test content
What is the Arc Client?
Install Arc

True ship movement

cajalacajala Member Posts: 23 Arc User
What is the reason for not being able to move like a real starship in STO? Why can't we make barrelrols loopings etc. A plane or spaceship is able to move in 3 directions, but in sto its only 2, why is it so unrealistic?
Post edited by cajala on

Comments

  • capnmanxcapnmanx Member Posts: 1,452 Arc User
    edited February 2013
    Because in the shows, space combat generally had a 'tall ship' kind of feel about it; with two ships (more or less) facing each other nose to nose. They almost always appeared the same way up, and at the same 'elevation', relative to one another. So, the devs felt STO ship combat should be like that too.
  • fovrelfovrel Member Posts: 1,448 Arc User
    edited February 2013
    As I have understand, I am a fairly new player, but there have been topics about this subject before and I myself wonder from time to time about this issue. It is a choice of the developpers. During tests people got desorientated so they decided to make a universe with and up and a down.

    I don't believe this. It means there is a test version where we have a (more) true space flight and I don't believe there is such a version. So I think they created the game as it is from the start. It was surely a point of discussion during developpment, but that was likely the only thing. I myself gets sometimes desorientated when I have to spiral down to get there, turn, turn, turn ... where the hell am I?

    A thing to consider is, this game has ground combat, a ground sphere, and space combat, a space sphere. Two total different environments when it comes to movement, yet it has to be handled by one game engine. So an idea is to make space combat/movement something that looks like moving in space, but isn't it.

    And another thing. In space there is no up and down. Your space craft defines it for you. Suppose you like your ship more when it is upside down. In a true space simulation you can fly it upside down, while it looks to you the right way is up. It would make the designer silly of course, when a lot of players flip there ship over.
  • fovrelfovrel Member Posts: 1,448 Arc User
    edited February 2013
    capnmanx wrote: »
    Because in the shows, space combat generally had a 'tall ship' kind of feel about it; with two ships (more or less) facing each other nose to nose. They almost always appeared the same way up, and at the same 'elevation', relative to one another. So, the devs felt STO ship combat should be like that too.

    We can conclude. In the STO universe, up is up from the space craft of the leading character.
  • maxvitormaxvitor Member Posts: 2,213 Arc User
    edited February 2013
    The game has an autoleveling mechanism built in so I think the argument that players would get disoriented is pure BS.
    Frankly it won't take anything at all away from the game to let space craft act like space craft.
    Yes there has been a tall ships feeling to the flights of these ships but there are plenty of scenes in the TV series and the movies of ships going inverted to give an angle to fire, the Defiant spiraling like a fighter jet, the Enterprise E inverting to protect its dorsal shield while firing at the underside of a So'na ship, the Alt universe Galaxy going vertical to bring it's phaser lance to bear on a Klingon ship.
    Now it might be said that there are no roll controls built in, but there are pitch controls and the artificial limit to pitch angles doesn't need to exist. A ship being able to pitch to inverted then autoleveling out it would not only not detract from the game, it would look damn cool.
    If something is not broken, don't fix it, if it is broken, don't leave it broken.
    Oh Hell NO to ARC
  • edited February 2013
    This content has been removed.
  • voicesdarkvoicesdark Member Posts: 0 Arc User
    edited February 2013
    maxvitor wrote: »
    The game has an autoleveling mechanism built in so I think the argument that players would get disoriented is pure BS.
    Frankly it won't take anything at all away from the game to let space craft act like space craft.
    Yes there has been a tall ships feeling to the flights of these ships but there are plenty of scenes in the TV series and the movies of ships going inverted to give an angle to fire, the Defiant spiraling like a fighter jet, the Enterprise E inverting to protect its dorsal shield while firing at the underside of a So'na ship, the Alt universe Galaxy going vertical to bring it's phaser lance to bear on a Klingon ship.
    Now it might be said that there are no roll controls built in, but there are pitch controls and the artificial limit to pitch angles doesn't need to exist. A ship being able to pitch to inverted then autoleveling out it would not only not detract from the game, it would look damn cool.
    skollulfr wrote: »
    lol at the disoriented argument.
    if that was true then everything from eve all the way back to colony wars & g-police would have had a lot of players lost in space.

    to be honest im not too fussed about the tied to horizontal thing, changing it would probably require a lot of coding to provide the 6dof environment.

    for now i would rather they made some kind of link between a ships size & weight vs its engine & power rather than 'because magic'.


