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Zenophos
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Posted - 2011.03.03 02:47:00 -
[1]
I don't know know if this is the proper forum for this topic, but it just came to me while in a mission, while flying a vaga, that it would be nice if eve had an off set orbiting feature. By this I mean one would set an orbital radius (preferably at the ship's optimal for speed) and then also set an "near pass" distance from the target (preferably at the optimal range of the turrets). Certainly this would be impracticle for many ships, by for ships like the vagabond, with a 30k falloff, it would allow the ship to maintain the speed that is so essential to its survivability, while allowing it to bring the full potential of its guns on the target at least some of the time. And with that 30k fallout range it would still hit at better than 50% even when its orbit brought it to its farthest distance from the target. Clearly, if a vagabond pilot could control his ship, with say a joystick, he would fly this way if he was taking a pounding from missiles. So, I would suggest that if we are not allowed joystick control then at the very least the game should allow us setup an offset orbit. Wishful thinking perhaps, but I for one think it would be a nice feature.
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Zenophos
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Posted - 2011.03.03 04:02:00 -
[2]
For clearification, this is a tactic that a gunboat would use against a blob of missile-boats, and it is a tactic I have employed manually with "some" success. But due to the game's manual flight controls it is very difficult to achieve, and is often counterproductive.
When approaching missile-boats transversal doesn't matter. You want to get into range as quickly as possible. But you then want to smoothly transition into an orbit at best speed. If you could hit a "near-pass" or "offset" orbit button, then you could approach the target nearly as fast as possible, hit optimal turret range, and then smoothly transition into an orbit for best speed; all without risking coming to a complete stop when you hit the orbit button.
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Lisa Waen
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Posted - 2011.03.03 05:25:00 -
[3]
In general, a preset orbital mechanics routine that is programmable before you go into battle wouldn't be a bad idea. Say set elliptical orbits or as you say, the charge in and smoothly transition routine, then its select target and then hit whichever orbital piloting tactic you choose, then the big thing would be to try to program counter-piloting routines, making prior strategic planning just as, if not more important than on-the-fly try to adjust at the limitations of a clunky piloting u/i
Decent idea, gonna support it, even though I have serious doubts that CCP will put a high priority on this at all, too much work in the code.
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Imigo Montoya
Hysterically Unforgiving Wildly Inappropriate.
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Posted - 2011.03.03 06:03:00 -
[4]
As a modification to that, and possibly a better solution overall, I would suggest that the orbit command takes the current vector into account for the starting vector rather than (seemingly) picking a random path to orbit with.
This would ultimately give the player more control of their ship.
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Zenophos
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Posted - 2011.03.03 07:03:00 -
[5]
Originally by: Imigo Montoya As a modification to that, and possibly a better solution overall, I would suggest that the orbit command takes the current vector into account for the starting vector rather than (seemingly) picking a random path to orbit with.
This would ultimately give the player more control of their ship.
This would difinitely be an elegant adjustment, and I would be happy with it.
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Ruah Piskonit
Amarr PIE Inc.
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Posted - 2011.03.03 08:32:00 -
[6]
this would be nice. . .
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Aamrr
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Posted - 2011.03.03 15:41:00 -
[7]
Every ellipse can be defined by its semimajor and semiminor axes (i.e. the maximum and minimum orbit radii). Let the pilot set both. If they're equal, then it's a traditional circular orbit
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usmc826
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Posted - 2011.03.03 16:24:00 -
[8]
more control for player's ships is always better.
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Ya Huei
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Posted - 2011.03.03 16:28:00 -
[9]
yes
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Zenophos
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Posted - 2011.03.03 16:29:00 -
[10]
Originally by: Aamrr Every ellipse can be defined by its semimajor and semiminor axes (i.e. the maximum and minimum orbit radii). Let the pilot set both. If they're equal, then it's a traditional circular orbit
Nice, but I'm not really talking about an ellipse. For my tactic the ideal orbit would still be circular, only the target wouldn't rest at the center of that orbit. However, a close pass elliptical orbit that would smoothly degrade into a circle would be an improvement over the current game.
All in all, I think Imigo (above) gives the simplist solution; "[an] orbit command [that] takes the current vector into account for the starting vector rather than (seemingly) picking a random path to orbit with.'
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Spirulina Laxissima
TotalControl Inc.
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Posted - 2011.03.03 18:18:00 -
[11]
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