This topic has 32 replies, 16 voices, and was last updated 15 years, 11 months ago by Rojan QDel.
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    • KSpin Member
      May 4, 2008 at 11:21 am #626

      I’ve participated in a few of these since I started about a week ago. One definite problem is having to spam the ‘fire turbo’ or ‘fire ion’ commands repeatedly, at least a hundred times a battle.

      I was thinking, couldn’t it be changed so that someone had to man the guns, much like a pilot mans the controls when flying a smaller ship?
      When someone mans the guns, they just target the ship they want to shoot at, and then type fire/fire turbo/fire ion and the guns will keep firing at their greatest possible speed… or maybe even make the speed dependant on their weapon systems skill.

      It would definitely help to cut down on the spam during space combat.

      And if you only want to fire a couple of shots, you could perhaps have a "fire ion 1" or "fire turbo 4", which would only fire that many shots.

    • Inactive
      May 4, 2008 at 2:32 pm #6038

      Just make an alias in your mud client.

      Mine is ‘afire’. That fires the guns and ions five times each. Just typing that twice makes it easier for me.

    • KSpin Member
      May 4, 2008 at 4:25 pm #6043
      "Skiia":3k24jarv wrote:
      Just make an alias in your mud client.

      Mine is ‘afire’. That fires the guns and ions five times each. Just typing that twice makes it easier for me.[/quote:3k24jarv]

      Yet still spammerific.

    • Drel Member
      May 4, 2008 at 6:40 pm #6044

      I’m sorry. -Who- are you?

    • Walldo Keymaster
      May 4, 2008 at 10:59 pm #6046

      "Make an alias" is something that could be said for a lot of threads in here, and that’s not the point of this forum. Neither is the person’s identity.

      That being said, there is some strategy to it. Space combat isn’t just "spam fire more than the other team". There are matters like recharge rate to think about.

    • KSpin Member
      May 5, 2008 at 8:58 am #6057
      "Walldo":17wen9ip wrote:
      "Make an alias" is something that could be said for a lot of threads in here, and that’s not the point of this forum. Neither is the person’s identity.

      That being said, there is some strategy to it. Space combat isn’t just "spam fire more than the other team". There are matters like recharge rate to think about.[/quote:17wen9ip]

      Perhaps an extra parameter to the command then? Like fire ion slow/medium/rapid would alter the rate of fire?

    • Troll Participant
      May 5, 2008 at 1:53 pm #6060
      "KSpin":10r5bq5u wrote:
      "Walldo":10r5bq5u wrote:
      "Make an alias" is something that could be said for a lot of threads in here, and that’s not the point of this forum. Neither is the person’s identity.

      That being said, there is some strategy to it. Space combat isn’t just "spam fire more than the other team". There are matters like recharge rate to think about.[/quote:10r5bq5u]

      Perhaps an extra parameter to the command then? Like fire ion slow/medium/rapid would alter the rate of fire?[/quote:10r5bq5u]

      Slow would hit more often than rapid, and would also do more damage because it’s easier to score a critical hit if you aim first? Yes, I support the idea, although I haven’t been in a space battle as a pilot and never intend to unless something awful happens.

    • Avanga Member
      May 6, 2008 at 5:21 am #6079

      I don’t know how I feel about these suggestions.

      I’ve always felt that the idea behind a capship was that you gave the command and the minions did the rest, so the fire <rate of fire> makes sense. Of course, it’d make the whole space combat thing waaaay easier.

    • KSpin Member
      May 6, 2008 at 9:49 am #6080
      "Avanga":31z1r2h5 wrote:
      I don’t know how I feel about these suggestions.

      I’ve always felt that the idea behind a capship was that you gave the command and the minions did the rest, so the fire <rate of fire> makes sense. Of course, it’d make the whole space combat thing waaaay easier.[/quote:31z1r2h5]

      The only difficulty with space combat as there is, is seeing messages rush past your screen. How quickly you can spam a command isn’t a difficulty level.

    • Compel Bast Member
      May 10, 2008 at 9:52 pm #6158
      "KSpin":1f1inv6b wrote:
      The only difficulty with space combat as there is, is seeing messages rush past your screen. How quickly you can spam a command isn’t a difficulty level.[/quote:1f1inv6b]

      That is really unfair, and untrue.