    There have been plenty of games, space combat or otherwise that have had more freedom of movement and while at first it take a bit of getting used to it adds so much more to a game. Prior to the CGI revolution it simply wasn't practical for a ship on a tv series to have such a dynamic range of motion. Studio models were big and really not that durable. That's why in the later series and movies we see this move from straight in line fighting to all out combat in a more fluid and dynamic means.

    They have adjusted the pitch limit before, and if nothing else there is no reason why they can adjust it again so that we can go vertical or near vertical instead of having to "corkscrew" up and down.

    If they made it so ships were linked to a size/speed ratio then everyone would end up flying escorts because a ships turn rate is limiting enough already.
    [SIGPIC][/SIGPIC]
  • maxvitormaxvitor Member Posts: 2,213 Arc User
    edited February 2013
    People forget to factor in a ships inertia rating as well as it's turn rate, the lower the inertia number the slower the ship will turn, accelerate or stop. An escort has an inertia rating of 50, an Odyssey a rating of 20. It is a combination of the turn rate, impulse thrusters skill, driver coil skill, inertia rating and any powers that affect these ratings that determines how slowly a ship will turn.
    No great amount of coding would be needed to change a ships maximum allowable pitch angle, that is a single number that has been arbitrarily chosen.
    If something is not broken, don't fix it, if it is broken, don't leave it broken.
    Oh Hell NO to ARC
  • bluegeekbluegeek Member Posts: 0 Arc User
    edited February 2013
    You can keep trying to ask for full 3D movement, but the Devs have pretty much already answered this one long, long ago and the answer was no.

    They did tweak the pitch to increase it over what it was originally at launch, and that's probably the best we'll get.
    My views may not represent those of Cryptic Studios or Perfect World Entertainment. You can file a "forums and website" support ticket here
    Link: How to PM - Twitter @STOMod_Bluegeek
  • maxvitormaxvitor Member Posts: 2,213 Arc User
    edited February 2013
    Killjoy!! Well of all of the science fiction series Star Treks space flight is the most unrealistic so I guess it's to be expected, but even Star trek has used the ability to translate up and down(Zplus/minus. dive/surface), something not implemented in this game even though it would use the same jump/crouch lateral strafing mechanic as the ground game.
    If something is not broken, don't fix it, if it is broken, don't leave it broken.
    Oh Hell NO to ARC
  • ussfuryussfury Member Posts: 142 Arc User
    edited February 2013
    The OP is talking about, what is essentially, a flight sim.

    Perhaps for the fighters, but aside from a little pitching and yawing (even as evidenced by capital ships in the shows) we will be getting naval warfare.

    Or perhaps submarine warfare is more apt.

    Aside form small ships on the show (Defiant, Jem'hadar fighters,etc.) I have never seen a large ship loop the loop or do a barrel roll.

    I think the space combat feels just fine.
  • sander233sander233 Member Posts: 3,992 Arc User
    edited February 2013
    ussfury wrote: »
    The OP is talking about, what is essentially, a flight sim.

    Perhaps for the fighters, but aside from a little pitching and yawing (even as evidenced by capital ships in the shows) we will be getting naval warfare.

    Or perhaps submarine warfare is more apt.

    Aside form small ships on the show (Defiant, Jem'hadar fighters,etc.) I have never seen a large ship loop the loop or do a barrel roll.

    I think the space combat feels just fine.

    We have however seen a Galaxy pull a flat spin while negotiating an asteroid field. (TNG 3x06, "Booby Trap") But that can be pulled off in-game with judicious use of the throttle and abilities like Aux2Dampeners.

    Roddenberry wanted the space combat in TOS to feel like submarine warfare. "Balance of Terror" being based on movies like "The Enemy Below" and "Run Silent, Run Deep" really set the standard, which has been stuck to more or less since.
    16d89073-5444-45ad-9053-45434ac9498f.png~original

    ...Oh, baby, you know, I've really got to leave you / Oh, I can hear it callin 'me / I said don't you hear it callin' me the way it used to do?...
    - Anne Bredon
  • cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited March 2013
    Actually I would like to have the option to remove the auto-level and introduce 'roll' movement keys.


    I really don't care about doing loops or cartwheels in the game... though the devs claim the engine doesn't allow it but that is an excuse because drones and fighters DO perform loops... so my best guess is that its not allowed because the 'box' space of every space region is too small to allow a ship at full speed to do such maneuvers (height of the 'box').


