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Keon
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PostSubject: Re: Fightercraft   Fri Jan 27, 2012 11:39 pm

Come on. Are you really thinking of removing the most classic armed spaceship? Or have a tier 0 core that gives the bare minimum, and somebody could make a good fighter from 50 blocks or so.
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PostSubject: Re: Fightercraft   Sat Jan 28, 2012 12:18 am

There we're Fighters in eve, but you had to have a Carrier to have them, you didn't pilot them.

As for SilentFall's take, I don't agree with you. This is space we are talking about, not the atmosphere where small craft can out maneuver stuff.

I think my thoughts come down to how we're going to do the movement system. Are we going to do a physically correct space where it's a void and you have to maneuver using bursts to control your direction (which can be really annoying but quite rewarding and would make combat in space quite interesting) or are we doing a Wing Commander space world where you can fly around all crazy and what not, physics be dammed?

If we're doing the true physics, I don't think fighters would be practical, they wouldn't be able to dodge worth a darn and would be knocked out almost instantly. If we're doing a Wing Commander, I'm not really in space kinda setup, then yeah, fighters would work out because they'd be able to dog fight and actually avoid things. Also, if we don't do drones (which I have no clue if we are or not) then you'd need an individual person to pilot each fighter, that means on a busy night there would be like 4 fighters floating around because everyone else if busy trying to operate their big ships.

I just do not see a place for these tiny little "annoyances" in this mod. Again, for the 10th time, this is just my opinion, I'm not going to cry and throw a fit about it, it's just what I think about it.

Also, Frost, the best thing I found for nuking a swarm of frigates was the Medium Auto-Cannons on my hurrican. Took out 7 punk ass noob low sec wanna-be pirates (players not NPCs) at once with 6 T2 medium auto cannons and my T2 drones.
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PostSubject: Re: Fightercraft   Sat Jan 28, 2012 12:37 am

ectrimble20 wrote:
Wall of Text wuz here

Well, now that you started talking about the physics, I agree with you. I do want real physics, but without it just seems more enjoyable to me, with dogfights and boarding. Lol, maybe they should have seperate physics.

EDIT: Nevermind, too much more coding for seperate, I think.
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fr0stbyte124
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PostSubject: Re: Fightercraft   Sat Jan 28, 2012 2:48 am

We'll probably have to do trial and error to see what control style works best for various ships and scales. It had always been my intention, though, that big ships have a more automated way of moving, while small ships are more visceral. I could probably even get some gamepad controls working.

As for the argument that fighters won't play a big role, you're probably right, if they're going to be manned. I just don't think there will be enough people using them to make it work. It seems a shame to abandon the concept altogether; there's tons of cool stuff you can do with fighters and carrier ships. Maybe we could put them on AI and you can remote from ship to ship like Battlestations Pacific.
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PostSubject: Re: Fightercraft   Sat Jan 28, 2012 3:16 am

fr0stbyte124 wrote:
We'll probably have to do trial and error to see what control style works best for various ships and scales. It had always been my intention, though, that big ships have a more automated way of moving, while small ships are more visceral. I could probably even get some gamepad controls working.

As for the argument that fighters won't play a big role, you're probably right, if they're going to be manned. I just don't think there will be enough people using them to make it work. It seems a shame to abandon the concept altogether; there's tons of cool stuff you can do with fighters and carrier ships. Maybe we could put them on AI and you can remote from ship to ship like Battlestations Pacific.

That sounds pretty good, since people generally don't like getting blown up in one shot. Unless you have fighters that have infinite amounts of armour, drones would make more people use fighters anyway, which would be nice.
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PostSubject: Re: Fightercraft   Sat Jan 28, 2012 10:41 am

Drone launchers:
1 type explodes
another is a fighter remote controlled. Also, a fighter might be the best way to fly away. I mean, who uses escape pods?
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Tau
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PostSubject: Re: Fightercraft   Sat Jan 28, 2012 9:09 pm

Someone PLEASE lock this.
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fr0stbyte124
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PostSubject: Re: Fightercraft   Sat Jan 28, 2012 11:14 pm

No. It's a useful thread.
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PostSubject: Re: Fightercraft   Sun Jan 29, 2012 2:32 pm

Why have a fighter when you can have a CREEPER!?!






But seriously, I think my brain is fried after reading the power generator discussion.
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PostSubject: Re: Fightercraft   Mon Jan 30, 2012 12:07 am

daman200 wrote:
Why have a fighter when you can have a CREEPER!?!






