Futurecraft Forums

A forum dedicated to communication and innovation!
 
HomeCalendarFAQSearchMemberlistUsergroupsRegisterLog in
Welcome, one and all, to the Futurecraft Forums!

Share | 
 

 Combat and fighting system

View previous topic View next topic Go down 
AuthorMessage
Julo
Recruit
Recruit
avatar

Posts : 204
Join date : 2012-07-06
Age : 20
Location : Somewhere in Space

PostSubject: Combat and fighting system   Sun Jul 08, 2012 1:36 am

I've got an idea about the combat and fighting system.

First point:

To use the keys in the points you must sit in a control chair

Open Target menu: F
The target menu is a menu where all Players, objects (asteroids, abandoned ships/stations and Subspace field singularities) and NPC's are listed like in an enchantment table. Then you click on one and it will be shown with a red box around it, if you close the menu.


Second point:

Open action menu: I
In the action menu are all of your actions listed. It will replace the normal inventory in space and look like the survival inventory, instead that in the screen where normally your skin is will be your ship and all of it's stats will replace the crafting table. And the armor will be replaced by your shields.
Below the stats are your actions. You simply put them into the row for your hands.
If you rightclick an action you activate it.


Third point:

Creating actions:
You have to create an action, it won't do it by itself. But this is very easy you just have to go to the wireless redstone emitter (WRE) next to your control chair and rightclick it. Then it opens the action manage menu, where you can create new actions and rename/delete them.
If you create a new action you just have to type the name in for example:"Fire front lasers".
Then you go to a wireless redstone receiver (WRR) and rightclick it.
A menu will open in which you can give the WRR multiple names. If you name it "Fire front lasers" it will connect with the WRE and in your actions menu will be a new action called "Fire front lasers".
You can also give multiple WRR's the same name and one WRR multiple names. That means if you are flying your spaceship and an enemy or hostile NPC appears, you open your target menu, target it, then you open the actions menu choose the fighting actions (defense actions),
then you activate the fighting action and all weapons or other devices with the name of the action will activate.

Fourth point:
To use the actions and the weapons etc. you must have crew on the modules that control the actions.

Fifth Point:

Extended F5:
With the extended F5 you are able to scroll in and out with the keys + and - in 3rd person, so that you can see your whole ship in 3rd person. And in the F5 mode you can move your camera only if you leftclick while you move the mouse.


Sixth point:

Fly controls:

W: pitch down
S:pitch up
A:turn left
D:turn right
E:roll right
Q:roll left
Shift: Throttle up
CTRL:Throttle down

That was all, thank you for reading


Last edited by Julo on Thu Nov 15, 2012 9:01 am; edited 2 times in total
Back to top Go down
View user profile
torrentialAberration
Infantry
Infantry
avatar

Posts : 727
Join date : 2012-06-20
Age : 104
Location : omnipresent

PostSubject: Re: Combat and fighting system   Sun Jul 08, 2012 3:22 am

I'll skip the first three points because I'm too tired to read.

IV.
This is a good idea for fighters, but I think that it's a little meh for ships. It would make having a bridge basically pointless, and bridges are awesome!

V.
I think that flight controls should be changeable, so someone could tune it to their liking. You also have to account for roll. I'm not quite sure how the controls should best be set up if they are going to be fixed. I have played many flight games, but never without the comfort of a console controller.

My thoughts on the fighter controls

W=pitch down
S=pitch up
A=roll port
D=roll starboard
Mouse Wheel=adjust speed
mouse left=turn to port/quick maneuver left
mouse right=turn to starboard/quick maneuver right
+whatever weapons and boost are.

Pitch could also be controlled with mouse forward and back.
Back to top Go down
View user profile
Julo
Recruit
Recruit
avatar

Posts : 204
Join date : 2012-07-06
Age : 20
Location : Somewhere in Space

PostSubject: Re: Combat and fighting system   Sun Jul 08, 2012 3:36 am

catsonmeth wrote:
I'll skip the first three points because I'm too tired to read.

IV.
This is a good idea for fighters, but I think that it's a little meh for ships. It would make having a bridge basically pointless, and bridges are awesome!

