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Something I would like to see, though not sure if possible

SystemSystem Member, NoReporting Posts: 178,019 Arc User
One thing I would eventually like to see is, say you are grouped up with someone and they are taking heavy damage. You would be able to put your self between the friendly ship and the enemy ship in order to protect the friendly ship (hope that made sense).

This would also work with environmental stuff. If someone fires say a torpedo at you and you go behind an asteroid (big, small, tiny) the torpedo would hit the asteroid and blow up instead of hitting your ship.

Same thing on the ground. If you are firing at an enemy, and another enemy gets in the way of your fire, it hits them instead of the one you were aiming for.

I am no programmer so I have no idea if something like this can work, but its something I would like to see.
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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Summit wrote: »
    One thing I would eventually like to see is, say you are grouped up with someone and they are taking heavy damage. You would be able to put your self between the friendly ship and the enemy ship in order to protect the friendly ship (hope that made sense).

    This would also work with environmental stuff. If someone fires say a torpedo at you and you go behind an asteroid (big, small, tiny) the torpedo would hit the asteroid and blow up instead of hitting your ship.

    Same thing on the ground. If you are firing at an enemy, and another enemy gets in the way of your fire, it hits them instead of the one you were aiming for.

    I am no programmer so I have no idea if something like this can work, but its something I would like to see.

    I agree that this would be cool though I also do not know how plausible it would be. :confused:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    This was discussed to some length pre-beta as a NON possibility do to limitations with the engine.
    It was also discussed at that time that all weapons would share the same properties for pathing (thats why when you go around a corner in pvp ground you still get shot from the last shot)

    To explain why...
    In an MMO timing is important as you have one Human Player firing at another human player. That information needs to pass through the server then back the other side... because of how fast this is the damage you do with weapons etc is already calculated before the animation plays out.

    Pathing torpedoes are the exception as they track behind an enemy and could easily be 'kited' into an asteroid but the devs have stated that the system would not be able to function in such a way.

    I am trying to find the thread...give me a minute or two and I will edit with it.

    EDIT POINT:

    Here are the links I could find.

    http://forums.startrekonline.com/showthread.php?t=26635&highlight=weapon+path

    http://forums.startrekonline.com/showthread.php?t=22104&highlight=weapon+path
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    This was discussed to some length pre-beta as a NON possibility do to limitations with the engine.
    It was also discussed at that time that all weapons would share the same properties for pathing (thats why when you go around a corner in pvp ground you still get shot from the last shot)

    To explain why...
    In an MMO timing is important as you have one Human Player firing at another human player. That information needs to pass through the server then back the other side... because of how fast this is the damage you do with weapons etc is already calculated before the animation plays out.

    Pathing torpedoes are the exception as they track behind an enemy and could easily be 'kited' into an asteroid but the devs have stated that the system would not be able to function in such a way.

    I am trying to find the thread...give me a minute or two and I will edit with it.

    ok cool thanks for the info. But I do want to add, when on away missions, when firing at an enemy NPC, if you fire and it walks begind some structure, your shot will hit the structure instead of the NPC.

    Also one time in space, a torpedo hit a very small asteroid and exploded on the asteroid, but that would have been some weird occurance
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    It's a technical limitation due to lag /response times.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Merls wrote:
    It's a technical limitation due to lag /response times.

    aye I see why that could be a problem, but the asteroid thing could still work as they are not moving
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    That would be cool to fully see. It is part way in the game now when you or enemies lose line of sight behind an asteroid and you can't fire at them. Although there is that weird bug when they are in the right spot and they take no damage while you launch unlimited torpedos. Ahh the fun of games and bug.

    So if they can add that behavior to other ships that would be awesome.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    It could act differently in PVP/PVE Environments.

    In PVP if I show my face around a corner and my enemy shoots at me I get hit whether I duck around a corner or not...but in PVE I have witnessed my shots hitting the walls or boxes etc.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    That would be cool to fully see. It is part way in the game now when you or enemies lose line of sight behind an asteroid and you can't fire at them. Although there is that weird bug when they are in the right spot and they take no damage while you launch unlimited torpedos. Ahh the fun of games and bug.

    So if they can add that behavior to other ships that would be awesome.

    Gotta say, that's one thing I find particularly fun while fighting another ship in an asteroid belt. Playing hide-and-go-seek with the other ship just feels... I dunno, epic. If they could somehow tweak the AI to get ships to do that sort of thing more often, that'd be really cool. It makes the fight more strategic.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    RedSunBird wrote: »
    Gotta say, that's one thing I find particularly fun while fighting another ship in an asteroid belt. Playing hide-and-go-seek with the other ship just feels... I dunno, epic. If they could somehow tweak the AI to get ships to do that sort of thing more often, that'd be really cool. It makes the fight more strategic.

    haha ya i love that too
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Yeah, I would like it (and be annoyed by it) if ships used the environment more strategically. Like ducking behind an asteroid just as the shields quadrant goes down to avoid my HYT spread. :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Merls wrote:
    Yeah, I would like it (and be annoyed by it) if ships used the environment more strategically. Like ducking behind an asteroid just as the shields quadrant goes down to avoid my HYT spread. :)

    haha yeah, but it would make the game more challenging
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Merls wrote:
    Yeah, I would like it (and be annoyed by it) if ships used the environment more strategically. Like ducking behind an asteroid just as the shields quadrant goes down to avoid my HYT spread. :)

    It has been my experience that good AI has you walking the line between impressed and annoyed. :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    RedSunBird wrote: »
    It has been my experience that good AI has you walking the line between impressed and annoyed. :D

    Yes slightly annoyed means you have a larger sense of achievement when you beat a difficult encounter. Then your brain can release some more endorphins. ;):p
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Merls wrote:
    Yes slightly annoyed means you have a larger sense of achievement when you beat a difficult encounter. Then your brain can release some more endorphins. ;):p

    Exactly. I want the AI to make me curse at the screen!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    RedSunBird wrote: »
    Exactly. I want the AI to make me curse at the screen!

    haha, well maybe not that annoying
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