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On 2014-12-17 18:44, Fluttershy wrote: -Ships scaled to be a bit more on par. Classes being, say, 20% bigger than the last, rather than 100%
On 2014-12-17 20:36, Fluttershy wrote: Well, part of the reason for having ships closer to the same size would be so that their orientation and maneuvering is all easier to see. Basically, being able to see the entire action at a comfortable zoom level would be ideal. Ship classes would be easily discerned at a glance, weapons fire would be clearly rendered and large enough to make out, and inter-system navigation could be done just by zooming out, not going into navigation (which would still remain useful for long range plotting)
On 2014-12-17 18:44, Fluttershy wrote: I've thought about this for a while and have talked it over with friends who I managed to talk into playing this, and there's a general consensus that the game is overall disorienting and difficult to navigate in. The distances are massive, the differences in ship scale are huge, speeds are very high for ships with instant turning abilities, zooming out enough to see what's going on leads to ships not rendering and making it difficult to see yourself, and some planets are so huge that it's difficult to target polar regions at orbit range. What if we shook this up a bit? -Drastically smaller planets that are placed much closer together. -Ships scaled to be a bit more on par. Classes being, say, 20% bigger than the last, rather than 100% -Weapon velocities, ranges, and ship speeds reduced so fights take place well within visual range, combatants could be better aware of what's happening without needing to constantly pan the camera. Ships of all classes would be easily visible within the fight, and the tweaked velocities would allow for things to be much tighter and still allow for maneuvering and dodging. The way things are currently just feels big and overwhelming and way out of proportion. Some planets are so big you can't get a good look at them, yet you can easily crash into them if you look the wrong direction because of how fast cruise velocity is, and because of its infinite 'traction' on turns. I'm not sure how to best explain this. I would like to use the dev tools to basically make an arcade styled version of the game to see how well received it would be. Of course most of you probably think it's fine the way it is, but it would be interesting to try none the less if they could trust me enough to do the tedious rescaling and hard-point work.
On 2014-12-18 07:28, -=LoKi=- wrote: Really, I whas thinking everything is slow, ships move slow, srsly, till cruiser class all is ok but
On 2014-12-18 13:27, CryTek wrote: Sounds to me like the general consensus is that we: 1. Need to make planet and star scaling more realistic 2. Increase the pace of everything in the game Is this correct?
On 2014-12-23 18:45, Kenny_Naboo wrote: Quote:On 2014-12-18 13:27, CryTek wrote: Sounds to me like the general consensus is that we: 1. Need to make planet and star scaling more realistic 2. Increase the pace of everything in the game Is this correct? Planet and star scaling more realistic? Really? http://joshworth.com/dev/pixelspace/pixelspace_solarsystem.html Over 99% of the universe is just an empty void. In DS, ships have been scaled up, and celestial bodies have been downscaled in size and distance. Not to mention the difference in the size of stars. Some of them are so huge that it would envelope half our entire solar system. https://www.youtube.com/watch?gl=SG&hl=en-GB&v=HEheh1BH34Q And so, I think for now, it's fine. If you wanted it more realistic, then the planets would be scaled WAAAAAAAAY up compared to the ships. And the distance between the planets? Unimaginable. You would have to jump from Earth to Luna, or take 3 days to cruise there. [ This Message was edited by: Kenny_Naboo on 2014-12-23 18:52 ]
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