But seriously, I think my brain is fried after reading the power generator discussion.

Yeah, instead of missiles, just load creepers into the launchers... that'll definitely work, it'll even have a psychological effect
on the enemy ship. Well, until they see that it's already blown up inside your ship. Oops.
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PostSubject: Re: Fightercraft   Mon Jan 30, 2012 2:36 am

The creepers would die in the vacuum of space, plus the
don't have built in engines (so they wouldn't go anywhere) and they won't
explode anywhere near as violently as missiles will.
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PostSubject: Re: Fightercraft   Mon Jan 30, 2012 2:42 am

Dr. Mackeroth wrote:
The creepers would die in the vacuum of space, plus the
don't have built in engines (so they wouldn't go anywhere) and they won't
explode anywhere near as violently as missiles will.

Solution: Put helmets on (their skin can survive sunlight, why not space?) them, put mini ion thrusters on their legs (spinning them quite wildly around) and finally, put extra sticks of dynamite on them, sort of like a suicide bomber. I'd never use it, but it looks nice.

Anyway, fighters are cool, we need them. Probably.
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PostSubject: Re: Fightercraft   Mon Jan 30, 2012 4:33 am

The fact that Fr0stbyte mentioned drone fighters, plus the fact that my fighter bay is too small for real fighters, plus the fact that I built a flight control (separate from the main cockpit) which has enough computers to control every fighter, leads me to one conclusion:


Drone fighters!
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PostSubject: Re: Fightercraft   Mon Jan 30, 2012 10:24 am

Er? I was the one to mention drone fighters, Mack.

...Edit: On second look, where the hell is that post?
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PostSubject: Re: Fightercraft   Mon Jan 30, 2012 11:00 am

Shiva wrote:
Er? I was the one to mention drone fighters, Mack.

...Edit: On second look, where the hell is that post?

I suspect he deleted it to make his statement seem more True Razz
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PostSubject: Re: Fightercraft   Mon Jan 30, 2012 4:37 pm

No, I'd never delete a post just to make myself look good.
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PostSubject: Re: Fightercraft   Mon Jan 30, 2012 5:16 pm

Lol, Shiva, you never mentioned drone fighters. You're crazy.

*edit*
Shiva wrote:
Or maybe drone fighters, so that you the human can make all those wonderful decisions real-time like if you were in a cockpit, and not have to suffer AI shortcomings - or gravity problems.
It was in the Deadspace thread. Half of my statement was false. Sorry.
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PostSubject: Re: Fightercraft   Mon Jan 30, 2012 6:58 pm

Despite the fact that they would indeed die in space, Creepers don't need engines to go anywhere. Once they've been launched, they will conserve their speed and direction since there's no friction of any kind in space to slow them down.

So really, all you need is a compressed-air powered launcher system to throw creepers around.
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PostSubject: Re: Fightercraft   Mon Jan 30, 2012 7:05 pm

I hope to GOD this mod won't use Newtonian physics in space.
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PostSubject: Re: Fightercraft   Mon Jan 30, 2012 7:05 pm

We were going to try. What do you have against it?
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PostSubject: Re: Fightercraft   Mon Jan 30, 2012 7:06 pm

It makes ships annoying as h%!! when you switch their direction in Star Ruler.
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PostSubject: Re: Fightercraft   Mon Jan 30, 2012 7:07 pm

Possibly the endless stream of creepers crossing the void of space to bombarb other planets?
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PostSubject: Re: Fightercraft   Fri Feb 24, 2012 4:44 pm

Necro

Realism =! Fun

imo. I don't think realistic physics would be fun at all. Interesting, maybe, but more of a frustration to the people piloting the ships than a fun factor.
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PostSubject: Re: Fightercraft   Sat Feb 25, 2012 12:52 pm

At the very least, fighters can be used to escort dropships, landing craft, and boarding parties. They could also strafe ground forces. Anyway, almost every other science fiction game/show/movie has fighters. It would be a shame not to have that potential.

Even if they can't be really customized, they could be dyed so they match the rest of your ships.
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PostSubject: Re: Fightercraft   Sat Feb 25, 2012 1:26 pm

Last_Jedi_Standing wrote:
At the very least, fighters can be used to escort dropships, landing craft, and boarding parties. They could also strafe ground forces. Anyway, almost every other science fiction game/show/movie has fighters. It would be a shame not to have that potential.

Even if they can't be really customized, they could be dyed so they match the rest of your ships.

Fighter is an adrenaline filled thing. I think fighters will also be used as pod racers.
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