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Topic: Idea for Interface (Read 13482 times)
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Culture20
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Thraddash Flower Child
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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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Chrispy
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ud need to roll a lot in the pkunk.
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Culture20
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Thraddash Flower Child
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good point. roll is needed then.
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Chrispy
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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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Culture20
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Thraddash Flower Child
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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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Chrispy
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but that has no relavence to the interface, since it is 3rd person.
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Ivan Ivanov
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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.
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« Last Edit: January 18, 2004, 03:49:57 pm by Ivan_Ivanov »
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Your bruises are reminders of naivete and trust
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Culture20
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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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Chrispy
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though the shots/bullets would probably have to more faster.
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