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Posted

Derek's gonna kill me for this

I've decided to post my observations (which are OPINIONS) on the game, odd stuff, things that I think may affect gameplay, etc.

[*]Shutting down Engine does not make you lose speed. Set your speed to, say, 50 mph and shift-E... you will power down the engine but you will still fly foward at the 50mph and NEVER slow down unless you turn the ship. BTW, this enables you to do some real rad manouvers, like in I-War without the assisted flight. Turning the engine back on inmediately stops your ship to 0 mph

[*]Ships: I was reviewing the Wraith asset assignment & priorities just now, and upon reading the appendix I noticed that no cruiser has cloak ability and that only Carriers can carry a suficient amount of Marines to make a serious ground assault. This basically limits/forces me to give almost all my people Carriers if I want them to assign them an asset for either ground assault (for which only a carrier would have the troops) or for behind enemy lines/hit and run space combat (because no cruiser has cloak ability, they'd be basically useless for anything but frontal assaults with everyone seeing them coming). It would be nice if the unarmed transports carried 80 marines, the armed transports 50 (to give them a military use. The player would have to "recruit" his marines, as the ship would not come with them). It would be nice to have at least 2 cruisers of each type (supercruiser, heavy cruiser) to have cloaking ability..albeit limited... say, they can cloak for only half the time a carrier can cloak b4 the radiation goes into the red?)..the Sentry, Garid,Starwarrior and Questar would be great candidates for cloaks. I dont see any advantage in using a cruiser over a carrier. Speed and HD recharge dont really make up for twice the # of marines and the ability to deploy fighters (which nullifies the speed and HD recharge advantage of the cruiser).

[*]Assigning a joystick button for selecting weapon (aka, BACKSPACE) is so incredibly fast you barely press the button and you've cycled through all your missiles..twice.

[*]Docking on a friendly station will give you free "needed to repair" items (mighty cool!). But they dont speed up the time needed to make the repairs. I spent 2.5 hours repairing 8 systems that were below 50%. That part royally sucked. Good thing I had rented a movie. In MP this would be a major downer.It would be nice if repairing when docked meant your engineers repaired stuff 4X as fast (them having the station grease monkeys to help and stuff).

End of rant.

[ 11-25-2001: Message edited by: Tac ]

Changed the html tags to ubb tags

TTFN

[ 11-25-2001: Message edited by: Gallion ]

Posted

quote:

Originally posted by Tac:

[*]
Docking on a friendly station will give you free "needed to repair" items (mighty cool!). But they dont speed up the time needed to make the repairs. I spent 2.5 hours repairing 8 systems that were below 50%. That part royally sucked. Good thing I had rented a movie. In MP this would be a major downer.It would be nice if repairing when docked meant your engineers repaired stuff 4X as fast (them having the station grease monkeys to help and stuff).

[ 11-25-2001: Message edited by: Tac ]

I got damaged really badly once. All the systems were damaged, some were completly gone. I couldn't even hyperjump and could barely fly under my own power. Repaired the whole ship in 2 hours. I like the repair times for a lot of reasons but I will tell you 2 of them. First, it makes you think before taking stupid chances, and I mean really think. Second, the game doesn't have a feel of some arcade simulation that way. For example, I loved IWars flight engine, but I hated pretty much everything else about it. I mean if your ship is damaged and is fully fixed in a minute or 2 then it stops being fun after about 2 or 3 fights, first they become repetitious, you get damaged, you fly away, 2 minutes later you come back, repeat the process untill enemy is dead, second the game had such and arcade feeling it shouldn't even have been called a space simulation, ugh. So as for being able to fix the ship faster, nah, it's fine the way it is.

Posted

quote:

Originally posted by Tac:

[*]
It would be nice if the unarmed transports carried 80 marines, the armed transports 50 (to give them a military use. The player would have to "recruit" his marines, as the ship would not come with them).

That would work well if only aggressive castes could recruit marines. (Which would be an if statement as well as a call to that text-display function if their caste didn't match the criteria, as far as my programming intuition tells me).

After all, you don't want traders levelling a raider camp.

Guest [PCA]Pheonix
Posted

"[*]Shutting down Engine does not make you lose speed. Set your speed to, say, 50 mph and shift-E... you will power down the engine but you will still fly foward at the 50mph and NEVER slow down unless you turn the ship. BTW, this enables you to do some real rad manouvers, like in I-War without the assisted flight. Turning the engine back on inmediately stops your ship to 0 mph"

M8, you really should think about this. In space, if you are going you dont stop, unless you reverse thrust, therefor if you turn OFF your engines, you will just keep going because you have inertia AND THERE IS NO FRICTION . Turning your engines on means that your ship reverse thrusts and stops...muchos realisticos!

[ 11-25-2001: Message edited by: [PCA]Pheonix ]

Posted

quote:


Originally posted by Tac:

Derek's gonna kill me for this


No. Worse. I'm contemplating deleting the thread. There IS a thread for stuff like this. Right? Right.

Anyway..

  1. Works as designed. Live with it.
  2. Works as designed. Live with it. I'd sure as all heck like to know where you think you're going to get carriers from to give to everyone. You're in for a shock if you think you have unlimited resources in mp. Unless of course you're not talking about mp. In which case, disregard.
  3. Works as designed. Live with it. Thats why you have THREE options: joystick, keyboard, mouse (from missile slot).
  4. Works as designed. Live with it. I think Soback pretty much sums up my thoughts. You're just used to the BC3K time accel cheat. I DID say that I was going to remove it in BCM. I did just that.

[ 11-25-2001: Message edited by: Supreme Cmdr ]

Posted

Just observations as I said.

#1 Cool. I love it. Just thought it was a bit odd since when engine is on you slow down and when you turn it off you drift without slowing down.

#2 "I'd sure as all heck like to know where you think you're going to get carriers from to give to everyone. You're in for a shock if you think you have unlimited resources in mp" That is exactly why I put this up. You said long time ago that you wouldnt allow that. All im saying is that the carriers seem to be the only choice for ground ops, for space ops (due to them being able to cloak) and for fighter support. What niche do the cruisers and transports serve for the military?

#4 Yep, fully aware that it was removed on purpose. I also agree with soback. But it still remains that in MP waiting hours for something to get fixed will not be popular

What forum should this be in? Its not about bugs, or fun stuff/experiences, tips & tricks or about GBS or BC Legaxy.

----

A new thing I noticed last night (stayed up until 5 am playing.. wow, hadnt done that since... BC3K's first release! I wish I still had the poster of the hot babe in the ad). When I see the TacOps Observe Planet, it shows me the map of the world and the mission zones start to blink in and out. They blink in and out so fast its sometimes very hard to click on a mission zone before its dissapeared. This may be due to my 1.4ghz processor, anyone having this experience?

Worship the Game!

Guest [PCA]Pheonix
Posted

What niche do the cruisers and transports serve for the military?

Rapid Response as far as I can see, it can take a very long time for a SuperCarrier to get just a small distance by which time it may be too late, so Cruisers are useful for that!

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