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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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Author Topic: Idea for Interface  (Read 13482 times)
NECRO-99
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Re: Idea for Interface
« Reply #15 on: January 14, 2004, 09:43:59 pm »

I say we blend SC2 ships into a XVT style game, like StarCon would've been, except less crappy, if possible. Only problem would be when it came time to pilot a Dreadnought or anything bigger...capital ships, anyone?
Another interesting problem or three: Supox's Manuvering, Androsynth's Comet, and Mmrnmhrm's Transforming. How would you implement THAT?
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Re: Idea for Interface
« Reply #16 on: January 14, 2004, 11:25:05 pm »

How I'd do it:
Controls:

Pitch: up and down arrows on number pad
Yaw: right and left arrows on number pad
Fire: ,
Special: .
Thrust: /
Roll: not necessary, but could be 7 and 9 on number pad

Supox:
Slide left: left +special
slide right: right +special
slide up: up + special
slide down: up +special
backwards: thrust+special

Andro comet and Mmrnmhrm transformations don't really need any speciall translations from 2D to 3D.

I was thinking a lot about SC in 3D yesterday, and it occurred to me that in 3D, the Cruiser might be a powerfull counter to the Dreadnought.  The only homing-missiles the dreadnought  has are its fighters, which use crew to launch, and they would be cut down by the PDL.  However, it's much harder for the UrQuan to shoot down the Cruiser's big homing missile.  Most homing ships would gain an advantage in 3D.

The arilou might have problems; their gun might only rotate in a hemisphere below the ship.  Arilou should probably have random pitch, yaw, and roll after 'porting.

Unless it's 3rd person, the Umgah would be blinded by their anti-matter cone.

Chenjesu shards might need to explode in 3D;  Chmmr zapsats would need new rotational patterns.

ZFP spray: conical or wedge?

Khor-Ah: sphere or ellipsoid for FRIED (my vote ellipsoid with shorter Z)

Orz Turret:  only circular rotation, or will it be tank-like (My vote is circular for ease of use)

Shofixt: spherical Glory device

Cruiser: sphere or ellipsoid for PDL (my vote sphere)



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Re: Idea for Interface
« Reply #17 on: January 15, 2004, 12:20:34 am »

ud need to roll a lot in the pkunk.
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Re: Idea for Interface
« Reply #18 on: January 15, 2004, 01:21:29 am »

good point.  roll is needed then.
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Re: Idea for Interface
« Reply #19 on: January 15, 2004, 01:48:41 am »

I've been thinking about this idea quite a bit. Mostly with ships like the pkunk fury, Zoq-Fot-Pik stinger, the shofixti scout and the supox blade. The Druuge wouldn't really work, because of the aiming. Maybe if its weapon moved faster...
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Re: Idea for Interface
« Reply #20 on: January 16, 2004, 05:10:16 am »

Technically, if you look at the Drone...

...They've got observation blisters. All the action would take place BELOW where the pilot sees. Which leads to another interesting question. Where would all the bridges be? The visibly offset ones that I notice are the Druuge, Spathi,  and Umgah, but other ships don't have apparent bridges at all. My lovable Guardian has no visible bridge, neither does the Podship.
Offset weapons include:
VUX Laser (down and to the right)
Melnorme Fear Orbs (Waaay down)
Ilwrath Hellblast (down, weapon aims down slightly as well)
ZFP Gatling Spray (lower than Tongue attack, random shots anyway Tongue)

Also, how would you make up for the Druuge's recoil? Lower the engine speed, eventually killing the engines to let them go sailing backwards?
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Re: Idea for Interface
« Reply #21 on: January 16, 2004, 05:33:31 am »

Good point on the Observation blisters, but the cone is wider than the ship, so even the blisters can't see past the anti-matter.
Earthlings obviously have a bridge, but bridges would be useless in a 3rd person perspective (which would probably be used most anyway).

Fear Orbs down?  They're right in the middle of the front of the ship...
I see Hellfire aiming straight in the SC1 image.
ZFP: why spray is lower or higher than tongue?
Why would you need to make up for druuge recoil?  It would translate perfectly to 3D.

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Re: Idea for Interface
« Reply #22 on: January 16, 2004, 05:46:52 am »

but that has no relavence to the interface, since it is 3rd person.
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Re: Idea for Interface
« Reply #23 on: January 16, 2004, 05:52:01 am »

Quote
Fear Orbs down?  They're right in the middle of the front of the ship...


