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Q1: Will we be able to scale the output and cap the max output of any individual or set of thrusters on the fly? So when I slam on my joystick instead of the thruster firing at full force, it maxes out at whatever I told it to?
A1: They have the ability to change the power to thrusters, either individually or as a group, so probably yes to some degree in the future.
Q2: Now that Arena Commander is out and feedback from players is pouring in, what are you guys taking away from it? I’ve been reading a lot of the commentary from players, but I am very interested in knowing what you’re hearing. Very general question I know.
A2: Hearing a lot of feedback about the flight model, which he discussed earlier. He knows they need to explain it better and tweak the flight control system a bit. He knows control methods are an issue and they have updates in the works. IFCS will be improved. Other than that a few little balance issues, but it’s still early days.
Q3: With S42, will players be able to interact with other players in the bar or other public areas on the ship to swap combat stories or to look for a potential PC wingman for their next mission? I think this would be a great in-lore way of handling the PC wingman mechanic you described.
A3: Not in S42. That’s something for the PU. S42 is purely a single player or co-op for certain missions.
Q4: With the release of AC can we get an update on the progress of trackIR integration? And I was also wondering the reasoning behind supporting the Rift (which is only a dev build atm) before that of the trackIR which is released and available to all?
A4: TrackIR is being worked on by an engineer “when he has a chance” (meaning not a priority).
Q5: With all the excitement around DFM, I am personally more interested in the Galactapedia. Do you have an estimated date on when the subscribers can begin updating/editing/reviewing the information there? I really want to start reading up more on the lore.
A5: No date set. Looking to release something either this month or next month that’s “3D” as well as a better ship viewer.
Q6: Will there be opportunities in the first person experience to perform covert actions? For example, if a trader is not paying attention while loading cargo into his ship to ferry supplies to his organization’s Bengal carrier, could I as a player hide in one of the cargo containers, smuggle myself on board the carrier, and then perform acts of sabotage on vital systems in order to make it easier for my own organization to attack the ship?
A6: There’s going to be on-planet first person events that are PvE, like you getting mugged or bar fights. This particular example however is not likely at the moment. The exact mechanics of how you will follow someone else from planetside up into space is still being worked out.
Q7: Can you share some details on how you came to the current balance between mouse and other controls? Like what does the team believe are the current pros and cons between the control schemes? Is there perhaps something that the general user base has missed?
CIG staff all have their own preference, none are particularly better or worse than the others. A7: Controls are being refined. Chris doesn’t like the current mouse control, particularly that you fly and look at the same time. Joystick/HOTAS improvements are also coming.
Q8: While planetside aspects are down the road still, I was wondering about the infamous “monsters” of the galaxy. Star Wars has the Rancor, the Wampa and the Krayt Dragon- will we be seeing similar monsters on SC worlds? Also, while I have the utmost respect for the law at ALL times, could a person of lesser moral standards organize hunts of outlawed species?
A8: Don’t know about the hunts, but there will be space monsters. These will be likely encountered as PvE events while planetside. Might not be day one, but is planned for future development.
Q9: Once the PU is live, will making modifications & repairs to your ships remain instant, or will there be a wait time imposed? For example I would imagine that swapping the Power Plant or Engines on Connie would not be a 5 second job, i.e. how would it balance Immersion vs Fun?
A9: CIG is debating this internally. A decision has not been reached. On repairs and modifications there will definitely be a wait time. Bigger things will have a wait time, but small things like changing loadout will likely be quick. They’re looking at including some visual indicators of the repairs happening and MobiGlass integration.
Q10: One of my favourite features in Arena Commander already is the computerized voice indicators. Will we be able to customize our own personalities into our ships AI or is this more of a stretch goal? Also if you find time in your busy schedule would you consider having a go at voice acting? I would love nothing more than to hear my ship computer cry out “This is Bullshit” right as I punch out.
A10: There’s going to be different voice options for HUD/Computer UI. CR will definitely be in the game somewhere.
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But if you think about what we are doing, we actually allow for a LOT more variation and nuance in flight and combat than a simplified Wing Commander/X-Wing style flight model. Like learning to drive a car really well…it requires some learning. You have to anticipate where you want to be and plan for it.
Does this mean I think the system is perfect?
No!
Does this mean I think the system is perfect?
No!
more @ https://robertsspaceindustries.com/comm-lin...-Input-Controls by John Pritchett, Physics Programmer at CIG
Jun 17 2014, 08:30 PM
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