    ... but if I could have the following commands:

    Roll Left
    Roll Right

    and have the ship STAY in whatever rolled position I leave it in as I fly it...

    well, the tactical options of ships and combat open up as one can truly use ship roll and pitch to maintain broadside rather than the autolevel system forcing you to keep turning.
  • adzcriz1adzcriz1 Member Posts: 55 Arc User
    edited March 2013
    oh look another one of these threads.

    1, its not the Dev's
    2, its not disorientation.

    It's CBS the IP (intellectual property) owner, they said no because they didnt like the appearance of upside-down ships etc etc.

    been answered many times, and isnt likley to change any time soon either, personally a shame but meh, nowt you can do
    ___________________
    @Mad-Larkin
    Fleet: http://www.unrepentantgaming.com

    [SIGPIC][/SIGPIC]
  • maxvitormaxvitor Member Posts: 2,213 Arc User
    edited March 2013
    Well it is annoying as hell having slowly spiral up or down to get at a target above or below us, Roddenbury wanted a ships a sea look, CBS doesn't want upside down ships? Well hell Roddenbury is dead and what the hell does CBS care as long as they're getting their piece of the pie.
    I can imagine the scene in Wrath of Khan where the Enterprise pops up in back of the Reliant replaced with one where the ship slowly circles upwards while Khan and his crew watch in amusement.
    "Khan-What is he doing? Joachim-I think he's trying to sneak up behind us sir"

    Fine Fine, does it disrupt canon in any way to let ships translate up or down, or to use the submersible analogy, surface or sink?
    If something is not broken, don't fix it, if it is broken, don't leave it broken.
    Oh Hell NO to ARC
  • archofwinterarchofwinter Member Posts: 215 Arc User
    edited March 2013
    I like the idea but I feel like it should not be universally applied.

    Cruiser must stay the same, especially with the bigger ones like the Odyssey.
    The amount of pitch/roll allowed will increase at Sci-ships, escorts, then shuttles, then fighters.

    It should also not be a sudden update and BAM it's here. I feel like it should be worked into a reputation system somehow where players will gradually earn more maneuverability with the final tire 5 awards being shooter mode in space for small-crafts, escorts, and select sci-ships. For the cruisers and most sci-ships, they'll gain some other abilities to balance things out, like manual targeting of beam arrays while your other weapons fires at a locked target.

    There should definitely be no upsidedown ships, 85 degree max, just for the sake of visuals.
    Also, while strafing would be fun, it should only be limited to one class of fighter per faction.
  • edited March 2013
    This content has been removed.
  • maxvitormaxvitor Member Posts: 2,213 Arc User
    edited March 2013
    I find it interesting that NPCs don't seem to be bound by the same rules as players, they seem to be able to rise or descend and maneuver much more directly than the long gradual incline we are forced to take. Clearly they are able to do something that we are being prevented from doing.
    If something is not broken, don't fix it, if it is broken, don't leave it broken.
    Oh Hell NO to ARC
  • jetwtfjetwtf Member Posts: 1,207
    edited May 2013
    I would seriously just be happy having the pitch adjusted so you can point straight up or down. loops and barrel rolls would be good but the pitch is stupid wrong as it is now. As for the IP and pitch then they need to remove the scene in All good things where the enterprise is attacking the klingons from below and not doing a stupid corkscrew.
    Join Date: Nobody cares.
    "I'm drunk, whats your excuse for being an idiot?" - Unknown drunk man. :eek:
  • seansamurai1seansamurai1 Member Posts: 634 Arc User
    edited May 2013
    I'd like to be able to go vertical, the handling method isn't bad but it just feels a little 2 dimensional. We know ships can go vertical.
    Just watch TNG episode 'all good things', we see the gal X enterprise go vertical then roll over.
  • darkwhite0darkwhite0 Member Posts: 158 Arc User
    edited May 2013
    combat could be something like this