The Orbs are, but the bridge isn't right where the gun is. I assume the "bridge color control" marking is where the bridge itself is.

Bleh...to me the Hellfire Spout is aiming down from where the bridge looks out of, but if it's third person...All third person? Huhhhh...being an old hand at XVT, I never used third person to fight with, the aiming was near-impossible. I usually stuck to first person, unless I was trying to do my Star Destroyer Wedge (patent pending) move.
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Re: Idea for Interface
« Reply #24 on: January 18, 2004, 03:48:24 pm »

I see one more problem with a SC 3D engine. The ships were designed for a 2D engine where beeing economic with physics is not so apparent.
For example the Dreadnought, Marauder and Avatar are capital ships so they should be big, heavy and slow compared to the Shofixti scout wich is fighter-like.
There would be no problem making the capital ships big, heavy and slow but every ship in SC can fire only forwards (well maybe except the Pkunk).
Think of it, capital ships dont have a one cannon mounted to fire in only one diraction, but a number of rotative cannons, because they are too big, heavy and slow to aim a single cannon at a fast moving fighter.
So you could make realistic 3D engine where a Shofixti would beat an Ur-Quan, or a not-so-realistic 3D engine where bigger ships could move and turn faster, but that would look very silly.
« Last Edit: January 18, 2004, 03:49:57 pm by Ivan_Ivanov » Logged

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Re: Idea for Interface
« Reply #25 on: January 19, 2004, 03:47:23 am »

Something that most people don't realize:
All of the ships we fly in SC2 are capital ships, even the Shofixti scout (it's got more than 2 pilots, and is huge compared to the Ur-Quan's 1-man fighters).
So, there shouldn't be any problem in a 3D game keeping the old sizes and speeds.
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Re: Idea for Interface
« Reply #26 on: January 19, 2004, 04:35:15 am »

though the shots/bullets would probably have to more faster.
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Re: Idea for Interface
« Reply #27 on: January 19, 2004, 11:28:36 pm »

Quote
Something that most people don't realize:
All of the ships we fly in SC2 are capital ships, even the Shofixti scout (it's got more than 2 pilots, and is huge compared to the Ur-Quan's 1-man fighters).
So, there shouldn't be any problem in a 3D game keeping the old sizes and speeds.


The Scout has a crew of 6, not that much compared to, let's say, WW II bombers. I guess you could classify it as a heavy fighter.

Also if you want to compare sizes of anything in the game then try to compare the size of any ship to a planet. A Dreadnought would be almost half as big as an avarage planet...

Besides, even if you're right and every SC ship is a capital ship, it wont change the fact that the only-forwards-firing-gun will force you to pilot the ships like fighters, taking away the "I'm driving a realy big piece of metal" feeling
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Re: Idea for Interface
« Reply #28 on: January 20, 2004, 01:07:36 am »

Quote

The Scout has a crew of 6, not that much compared to, let's say, WW II bombers. I guess you could classify it as a heavy fighter.

You could look at the crew - however I prefer to look at the size. Of course when you think about it the size is off for the Ur-quan fighters in the game. The fighters are the same size as a orz in his/her/it combat suit. (Maybe they fly flighters too, I don't know) Oh - and I also think that ur-quan fighters (if they were first person) should be able to do gravity whips.

Quote

Also if you want to compare sizes of anything in the game then try to compare the size of any ship to a planet. A Dreadnought would be almost half as big as an avarage planet...

That is a big dreadnought. Now I don't mean to pick a fight with you, but what will build a Ur-quan dreadrought that is half the size of have a planet - A factory complete size of a planet? - I don't know, that just does not add up in my mind. (Maybe others)
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Re: Idea for Interface
« Reply #29 on: January 20, 2004, 07:15:16 pm »

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That is a big dreadnought. Now I don't mean to pick a fight with you, but what will build a Ur-quan dreadrought that is half the size of have a planet - A factory complete size of a planet? - I don't know, that just does not add up in my mind. (Maybe others)


That's exactly what I was talking about.
The sizes of the ships and planets are symbolic, or maybe not symbolic, but just chosen for optimal gameplay,
so comparing sizes of anything to anything is pointless.
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