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First day on the road to end corkscrewing?

theanothernametheanothername Member Posts: 1,512 Arc User
Since player avatar and spaceship are more or less the same and the recent jetpack (wich feels a bit like steering a low-inerta ship) makes a straight up movement possible could this be the first foundation to up/down maneuvers with a spaceship?

To new players: corkscrewing is a term often used for the movement you do with your ship to reach a destination several km above or underneath your ship.
Post edited by theanothername on

Comments

  • ddesjardinsddesjardins Member Posts: 3,056 Media Corps
    edited July 2013
    I agree with your comment.

    Given that even Kirk used 'z-minus 1000 meters' as a movement to baffle Khan in TWOK (the original, not the floating TRIBBLE served up by sirs Orci & Abrams).

    Corkscrewing sucks, but heck, it works.
  • wlafrancewlafrance Member Posts: 0 Arc User
    edited July 2013
    Ship flying right now feels more like piloting a submarine than a spaceship; There's always an up and a down, with a ceiling and a floor, and you can't pitch completely vertically. If ship flying was to be more realistic, we'd be able to roll and pitch completely around with the camera following our ship's orientation rather than staying "upright". Turning would involve rolling and pitching upwards simultaneously like an airplane. Heck, you could pitch downwards to turn, it's space! Then yaw controls could be added to make things a bit easier, but the main thing would be that the camera follows the ship, rather than the other way around. Then, it would be truly three-dimensional.
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  • ussdelphin2ussdelphin2 Member Posts: 525 Arc User
    edited July 2013
    wlafrance wrote: »
    Ship flying right now feels more like piloting a submarine than a spaceship; There's always an up and a down, with a ceiling and a floor, and you can't pitch completely vertically. If ship flying was to be more realistic, we'd be able to roll and pitch completely around with the camera following our ship's orientation rather than staying "upright". Turning would involve rolling and pitching upwards simultaneously like an airplane. Heck, you could pitch downwards to turn, it's space! Then yaw controls could be added to make things a bit easier, but the main thing would be that the camera follows the ship, rather than the other way around. Then, it would be truly three-dimensional.

    While this is true and it should have been like that from launch, I would be happy with the up/down movement because it would be better than what we have now.
    How I picture a lot of the forumites :P
  • skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited July 2013
    Corkscrewing is a limitation imposed to make maneuvering ships an interesting part of the game and not due to some game engine limitation. At first it may seem that it'd be much more "realistic" but if you think about it for a bit longer you'd realize that full Z axis movement would make the game looks less trek, serve to cause dizzyness or worse, and take away limitations that serve to make space gameplay interesting. If you doubt the third consider this. Currently you have to hake a choice when faced with a target above or below you, do you try to fly down or corkscrew down? That choice along wiht similar other movement decisions the limitations force upon you make the game more fun.

    The Cryptic engine can handle Z movement, its not new. Look at Champions Online for confirmation.
  • assimilatedktarassimilatedktar Member Posts: 1,708 Arc User
    edited July 2013
    Yeah, sorry but please no. The only thing that was bad about Starfleet Academy was that it allowed completely free movement. Leading to ships facing each other upside down or sideways within seconds of combat. Is it realistic? Yep. Is it Star Trek? Nope.
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  • latiasracerlatiasracer Member Posts: 680 Arc User
    edited July 2013
    I'm not fussed about totally free movement, i don't think it would be a good idea otherwise i'd spend most of my time cruising about in an upside down Galaxy Class.



    It would just be nice to move Straight up or Down, Because corkscrewing is a pain in the TRIBBLE, especially for missions like the Vault : Ensnared
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  • theanothernametheanothername Member Posts: 1,512 Arc User
    edited July 2013
    Yeah, sorry but please no. The only thing that was bad about Starfleet Academy was that it allowed completely free movement. Leading to ships facing each other upside down or sideways within seconds of combat. Is it realistic? Yep. Is it Star Trek? Nope.

    That would require rolling. Simple up/down would not accomplish what you fear.
  • ussdelphin2ussdelphin2 Member Posts: 525 Arc User
    edited July 2013
    Yeah, sorry but please no. The only thing that was bad about Starfleet Academy was that it allowed completely free movement. Leading to ships facing each other upside down or sideways within seconds of combat. Is it realistic? Yep. Is it Star Trek? Nope.

    The OP is talking about an up and down movement, not about real 3D space, even though space combat in 3D would be epic like it was in Starfleet Academy, Klingon Academy, Bridge Commander and what ever else and they are more Star Trek than this. They just did not want inverted ships in the shows.
    How I picture a lot of the forumites :P
  • kamenriderzero1kamenriderzero1 Member Posts: 906 Arc User
    edited July 2013
    Simple problem is Star Trek ships are not designed for up or down z axis movenment on anything but thier RCS thrusters. Enterprise and Reliant were moving through the Mutara nebula at a literal walking pace. Seriosuly, you could have messured thier speed in car terms. If we tried that we'd be sting ducks.

    being able to pitch and roll in any direction is much more realistict for them at faster speeds from what we've seen on screen.
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  • lan451lan451 Member Posts: 3,386 Arc User
    edited July 2013
    I've long since gotten over the full 3D space flight for this game. However I still agree that we should end the corkscrew with up/down movement. It gets tiresome.
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  • misterde3misterde3 Member Posts: 4,195 Arc User
    edited July 2013
    Simple problem is Star Trek ships are not designed for up or down z axis movenment on anything but thier RCS thrusters. Enterprise and Reliant were moving through the Mutara nebula at a literal walking pace. Seriosuly, you could have messured thier speed in car terms. If we tried that we'd be sting ducks.

    Have you ever driven a car through fog so thick you couldn't see 3 feet ahead of you?
    If your answer is "yes", did you do so close to the road's speed limit?

