ideas: follow, auto-aim, stasis

Post ideas & suggestions you have pertaining to the game here.
l0mars01
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If there are going to be targeting ROMs, then people are going to figure they should do what the name implies and automate the task of aiming at a target. Instead, they enable a missile with its simpler equipment the sophisticated task of continuously tracking a target, yet don't enable the more sophisticated equipment onboard a ship the simpler task of automated aim. That's plain backward. It should do both.
OddBob wrote:But then I think that it's just taking away the point: where is your challenge? Eliminating tedium is a noble goal, but AIMING is tedious? Now you just sit around and press fire, as Betel says. Why? Marksmanship is part of the challenge, not the tedium.
If you 'just sit around and press fire', then you're an easy target: every shot directed at you hits you with certainty no matter how slow because you don't change course. You say marksmanship is part of the challenge, but it doesn't have to be. Removing rotational blindspots and getting shot at with greater precision makes evasion that much harder. It makes a game less a test of aiming (repeated in games for decades) and more a test of maneuvering, taking cover, and devising other strategies to deal with an opponent's auto-aim (can you picture how hard slavers will kick your ass from afar?). That can become the new challenge.
OddBob wrote:An auto position the ship by itself wouldn't fix the facings "problem" either - note that the AI ships fail to hit you often because of their facings and they already have auto-aim . Perhaps what you're looking for is partial omni weapons that cover your blind spot? There's a mod for that already around (18 degree swivel mod) that makes all weapons have an 18 degree swivel (it was made back when there were only 20 facings).
I'd like to see this mod. I don't think it's what I had in mind, though.
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FAD
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Actually, there's already an auto-aim feature in the game. Try the carrier missions, you'll find it.

Although, personally, I don't like the feature because my play style is not compatible with it and having to hit "R" repeatedy gets very annoying and quickly. But, that's just me.

I know this is not exactly what you're saying but it is in the same line to an extent in that it automatically targets your opponant for you. So, thinking of having my ship pivet automatically to line-up with a target would not be desireable with my play-style. But again, that's just me.
While some may prefer it, others may not and there's nothing wrong with the idea in that respect. It's like the omni/straight shooters conflict. Some prefer omni while others prefer straight shooters and it's good to have that choice.
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FAD, can you explain the carrier misison in question? (I don't play the carrier missions much).
Removing rotational blindspots and getting shot at with greater precision makes evasion that much harder. It makes a game less a test of aiming (repeated in games for decades) and more a test of maneuvering, taking cover, and devising other strategies to deal with an opponent's auto-aim (can you picture how hard slavers will kick your ass from afar?). That can become the new challenge.
I don't have a problem with this concept per se, as I said before (see my last post) - but my problem is with the way the auto aim is implemented - I think what bothers me most about it is that it is a weird workaround to the counter-intuitive and unrealistic fact that all the weapons point forward anyway - but also it's the matter of manuevering - it's awkward for me to have control over three aspects of maneuvers most of the time but then have to keep toggling in and out of auto aim to get the third.

Why not slap a togglable (you need to be able to toggle it so that if you want you can shoot crates/wrecks etc manually without it deciding that that corsair is mre important) 45 degree swivel on all weapons (to further the concept of the blind spot fixing swivel)? (to add difference you could varyt he swivel of different weapons) You'd need a much more complex targeting system to avoid the clumsy target cycling routine but I think this would do the same thing without the awkwardness, as well as provide more maneuvering opportunities, especially if you can have weapons point to the sides or aft (this is only really feasible with swivel weapons anyway)

This would also be more in line with auto aim in a shooter like you mention - the game doesn't turn your character's body to the right (making it so you now run in a different direction), it just moves his arm to line up the shot.
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OddBob wrote:FAD, can you explain the carrier misison in question? (I don't play the carrier missions much).
Well, I really didn't want to spoil it for anyone who's not yet ran the missions, but I will say that in one of them you'll go up against a massive fleet of Ares and one of the ships wiill be auto-targeted when you come in range. Destroy it and another gets auto-targeted for you. Having an omni weapon installed is what I meant in relevance to the auto-aim idea here.

I'm sure that's helpful for nubes, but for my play style, it's a hindrance since I like to stand-off snipe in those missions (great w/ stealth armor installed, BTW) and the auto-target feature tends to target enemy ships beyond some that are closer to me. This causes me to constantly hit "R" and then "T" in order to target the closest ship.
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FAD wrote:
OddBob wrote:FAD, can you explain the carrier misison in question? (I don't play the carrier missions much).
Well, I really didn't want to spoil it for anyone who's not yet ran the missions, but I will say that in one of them you'll go up against a massive fleet of Ares and one of the ships wiill be auto-targeted when you come in range. Destroy it and another gets auto-targeted for you. Having an omni weapon installed is what I meant in relevance to the auto-aim idea here.

I'm sure that's helpful for nubes, but for my play style, it's a hindrance since I like to stand-off snipe in those missions (great w/ stealth armor installed, BTW) and the auto-target feature tends to target enemy ships beyond some that are closer to me. This causes me to constantly hit "R" and then "T" in order to target the closest ship.

