weak weapon power and little armor was very difficult to fly, why even bother? KnowhatImsayin'?
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Thu Apr 29, 2010 10:26 am |
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