This has gotten worse then from X3R, most of my wings are now lost not from enemy action but from actual ramming my own bloody carrier.
More time needs to be added to collision detection with a further range based on how fast the object is(its ablity to look ahead and detect if it can stop or change direction in time).
m4 and m5 running straight into the object they are attacking is now the norm 9/10.
Aldrin massive astroid is also ANOTHER horrible problem.
That said some improvements.
When attempting to tarverse a system if an object gets in the way the Computer doesnt attempt to go around object long enough and gets stuck starting and stoping starting and stoping starting and stoping.
Fix
Check size of ship, size of Obstruction.
Rather then time limit for the diversion set a distance traveled limit.
Large ships turning to avoid crashing into enemy light fighters... and crashing into other capships as a result.
Dodge Prioty for Enemy Ships.
Large(all ships attempt to dodge)
M1 M2 M0
Medium(all ships attempt to dodge but m1,m2,m0)
M7
Small(only m6 and smaller attempt to dodge)
M6 and M3 and bombers
Tiny(Nothing but themselves try to dodge)
M4/M5/Drones.
Friendly
M1 M2 M0. dont attempt to dodge anything smaller then a m6.
If the m6 or smaller cant dodge then the m1 m2 attempting to isnt actually gonna do anything(and infact it swinging around more often then not leads to ships getting killed)
I really dont get why its so bad... a game that ran on 486s wing-commander 3 had far better hit detection, Prophecy had a massive carrier the midway and friendly and enemy ships had no trouble flying though its split section around the engines while fighting each other and they almost never ever ever rammed it., Yes this game has hundreds of ships in a sector at times, but Prophecy had hundred or so and it ran on a p75, my current computer has thousands of times more cycles per second to devote to hit detection.
A last option would be to reduce the damage caused by ramming.
Currently the bigger the object the more damage it does, if a m3 rams a m2 it dies, if a m3 rams another m3 they can bounce off each other, despite the fact they actually hit each other at a faster combined speed.
You could just reduce damage for non hostile ships to say 1/10th with a larger repulse effect pushing the ships apart and make it so a ship can never actually BLOW up from being rammed unless the rammer is hostile.
When you think about it its easy to make sense wise, two ships enveloped with shields ram each other, the shields being like polarity because they are friendly(like two mangests of the same pole) Repulse each other as a built in safty measure.
Collision Detection(arrhhhgg)
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