      Ions or turbolasers? Which ship to target? Where is your battlegroup position? How much fuel can you afford to engage with? When to chaff. Should you chaff. What about torpedoes? When to recharge?

      There are a very, very, very, very very many things wrong with ship battles, but the fundamental concepts of them are really alright in my book. Though I think it would be better if more than [x4] shots could be grouped together at a time.

      As I said, there’s a great many things that need changed with ship combat, it’s just… This isn’t one of them in my book.

    • Andvari Participant
      May 10, 2008 at 10:33 pm #6160

      Ask the rebels if it’s just a spam war, or if Gathorn’s really just that much better than they are <!– s;) –><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!– s;) –>

    • Inactive
      May 10, 2008 at 10:54 pm #6162

      Like maybe setting up your battlegroup’d ships to automatically follow a waypoint path, ending at &lt;target&gt; or &lt;coordinates&gt;

    • KSpin Member
      May 11, 2008 at 1:26 am #6163
      &quot;Compel Bast&quot;:5sycrixz wrote:
      &quot;KSpin&quot;:5sycrixz wrote:
      The only difficulty with space combat as there is, is seeing messages rush past your screen. How quickly you can spam a command isn’t a difficulty level.[/quote:5sycrixz]

      That is really unfair, and untrue.

      Ions or turbolasers? Which ship to target? Where is your battlegroup position? How much fuel can you afford to engage with? When to chaff. Should you chaff. What about torpedoes? When to recharge?

      There are a very, very, very, very very many things wrong with ship battles, but the fundamental concepts of them are really alright in my book. Though I think it would be better if more than [x4] shots could be grouped together at a time.

      As I said, there’s a great many things that need changed with ship combat, it’s just… This isn’t one of them in my book.[/quote:5sycrixz]

      You don’t think there’s a problem with having to spam to fire each shot?

      Ground combat is automated, why not also make space combat automated to a small degree? Still let people decide when to do all that crap you just listed off there, but make it so that you don’t have to be the fastest fingers in the west to actually get anywhere when it comes to firing the guns.

    • Xaleron Participant
      May 11, 2008 at 5:45 am #6169

      [Delete]

      Meh, made a double. -_- I need to get on the forums more I guess.

    • Xaleron Participant
      May 11, 2008 at 5:54 am #6173
      &quot;Xaleron&quot;:11xwjgjj wrote:
      &quot;Andvari&quot;:11xwjgjj wrote:
      Ask the rebels if it’s just a spam war, or if Gathorn’s really just that much better than they are <!– s;) –><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!– s;) –>[/quote:11xwjgjj][/quote:11xwjgjj]

      How about we ask him if his tractorbeam finger gets numb? Or if he enjoys gloating OOCly about ordering autopilots activated in order to abuse battlegroup bugs. <!– s:) –><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!– s:) –> The Rebel ships engaging the main Imperial ones, at this point, is about as winnable as iunno… Some dumbass droid with terrible DEX and AC and only a blaster trying to go head-to-head against a trained, eq’d BHer. It’s possible to win if you get real lucky and the more powerful and advantageous being/ship screws up, but generally you’re on a road to death.

      Speaking of which, one addition to space combat that would be nice is a more dynamic tractoring system… Something along the lines of, you know, having to actually recharge them… Maybe having some usage lag… Maybe even make a multi-stage skill, since it’s not exactly supposed to be -easy- to nail someone with a tractorbeam.

      How about you type in the tractoring command, have a set pause around the time it takes to do a diagnose, and THEN the tractorbeam does what you wanted it to, IF you manage to get a lock-on. And if you do anything else while you’re fiddling with the beam’s controls, you abort it.

      Oh, and a piloting skill to break tractorbeam locks. Perhaps the targetted ship would get a message when the enemy begins trying to tractor them, and has a chance of breaking the lock similar to how shipdodge works (dependant on size, using the pilot command, etc). But I think it’d require a specific command, not just be a passive skill. Or maybe we could expand ‘roll’
      to do this, considering that anything that’s too large to make use of our ‘roll’ skill would have no business trying to manuever out of a tractorbeam anyway.

      [EDIT] PS: We also need to fix the space echoes. I’m pretty tired of my ship being halted before I actually see the ‘tractored’ message pop up. And even though it’s funny, seeing ‘The ship leaves the platform far behind as it flies into space’ while you’re in a hyper already, is a little ridiculous. Also, ships leave the system in hyperspace before you actually see the message quite often.

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