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About XYZ axis maneuvering

k022#6452 k022 Member Posts: 300 Arc User
I personally think that the devs are just lazy, and don't want to change the game. I think the engine is pretty capable of handling it, it can handle floaters and the like.
To solve the disorientation issue, there would be a 'Right Ship' button on the HUD, such as the sensor analysis and carrier commands.

The only really game changing thing that I can think of is that the A/D keys would be roll control and the W/S keys would be pitch/yaw. So completing a turn would be a slight learning curve. You would have to initiate your roll then pull up.

I like the idea, but it wont ever happen:(
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Post edited by k022#6452 on

Comments

  • conundrumnsaconundrumnsa Member Posts: 705 Arc User
    edited June 2014
    I think the issue is that the engine has a definite up and down and flat "ground" plane. I don't think it's designed to handle true 3 dimensional movement, I doubt it's capable of much more than we have now without an almost complete rewrite.
  • neoakiraiineoakiraii Member Posts: 7,468 Arc User
    edited June 2014
    Good, I hope they never do, I like my Trek with a Sea Ship feel.
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  • k022#6452 k022 Member Posts: 300 Arc User
    edited June 2014
    neoakiraii wrote: »
    Good, I hope they never do, I like my Trek with a Sea Ship feel.

    They could ad an option
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  • hyplhypl Member Posts: 3,719 Arc User
    edited June 2014
    Just give me the ability to ascend or descend my ship without flying in spirals and I'll be happy.
  • hravikhravik Member Posts: 1,203 Arc User
    edited June 2014
    The engine is capable sure, but dstahl (long before he left) told us on multiple occasions that it was an artistic decision to not allow full rolls and upside down ships, and that they had no plans to ever change it.
  • somebobsomebob Member Posts: 556 Arc User
    edited June 2014
    I think the issue is that the engine has a definite up and down and flat "ground" plane. I don't think it's designed to handle true 3 dimensional movement, I doubt it's capable of much more than we have now without an almost complete rewrite.

    As mentioned, yes, STO (and the Cryptic Engine) is completely capable of full 3D movement.

    See: Floaters, and Champions Online.

    And as again mentioned, yes, it's an artistic reason (and/or because it would confuse players (see: people not knowing how to move around via the Risa Floaters)) why they chose not to allow players to go directly up/down or increase the angle you can go up/down further.
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  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited June 2014
    Than the least the can do, is allow for complete 90* up, or down.
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  • anazondaanazonda Member Posts: 8,399 Arc User
    edited June 2014
    neoakiraii wrote: »
    Good, I hope they never do, I like my Trek with a Sea Ship feel.

    That particular issue is easily solved... Just make a automatic "roll" on keypress/release, so that the ship reorients itself when you release any given key and the ship is upside down.

    I did it for BC, so I assume professional developers could, if time was assigned, do the same.

    Personally I also like if ships are all aligned but the confinement of half-3D motion is somewhat... TRIBBLE.
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  • seriousdaveseriousdave Member Posts: 2,777 Arc User
    edited June 2014
    hypl wrote: »
    Just give me the ability to ascend or descend my ship without flying in spirals and I'll be happy.

    This.

    Thats especially anoying for larger ships like cruisers and carriers.
  • phoeniciusphoenicius Member Posts: 762 Arc User
    edited June 2014
    neoakiraii wrote: »
    Good, I hope they never do, I like my Trek with a Sea Ship feel.

    bridge commander is one of the best ST games ever, and you could do loops, or whatever the hell you wanted, its also one of the most "trek-like" games of all ST games, both in story and gameplay.

    also i'm not sure i would say STO has a "sea ship feel" to begin with, considering how ridiculously agile, ships can be in this game, compared to every other ST game.
    poopbang wrote: »
    I personally think that the devs are just lazy, and don't want to change the game. I think the engine is pretty capable of handling it, it can handle floaters and the like.
    To solve the disorientation issue, there would be a 'Right Ship' button on the HUD, such as the sensor analysis and carrier commands.

    The only really game changing thing that I can think of is that the A/D keys would be roll control and the W/S keys would be pitch/yaw. So completing a turn would be a slight learning curve. You would have to initiate your roll then pull up.

    I like the idea, but it wont ever happen:(

    it isn't even that game changing, in pvp if you're flying slow ships, it will be easier to maximize damage(from broadsides and such) as it should and if you're flying an escort, you'll no longer have to worry about the dumb "screwdrive" tendency long PvP fights turn into, and in pve it will have no difference at all actually.
  • chrishellmax2363chrishellmax2363 Member Posts: 132 Arc User
    edited June 2014
    It always bugged me to know if star trek ships with maneuvering thrusters could just ascend and descend like a helicopter. I mean if our brains can understand flight like a drone, wouldnt it be natural to start teaching us the dimensions of xyz axis control

    As for the person who asked the first op, go to the nearest planet/ship or something and orientate your ship accordign to that. As when the devs build the worlds and the planets they mostly put everything on the same plane , even waypoints.
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  • th3xr34p3rth3xr34p3r Member Posts: 0 Arc User
    edited June 2014
    We have had this discussion since beta about the flight axis issues in this game: http://lmgtfy.com/?q=sto+flight+axis+site%3Asto-forum.perfectworld.com

    full 6dof like what there is in star citizen ain't gonna happen cause it's a limitation of the game design, as for just adding vertical and horizontal flight we already have that just look to the risa jetpacks, they just need to map those commands to any button that is not already mapped or remap z and x to the ventral and dorsal thrusters moving what you had mapped to another key.
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