    Also, what does your first point have to do with the second one?
    This makes partciularly no sense since angling the ship by 10 degrees difers in no way from angling it 90 degrees.
  • steamwrightsteamwright Member Posts: 2,820
    edited July 2013
    Yeah, sorry but please no. The only thing that was bad about Starfleet Academy was that it allowed completely free movement. Leading to ships facing each other upside down or sideways within seconds of combat. Is it realistic? Yep. Is it Star Trek? Nope.

    It may be rare, but it has happened in canon. See 1:50 mark on this compilation vid.


    I saw the Kirk maneuver in WoK as almost like a sub blowing ballast to reach a higher level. I would not mind having that trick.

    What I would really like to have, though, is a steeper pitch. Not completely vertical, per se, but steeper. If you look at Defiant's attack in First Contact, she went almost vertical against the cube before banking.
  • flatmattflatmatt Member Posts: 0 Arc User
    edited July 2013
    It doesn't come up very often, but when it does it's painfully obvious, like in the Vault. If you're concerned about people getting flipped around and disoriented, just make sure the ships auto-roll back toward the galactic plane when you're not actively turning. Make it so you can't be flying around upside-down or sideways unless you're doing it on purpose. Maybe even add a command for auto-level back to the plane.
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  • squidheadjaxsquidheadjax Member Posts: 54 Arc User
    edited July 2013
    OP, the possibility of vertical movement has been in STO since STO first existed as labeled code, since it forked off from CO rather than was built from bare engine. The corkscrew is (IMO a lousy) intentional choice.
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  • buddha1369buddha1369 Member Posts: 386 Arc User
    edited July 2013
    It would be nice to have the full range of movement, but the extra axisis? asis'? axi? would be too complicated for most players. I am more than a casual player but I expect full 3D movement would need both my hands and it would be a challenge to use all my abilities at the right times.
  • kamenriderzero1kamenriderzero1 Member Posts: 906 Arc User
    edited July 2013
    misterde3 wrote: »
    Have you ever driven a car through fog so thick you couldn't see 3 feet ahead of you?
    If your answer is "yes", did you do so close to the road's speed limit?

    That's my point, they were going so, droping down straight was fisable. It's not when the ship is moving on high impulse.
    Also, what does your first point have to do with the second one?
    This makes partciularly no sense since angling the ship by 10 degrees difers in no way from angling it 90 degrees.

    Starships must still obey this wonderful concept call the "Law of Inertia" (inertial dampers are more from keeping everything inside the ship from going splat). A slighter angle take less engery than a larger one.
    Everywhere I look, people are screaming about how bad Cryptic is.
    What's my position?
    That people should know what they're screaming about!
    (paraphrased from "The Newsroom)
  • lordfuzunlordfuzun Member Posts: 54 Arc User
    edited July 2013
    wlafrance wrote: »
    Ship flying right now feels more like piloting a submarine than a spaceship; There's always an up and a down, with a ceiling and a floor, and you can't pitch completely vertically. If ship flying was to be more realistic, we'd be able to roll and pitch completely around with the camera following our ship's orientation rather than staying "upright". Turning would involve rolling and pitching upwards simultaneously like an airplane. Heck, you could pitch downwards to turn, it's space! Then yaw controls could be added to make things a bit easier, but the main thing would be that the camera follows the ship, rather than the other way around. Then, it would be truly three-dimensional.

    Tall ships or piloting a submarine is how ships flying around in the game. That's is an intended ship feature. It's how 99% of all ship combat happened in Star Trek series and movies.

    The ship flight limitations are NOT a limitation of the game engine. It is deliberately designed into STO. It has been confirmed by the devs many times over the years. In fact, the game is MORE complicated due to the fact they added axis limits on ship and camera movements. Full 3-d is actually quite simple once you hve the basic of the simulator in place.
  • theanothernametheanothername Member Posts: 1,512 Arc User
    edited July 2013
    OP, the possibility of vertical movement has been in STO since STO first existed as labeled code, since it forked off from CO rather than was built from bare engine. The corkscrew is (IMO a lousy) intentional choice.

    Considering that I have a flight travel power char in CO for a few years that I occasional revisit I had a little facepalm moment right now. :o

    Must have been the engine of the jetpack which made me think of the connection to ships.

    I like how the combat in STO feels. Its pretty much spot on to the Trek feeling (besides some occasional freak ships no <fraction> captain would use on duty in the shows/movies ;) ).

    I did not really thought it as something to be used in combat (there might be moments) but more as a help to get to nav-points. Because at these rare moments it starts feeling not quite like trek anymore if you need to do CS to reach them.

    If the movement would be ~half the regular impulse I do not think how it could be abused in some un-immersive way and you would still be faster and much less annoyed in reaching locations right above/under your ship then to CS them.
  • causalityeffectcausalityeffect Member Posts: 178 Arc User
    edited July 2013
    Oh noes... going up and down is totally too difficult because people might be sick.

    So Cryptic goes and makes a map where you can jet pack around... or Champions allows folks to fly freely all day long.

    By the stupid logic displayed in this thread... the Risa jetpack should be removed and be too difficult and Champions Online should come with a mandatory sick bag.

    If folks are going to whine that 3D combat is too difficult and Cryptic are going to continue being intellectually dishonest in defending it... clearly this game needs to remove all ability to go up and down completely and limit it to a single flat plane like Starfleet Command.

    Instead the limitation is imposed and Cryptic continue to make the game in a 3D environment and place objectives where those limitations force players to compensate for Cryptic stupidity.
    Then some people randomly come in and justify it as adding an extra element of strategy...

    Yeah... its such a great boon of strategy to have to spin in circles to reach a target because the game wont let you just go in a straight line. :rolleyes:
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