V.
I think that flight controls should be changeable, so someone could tune it to their liking. You also have to account for roll. I'm not quite sure how the controls should best be set up if they are going to be fixed. I have played many flight games, but never without the comfort of a console controller.

My thoughts on the fighter controls

W=pitch down
S=pitch up
A=roll port
D=roll starboard
Mouse Wheel=adjust speed
mouse left=turn to port/quick maneuver left
mouse right=turn to starboard/quick maneuver right
+whatever weapons and boost are.

Pitch could also be controlled with mouse forward and back.

I
That means you like mouse controls. Accepted, no problem.

II
If you read the points 2 and 3 you would now how you Fire weapons and activate boosters. So if you are Not tired anymore please read them, k?

III
I think the extended F5 is good because you See asteroids/other ships espacially if they are smaller than you so that you can avoid a crash.
Back to top Go down
View user profile
Burnttoaster
Recruit
Recruit
avatar

Posts : 205
Join date : 2012-01-16

PostSubject: Re: Combat and fighting system   Sun Jul 08, 2012 4:00 am

Flying with mouse only controls suck it should be ( and I hope I know which one pitch and yaw on th top of my head)
Mouse up and down is pitch
Mouse right and left is roll
A and D is yaw

Or just use a joystick
Back to top Go down
View user profile
torrentialAberration
Infantry
Infantry
avatar

Posts : 727
Join date : 2012-06-20
Age : 104
Location : omnipresent

PostSubject: Re: Combat and fighting system   Sun Jul 08, 2012 2:28 pm

That's why they should be changeable. Not everyone would be comfortable with the set controls.

I and II
I think these could be melded. Someone sitting in the captain's chair should have all of this information available to them, but having all actions accessible to the captain would make it too powerful (unless it was a very small ship). So replace some of these actions with commands (ex. fire turret 2.) to players and NCPs that are operating the weapons systems. The individuals' main target should be selected by the captain.

III.
Something like this will be required.

An alert system, like on Star Trek, could be used to prepare for combat. Green=everything's OK, Yellow=raise shields and bring weapons systems online, Red=ALL PERSONNEL TO BATTLESTATIONS! SH*T JUST GOT REAL!!!
Back to top Go down
View user profile
torrentialAberration
Infantry
Infantry
avatar

Posts : 727
Join date : 2012-06-20
Age : 104
Location : omnipresent

PostSubject: Re: Combat and fighting system   Sun Jul 08, 2012 3:53 pm

Burnttoaster wrote:
Flying with mouse only controls suck it should be ( and I hope I know which one pitch and yaw on th top of my head)
Mouse up and down is pitch
Mouse right and left is roll
A and D is yaw

Or just use a joystick

Rolling one way then pitching up is much faster than yawing that direction, so I think that W S A D keys should control roll and pitch, as they are the default movement keys. Using the mouse for pitch and yaw does make sense. not really for roll, though.
Back to top Go down
View user profile
Burnttoaster
Recruit
Recruit
avatar

Posts : 205
Join date : 2012-01-16

PostSubject: Re: Combat and fighting system   Sun Jul 08, 2012 4:28 pm

catsonmeth wrote:
Burnttoaster wrote:
Flying with mouse only controls suck it should be ( and I hope I know which one pitch and yaw on th top of my head)
Mouse up and down is pitch
Mouse right and left is roll
A and D is yaw

Or just use a joystick

Rolling one way then pitching up is much faster than yawing that direction, so I think that W S A D keys should control roll and pitch, as they are the default movement keys. Using the mouse for pitch and yaw does make sense. not really for roll, though.


you don't use yaw to turn, it's better for more precision aiming, and roll is better on a mouse
Back to top Go down
View user profile
Sponsored content




PostSubject: Re: Combat and fighting system   

Back to top Go down
 
Combat and fighting system
View previous topic View next topic Back to top 
Page 1 of 1
 Similar topics
-
» How good is a western fighting style instead of martial arts
» Keysi Fighting Method and Krav Maga
» Water buffalo fighting in China
» Fighting styles
» [ANSWERED] UDF File System?

Permissions in this forum:You cannot reply to topics in this forum
Futurecraft Forums :: Development :: Idea Center-
Jump to: