JoshParnell wrote:I mean, fighters will be fast, but I have to be careful to maintain the feeling of grandeur with respect to scale. If you can suggest a way to do this while still making fighters "really" fast, would be open to suggestions
Gazz wrote:The mass fluctuation drive of fighters is affected by huge masses in the vicinity.
The closer you get to a capital ship, the slower your fighter gets.
When near the hull you might have 50 % of your top speed.
This makes dogfighting "in and around" a capital ship possible because the (way too fast) fighters have their top speed reduced to something an autopilot has much fewer problems with.
Also, flying over a capital ship takes longer, making the ships seem bigger. =)
In Rebirth, capital ships emit some kind of drag field.
Depending on distance to the closest capital ship, the movement vector of the cap ship is added to your own.
A fighter with it's engines off but close to a capital ship will move with the capital ship.
This eliminates a whole bucket of problems and offers even more feature potential.
- When landing, you don't have to joust the ship, trying to match rotation and movement in all 3 dimensions while aiming for the docking bay. As long as come to a stop in the general vicinity of the docking bay, your fighter will be a virtual attachment of the cap ship, copying it's every move.
- When launching, it doesn't matter if the ship is turning or rotating. You will not hit the sides of the launch bay on the way out. You just go straight. Always.
- You can really dogfight around a capital ship as if it was stationary. It's not a mad 3D puzzle.
You can do a Star Wars trench run on a ship that is maneuvering.
Gazz wrote:I'm not sure how well the slow-down thing will work. That was just a spontaneous idea which would allow "feeling huge" capital ships without actually requiring gigantic differences in scale.
While it sounds nice to have a capital ship that is 1000 times longer than a fighter, these orders of magnitude are a major PITA with physics and with modeling the surface of cap ships in sufficient detail.
The "drag" from Rebirth is a freaking brilliant idea which brushes away all sorts of close proximity / navigation problems!
Just imagine you're sitting in space, minding your own business, and a We Brake For Nobody ship crashes into you. Except that it doesn't. It "plucks" you out of space, embedding your ship in it's drag field.
That means capital ships no longer need to try to evade a fighter that crosses their path! This is a considerable advantage in AI course plotting because you have a lot more "free space" to maneuver a big ship in. Fighters and other small change can simply be ignored!
Carriers also don't need to stop to launch or retrieve their fighters, no matter how wacky the landing / launch bays are aligned in the model. Up, down, port, aft? Irrelevant!
Only when you consider all the implications, you realise how brilliant that is.
Of course, it's not quite as easy as adding the movement vector because you need to take the capital ship's rotation into account so the movement across a circle segment also needs to be added, as well as the actual rotation, transposed to the fighter's current alignment. More difficult than adding 3 numbers but still not rocket science.
Given that you wrote a realtime 3D engine, I don't think this would be beyond your abilities. =P
Still, landing on a (much bigger) ship that is underway would be a snap because the player doesn't have to do any 3D vector math to align the speed vectors and rotation.
The infamous "rotating station landing" from ELITE would be trivial since when you get close enough, the station automatically imparts it's own rotation on your ship.
JoshParnell wrote:Bahahaha I love it so much.
Hardenberg wrote:I have, however...
What happens when two drag fields intersect, especially if both caps are moving in opposite directions (basically, a near-heads-on collision, barely avoided)?
Would it make sense to apply the drag fields to stations as well (meaning that you will get slowed down when you approach the installation, at the very least)?
How easy/hard is it to remove yourself from the drag field again?
"Who's that rusty hunk of junk following you?"
"Oh, that's Mike the Miner. Our drag-field plucked him from an asteroid back in the Zeta Draconis system, and he's been struggling to get free ever since. Don't mind him."
The basic premise sounds neat, but I'd need to see the effect in person before I can pass judgment. If it means that passing close to any larger craft will take me along for a ride to nowhere with a massive course change thrown in for good measure, then I'd prefer to have a toggle for that behavior.
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