I love the target feature, if my sheilds are damaged, I'll track an ememy and wait till I repair my ship and sheilds, and hten fly to the enemy and fire on them. :)
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l0mars01
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OddBob wrote: Second, l0mars01 said ARTIFICIALLY challenging (however I don't believe aiming is an example of artificial challenge in this case).
Only to clarify, I meant artificial like 'I would hit this more easily if it weren't for these discrete angle artifacts'. Often times I will know the best discrete striking angle, yet skip over it and have to correct myself several times due to the nature of the controls: this is not gentle on the hands. For 40 discrete angles, the best two angles have error e <= 1/40 and error 1/20 - e, and all other angles have errors that are multiples of 1/20 greater than the best two (where 0 is the least error and 1 is the greatest error). In a game without discrete angle artifacts, you will have a range of angles that strike the target and any angle with insignificant error away from the best angle will strike. Discrete angles, however, are less forgiving and limit you to a scant few choices, usually one, sometimes none depending on distance.
OddBob wrote: When I said "all or nothing" it wasn't so much a realism point but a gameplay one: you perform all flight maneuvers manually except for the ones that involve lining up on target? Why not take the manual flight out of the equation and issue general orders instead?
Let me also clarify auto-aim would be something you use at your convenience, not forced on you at all times. You use auto-aim only when you want to, just like everything else (thrusting, firing, targeting, docking): you make the commands. Sometimes you can tell how a target will change course based on the way it's facing and will want to fire manually. I suggest the idea because it's only natural and practical when you have automated targeting, steering, and weapons to combine the 3.
OddBob wrote: my problem is with the way the auto aim is implemented - I think what bothers me most about it is that it is a weird workaround to the counter-intuitive and unrealistic fact that all the weapons point forward anyway - but also it's the matter of manuevering - it's awkward for me to have control over three aspects of maneuvers most of the time but then have to keep toggling in and out of auto aim to get the third.

Why not slap a togglable (you need to be able to toggle it so that if you want you can shoot crates/wrecks etc manually without it deciding that that corsair is mre important) 45 degree swivel on all weapons (to further the concept of the blind spot fixing swivel)? (to add difference you could varyt he swivel of different weapons) You'd need a much more complex targeting system to avoid the clumsy target cycling routine but I think this would do the same thing without the awkwardness, as well as provide more maneuvering opportunities, especially if you can have weapons point to the sides or aft (this is only really feasible with swivel weapons anyway)

This would also be more in line with auto aim in a shooter like you mention - the game doesn't turn your character's body to the right (making it so you now run in a different direction), it just moves his arm to line up the shot.
The game is already set up so the weapons point forward. I was trying to propose the least radical change to the game that would introduce the most natural progression. You don't have to toggle it on/off like Caps Lock; you could use something like Shift, although that key is taken. When you're steering to attack, instead of pressing 2 keys to turn clockwise and counterclockwise to aim, you simply press 1 key to aim: 1 key instead of 2, simpler. Then you can steer away with the regular keys like usual. Again, it's only a convenience: you could do it manual at all times.

Lots of games feature greater precision in aiming than sprite illustration: they usually denote direction with reticles rather than aim for you. Check out some old scorched earth-like games. It's not that clumsy, awkward, or strange.
OddBob wrote: I'd like it if it did so and then displayed the result onscreen as a line/cone of fire, which I could then manually execute.
A lead indicator is fine, too. Let's do that, at least.
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l0mars01 wrote:
OddBob wrote: TO BIG
A lead indicator is fine, too. Let's do that, at least.
Hmm, auto-aim is sorta already there.
You can have the game point weapons in different directions all the time. But you mean like a controllable turret? Why?
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l0mars01
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Ttech wrote:Hmm, auto-aim is sorta already there.
You can have the game point weapons in different directions all the time. But you mean like a controllable turret? Why?
A lead indicator is a mark on the screen that shows you where to align the cross-hairs to strike a target (supposing the target doesn't significantly change course after you fire until it's hit). You see them all the time in air combat and space combat games like FreeSpace. The cone or line OddBob was discussing is a lead indicator.

I don't want turrets. The game already has them in the form of omni-weapons: turrets with permanent auto-aim. Controllable turrets are someone else's idea. Not my suggestion.
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l0mars01 wrote:
Ttech wrote:Hmm, auto-aim is sorta already there.
You can have the game point weapons in different directions all the time. But you mean like a controllable turret? Why?
A lead indicator is a mark on the screen that shows you where to align the cross-hairs to strike a target (supposing the target doesn't significantly change course after you fire until it's hit). You see them all the time in air combat and space combat games like FreeSpace. The cone or line OddBob was discussing is a lead indicator.

I don't want turrets. The game already has them in the form of omni-weapons: turrets with permanent auto-aim. Controllable turrets are someone else's idea. Not my suggestion.
Ooh. :) That sounds interesting
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