To my knowledge they call that immersion. Into the game, the X universe and even the enemy capital ships !onewheeldoin200 wrote:I think it's r******* that you are even ABLE to fly inside an enemy ship. In a fight the first thing they would do is close blast doors or put up a force field or something.
Shooting ships from the inside
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"I would like to say how amazed we all are here by the huge success of the game" - Bernd Lehahn
"Any fan of space simulations will find the UI in X Rebirth easy to use and much more intuitive, but the 'Trade, Fight, Build, Think' gameplay elements and interaction remain as deep as X game fans have come to expect" - Bernd Lehahn
"Sir, we are lacking 'success' for a while now and must take action !" - "Okay, let's pull off an XR then!".
"Any fan of space simulations will find the UI in X Rebirth easy to use and much more intuitive, but the 'Trade, Fight, Build, Think' gameplay elements and interaction remain as deep as X game fans have come to expect" - Bernd Lehahn
"Sir, we are lacking 'success' for a while now and must take action !" - "Okay, let's pull off an XR then!".
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Well, let me just say this: Using a certain combo of strafe+roll+... (via keyboard only!) you cannot get hit ever and that's how it worked since X² at least. While this is bad already, this adds up with you basically having the benefits of a capital ship combined with those of a fighter in one single unique player ship, leading to you to even allow you to slack in your manouvering and take "risk" (which is none). Now add shield drones and the booster... voila!, invincible, I guess. Oh, and did I say that the AI is dumb and predictable too ?wwdragon wrote:You must've been playing after the cap ships stopped shooting. They blew me up plenty of times before I hid in the engines!.Mauzi! wrote: making the player invincible.
For this scenario it doesn't matter if you have 1-10-100 enemies shooting at you, all the hits you get are just a few lucky strifeshots which will never get you below 90% shield ever, leaving you plenty of power for your booster if you think it's needed.
If at least you would face a ship with the abilities of your very own one that uses strafing... see, that's why I wonder why Bernd needed the god mode - or it helps explaining the combat difficulty level of the game, your choice !

Another thing: In regards to strafing and rolling being "overpowered", that's clearly the AI's shooting prediction lacking in calculating this in. It seemingly only shoot according to your speed and maybe normal steering, but cannot consider strafing and rolling. But even if it did, then you could change it fast enough to make their aiming invalid except for the fastest but weak weapons.
"I would like to say how amazed we all are here by the huge success of the game" - Bernd Lehahn
"Any fan of space simulations will find the UI in X Rebirth easy to use and much more intuitive, but the 'Trade, Fight, Build, Think' gameplay elements and interaction remain as deep as X game fans have come to expect" - Bernd Lehahn
"Sir, we are lacking 'success' for a while now and must take action !" - "Okay, let's pull off an XR then!".
"Any fan of space simulations will find the UI in X Rebirth easy to use and much more intuitive, but the 'Trade, Fight, Build, Think' gameplay elements and interaction remain as deep as X game fans have come to expect" - Bernd Lehahn
"Sir, we are lacking 'success' for a while now and must take action !" - "Okay, let's pull off an XR then!".
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- A basic shooting prediction is first order: It only uses your current vector.that's clearly the AI's shooting prediction lacking in calculating this in. It seemingly only shoot according to your speed and maybe normal steering, but cannot consider strafing and rolling.
- A good shooting prediction is second order: It would use your current vector AND your acceleration.
- A godly shooting prediction is third order: It would predict your changes in acceleration (I.E. changes in your joystick input). This isn't really something a computer can be expected to predict, which is why missiles and proximity fuses were invented.
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The problem with putting turrets "inside" a ship for the purposes of defense is that any shots that miss the intended, internal target would then damage the interior of the ship.
Plus, as has been stated/implied, covering every possible vantage point with guns might be realistic, but it's not fun. Building a space sim game in which the bad guys have no weaknesses is asking for trouble.
And really, it's not any different than any other worthwhile game of this type. FreeSpace 2, for example. You couldn't fly inside the hangers on carriers and such, but those capital ships certainly had blind spots which a fighter might hide in. Again, such things are necessary to keep the fun in the game.
Plus, as has been stated/implied, covering every possible vantage point with guns might be realistic, but it's not fun. Building a space sim game in which the bad guys have no weaknesses is asking for trouble.
And really, it's not any different than any other worthwhile game of this type. FreeSpace 2, for example. You couldn't fly inside the hangers on carriers and such, but those capital ships certainly had blind spots which a fighter might hide in. Again, such things are necessary to keep the fun in the game.
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From what I saw there's neither AI collision nor friendly fire for it (which I consider okay in regards to not damaging oneself), so those existing in-ship hanger turrets should work. There needs to be more though, e.g. various shield generators, etc.loubert wrote:The problem with putting turrets "inside" a ship for the purposes of defense is that any shots that miss the intended, internal target would then damage the interior of the ship.
I have good old memories for previous X games though where you could use a small fighter and stand between two capital ships, leading them to destroying eachother with their heavy weaponry. Was fun like hell ! But I guess we'll never get such in XR, since not even the player ship has proper collision detection - why'd the AI get such or even more challenging friendly fire (along with means to detect+prevent it) ?
"I would like to say how amazed we all are here by the huge success of the game" - Bernd Lehahn
"Any fan of space simulations will find the UI in X Rebirth easy to use and much more intuitive, but the 'Trade, Fight, Build, Think' gameplay elements and interaction remain as deep as X game fans have come to expect" - Bernd Lehahn
"Sir, we are lacking 'success' for a while now and must take action !" - "Okay, let's pull off an XR then!".
"Any fan of space simulations will find the UI in X Rebirth easy to use and much more intuitive, but the 'Trade, Fight, Build, Think' gameplay elements and interaction remain as deep as X game fans have come to expect" - Bernd Lehahn
"Sir, we are lacking 'success' for a while now and must take action !" - "Okay, let's pull off an XR then!".