    http://youtu.be/9HXz2oOlN0A?t=9m30s

    (attention to the shields ... the effects are very good)
  • maxvitormaxvitor Member Posts: 2,213 Arc User
    edited May 2013
    I love the Star Trek vs BSG video, it's one of my favorite fan flicks, the warp effect is perfect, but I will say that the Sovereign is rolling a little too much, as cool as it looks it just doesn't look normal.
    It's safe to say we're beating a dead horse, no DEV has looked at this or at the very least they've never bothered to comment.
    Here's what I propose, allow vertical translation, that is the ability rise and lower like a submersible without pitching, if need be make it cost reserve power like reverse does now.
    Provide a learnable captains power "Exotic maneuvers" that turns off the pitch limiter and boosts speed and turning for a short period at the cost of reserve power.
    This is solely so that captains aren't continually forced to do ridiculous spiraling maneuvers to get at a target that may be just beyond the current arbitrary pitch limitation.
    The game is 3 dimensional, our targets are often positioned well above or below our ships starting position, the current pitch limit is simply too shallow.
    If something is not broken, don't fix it, if it is broken, don't leave it broken.
    Oh Hell NO to ARC
  • nalonalo Member Posts: 0 Arc User
    edited May 2013
    maxvitor wrote: »
    Here's what I propose, allow vertical translation, that is the ability rise and lower like a submersible without pitching, if need be make it cost reserve power like reverse does now.
    Provide a learnable captains power "Exotic maneuvers" that turns off the pitch limiter and boosts speed and turning for a short period at the cost of reserve power.
    This is solely so that captains aren't continually forced to do ridiculous spiraling maneuvers to get at a target that may be just beyond the current arbitrary pitch limitation.
    The game is 3 dimensional, our targets are often positioned well above or below our ships starting position, the current pitch limit is simply too shallow.

    Thats a pretty good idea even if I do say so myself :)
  • voicesdarkvoicesdark Member Posts: 0 Arc User
    edited May 2013
    We don't need barrel rolls or anything like that, after all this isn't Star Fox. However having to corkscrew your ship up and down is so ridiculously stupid and really quite annoying. A full or near full vertical angle would solve this easily as the current angle right not is way under what it should be. This is in space not Earth Reentry, we don't have to stick to a 23 degree angle or worry about burning up and dying.
    [SIGPIC][/SIGPIC]
  • jetwtfjetwtf Member Posts: 1,207
    edited May 2013
    adding a whole new movement to go up or down on a vertical plane would require a whole lot more work than just adjust the pitch so we can do 90 degrees(or atleast 85) rather than 45, the move up and down like in wrath of khan is not needed and would take just as long to go up or down as corkscrewing does. a simple pitch adjustment to allow near 90 degrees would be perfect. I cant say how many times in the episode misions i had to corkscrew forever just to get to the ship or base to continue after the inevitable fight. Hell a 747 has more pitch capabilities than a defiant class escort and a 747 has to fight gravity.

    It would also make for a nice addition to consoles and impulse engines, add consoles that increase pitch adjustment speed just the same as ones that increase turn rate. top impulse engine could have a turn and pitch modifier. then consoles or engines that provide either or.
    Join Date: Nobody cares.
    "I'm drunk, whats your excuse for being an idiot?" - Unknown drunk man. :eek:
  • lowqfahlowqfah Member Posts: 0
    edited May 2013
    Well, way back three years ago in closed beta the up down plane was about 15%, so what we have now is worlds better, but i will tell you true ship movement was brought up in closed beta three years ago and it is still not here, so I am guessing the chance is zero.
  • jetwtfjetwtf Member Posts: 1,207
    edited May 2013
    lowqfah wrote: »
    Well, way back three years ago in closed beta the up down plane was about 15%, so what we have now is worlds better, but i will tell you true ship movement was brought up in closed beta three years ago and it is still not here, so I am guessing the chance is zero.


    15% is nucking futz lol. how long would it take to get to your target if you just corkscrewed to the invisible ceiling in a fight that started 20 kilometers above where yo were going? an hour? put something heavy on the turn key full impulse and go fetch some food?

    Chance might be zero but it definatly would be if people dont keep asking.
    Join Date: Nobody cares.
    "I'm drunk, whats your excuse for being an idiot?" - Unknown drunk man. :eek:
  • admiralmedea1admiralmedea1 Member Posts: 38 Arc User
    edited August 2014
    Another thing about tru ship movement......Y can't the ship go vertical 90 degrees up or 90 degrees down, most times I needed 2 find targets there but could go straight up or down, is there a way 2 change the settings???
  • rockmonstartrekrockmonstartrek Member Posts: 11 Arc User
    edited August 2014
    You guys need to go play Star Trek Bridge Commander if you haven't. That's some proper Star Trek ship combat. Puts STO to shame.
Sign In or Register to comment.