I was wondering what everyone thought of more advanced flight controls being added to the game. Or even possibly adding a "hardcore" or "ultra realistic" setting to the difficulty menu, or in the options menu.
Personally I think the ships handle like boats and it's not all to realistic. Even when I plug in a joystick I cannot force my ship to roll. The bird of prey feels as if it's just gotten it's wings clipped, I want to feel like I'm actually in control of my ship.
Does anyone here remember Star Trek Bridge Commander? Now, I'm not saying that STO should suddenly transform into Bridge Commander, I like the way STO works. I like weapons that level up, I like all of the cool abilities. I just want to be able to roll my ship back and fourth, I want to be able to turn my ship without it banking left or right. If I want my ship to bank and turn I will do it myself. I can see where command a large carrier or a slower moving vessel where these extra controls would get in the way sometimes, that's why I'd like to have the option to use the extra controls.
Also I would like to know what everyone thinks of a "Hardcore" mode where everyone gets added flight controls and 2 extra shield vectors ( Top and Bottom ) Sure I think there might be some balance issues, and things might need to be tweaked a little bit, but I'd rather have a slight imbalance or a couple of minor issues here and there as long as my little fighter ship or my bird of prey doesn't handle like a boat.
It would be interesting how many people would like to see this in game. If we're lucky it may even happen. Criticism is welcome
Comments
Please don't make baseless statements, if you wish to show my why we cannot have this design, or _how_ the engine forbids it, then I'm all ears. Don't think of me as stupid either, I learn quickly and even took college computer science courses my freshman year of _high school_
Personally, I think that it wouldn't be hard to implement more advanced flight controls for those who want it, a "hardcore" mode and adding 2 more shield vectors would be cool, but probably throw off the balance and is too much to ask for.
First, without passing any judgement on your intelligence, most CS graduates know barely enough software development to build a simple production-quality business client, let alone a demanding 3D game/simulator/MMO (I know since I actually studied CS and worked in software development for several years). A few classes don't qualify you to assess the limitations of a game engine. More importantly, the devs said many times on numerous occasions that it will NEVER be possible to implement this feature due to engine limitation and game design - the only way it's going to happen is if they design a whole new game.
As for the boat-like feeling - that's EXACTLY how a starSHIP should feel. Having wings on a BoP means nothing in space - there's no air to create lift. A popcorn-shaped starship, a popsicle-shaped starship and a rocked-shaped starship would all feel the same way, as long as they have similar mass and thruster positions.
If you are going for a realistic Newtonian flight model (which is very difficult to implement and control), I suggest you try Freelancer, Evochron and Starshatter. However, you'll notice that these games are all based on one/two-man fighter crafts, while even fighters in STO have room for more than two men. It would actually be pretty ridiculous to control a starship at impulse speed using a joystick, which is why conn officers use keyboards in the shows. The simplification in STO is quite decent and proper, especially since you are the captain of a starship with dozens (if not hundreds or even thousands) of crew members, not a jet fighter pilot.
I would also love to have a true roll, pitch and yaw.
I would also love to have gravitational forces from wormholes and planets accounted for.
That being said, these would make for some great additions to space "flight".
However, these would also allow for frequent cannon attacks by non escort ships, which would throw things off balance. Basically, balancing would need a rehaul.
This is exactly what I was getting at. It would be nice, but probably not practical for the devs.
Maybe the developers never played bridge commander, maybe there's something wrong with this view. But if your just looking for space combat in a star trek universe with a realistic feel that's as good as it got. The galaxy class didn't lumber around like a boat, and roll when you didn't want it to. Now it didn't feel like a fighter ship either, it felt like a big ship with powerful impulse engines and not enough thrusters. Exactly what it was in star trek. The bird of prey was very maneuverable and fast as it was both in the show and in Star Trek, when I first played bridge commander, I actually felt as if I was in control of the entire ship.
Bridge Commander still didn't have all of the controls I wanted if I were to go around in the delta flyer all day long, as I didn't have direct top, bottom, left and right thruster controls. And _that_ is asking a lot for star trek online.
Do me a favor, play Bridge Commander, better yet, play it with KM installed. It feels much more realistic than STO. But not crazy and uncontrollable.
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If you play it and get used to it, you'll find that if you added the online play and rpg elements allowing you to change your weapons, shields etc. In my opinion, it'd be perfect.
The reason for this, I think, is the fact that space flight, space combat is handled by the game engine that also handles ground combat, and it is probably a ground combat game engine, adapted for space/flight combat. Your ship is actually your character with a different skin.
Nevertheless it should be possible to fly vertical down or up and you should be able to fly upside down. In World of ******** you can do that, why not here?
I concur. At least 90 degrees up or down should be allowed. Upside-down would be fantabulous!
This has been asked for since launch and with the same answer form the Dev's evertime and
as someone has already stated here the game engine will not accomodate it.
So in a nutshell............................. never gonna happen.
Banshee
Bloodthristy
Guild - <Lords of The Dead>
LvL 60 CW-Dragon Server
I'm happy with the controls other than that little niggle
Reading through the comments here, it's interesting to see the different ways people are interpreting this request. I think it's mainly due to conflating trying to control the game with a joystick and three-dimensional space flight as a "fighter" thing not a "starship" thing. And I guess it's true in the traditional sense of how our real-life vessels are piloted. But I also don't think it's what anybody meant.
The real question here is, I think, an existential one. Roddenberry conceived a system of space "flight" based on naval operations. It's a bizarre mix in a lot of ways because, generally speaking, "piloting" is reserved for people who fly things and "helming" is reserved for people who sail things. The two terms are used interchangeably on the shows and in the movies, despite the fact that no one ever "sails", though they're sometimes "dead in the water". It's all particularly frustrating from a physics point of view, especially for a universe that was always so grounded in tech-talk; mainly because there's no gravity in space and we should therefore not be limited to operating a vessel on a dynamic two-dimensional plane.
At this point, I suspect that everyone's a little bit right. It's probably not an overwhelmingly complicated thing to code something with a Z axis in general. But doing it to the game would mean a complete overhaul of the way the game works, which is no small task and, quite frankly, means that the devs would just be starting over. I suppose in the end, the case the devs made against it when they were first developing the game is that it doesn't "feel" like Trek because it never happened in Trek.
I think back in the day, Roddenberry probably chose to do it this way because everything was shot with upside-down models on sticks and there just wasn't a graceful way to make the stick do a barrel roll. But he didn't anticipate us playing a game based on his world nor did he anticipate the awkwardness of spiraling up or down to get to something. Maybe if there's ever a STO2.0......