Re: Golan II

Looks pretty neat smile I wouldn't mind seeing space littered with these autocontrolled xD Epic win! Also allow some people to spawn into a few for the dogfighting or capitol ship challenged.

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"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone

Re: Golan II

The titan guns/aa system might be a good method of providing a 'bridge' or control room in a Golan or an ISD.
Kinda like a transport thing- you can spawn in and move to different positions by using the F1,F2 etc keys- like the titan guns or like a chopper in BF2.
What would be even cooler would be a bridge where you spawned standing at a console, and moved to a different console using the F-keys.

you could then look around and see the other players at different consoles.

Altfire could then be used to switch to a gunsight, or whatever your console was responsible for.
In this manner, you could stop the whole physics problem with players inside an accelerating ship.

Console stations in a golan or ISD might include:


*Helm control (steering)

*Anti-fighter lasercannons

*Heavy anti cap ship blasters.

*(locking?) warhead launcher

*Shield management (maybe like the gallofree, maybe more like 2142 nilla shielding)

*Communications ( allows you to type caps lock messages in really big intimidating fonts. example: SURRENDER N00BS WE R THE R0XX0RS!!!!11 LMAO )

*Dump the rubbish before hypering button.

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Re: Golan II

Well there wont be a helm controll since an ISD is too big to move and Golans are stationary platforms.

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan

Re: Golan II

The problem with an ISD moving is not just players clipping out of it due to lag, it's the bounding box created around moving objects like PCOs (player controlled objects) which lag up when they have to intereact with other things like small fighters/bombers or corvettes entering it, it strains the engine too badly which was one of the main reasons ISDs couldn't not be made movable.

http://i12.photobucket.com/albums/a202/ty2d2/fsprsig2.gif
"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone

Re: Golan II

I though they were too big to move in relation to the size of the map.

First strike, playing from day one: SirKillsalot30

Resident Metal Gear Solid fan

13 (edited by FSDev| TALON 2008-03-11 11:38:05)

Re: Golan II

Well it is actually a combination of all these factors.

I would like to see capital ship bridges complete with operational crew stations in some future version, and it is something with any luck that we will eventually work towards.

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Re: Golan II

Stardestroyersarecool wrote:

I though they were too big to move in relation to the size of the map.

The maps really aren't THAT much of a problem *I think* because they can be made *I think* even bigger than what we have now, we just haven't because, well, that's monstrously huge...

http://i12.photobucket.com/albums/a202/ty2d2/fsprsig2.gif
"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone