| Issue 31: | Gekko Playability | |
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All right, I know this idea was shot down a while ago due to being impractical, but we've made a lot of progress in many fields (including player-vehicle separation), and wanted to bring it back to the table. With all the trouble we've been going through to make these ships, it seems like a shame not to let people fly them. Plus, it would be fun! I have some detailed ideas for how the system could work in a variety of situations, but for now I'd just like to discuss the general feasibility of this concept.
Apr 21, 2010
Project Member
#1
srpli...@gmail.com
Apr 21, 2010
I had similar ideas, but again wanted to learn more about the concept before I started airing them. Why not have larger maps, then? Ciudades del Cielo already looks like it's shaping up to be quite a nice size, and Green Hills always struck me as a map that focused much more on vertical length than horizontal.
Apr 21, 2010
Well map size has never really been discussed. Cerebrate would probably know how large a map can be in Unity. Keep in mind that the bigger it is, the more taxing it will be on the system. Not only that, but considering how long it takes to get from one end to the other, green hills should be a template for how big our maps get (length wise at least) When you consider how many people will be playing on these servers (between 16-32) making them really big could bog down game play. I personally think that the current map size is just about what we need.
Apr 21, 2010
The current map size is probably fine; just consider this: If we cut the altitude change in third, we could double the width/height map size and still wind up with a smaller map than Green Hills.
Apr 21, 2010
flying the gekko is stupid there is no way it would ever be fun for anyone
Apr 21, 2010
while doug has no human emotions and comes off as a total dick, he does have a point. We never intended to have the gekko as vehicle. feel free to think up ideas, but for now its not in the cards.
Apr 21, 2010
Like I said, I have ideas on how it could be fun.
Apr 21, 2010
Well since you have an issue open, why not voice them.
Apr 21, 2010
I wanted to run it by Cer and examine the technical aspect. Now that it's done, I'll post a possible Gekko flying method here. There'd be three different positions: Flight: Would fly the damn thing around. Gets to be in charge of movement, boosters, trapar state..etc. Boost reserves would be large, but recharge quite slowly. The Gekko would barely be able to fly if pointed right without trapar. Flight would be aerodynamically accurate. May also have the ability to raise or lower the launch ramp, enabling teammates to launch from the gekko but increasing drag. Weapons: Manages the lasers, missiles, and chaff. Missiles reload individually and fire as long as the key is held until they are exhausted. Lasers take a while to target but are huge and do huge damage. Other weapons are possible. Intelligence: Would monitor various radar readings of the battlefield and relay that information to teammates. Has access to a massive radar array and various readouts. May be able to access information like a graph that roughly predicts future trapar values. Manning this chair enables the compac interferencer, which hides the ship and any LFOs within a small radius from all enemy radar. Just ideas that will probably be radically changed on the way to development, but I think they have some merit. You'd just select "Man Intelligence" or w/e from the f1 menu when in person form. One person per slot. |
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