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JordanLongstaff

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Reply with quote  #16 
Hopefully he'll finally add a more in-advance fighter-claiming procedure. I can't stand it when I go to launch a fighter and get beat out by a fraction of a second. Even though my crew does its best to assign fighters rigidly, sometimes people make mistakes, and it doesn't help when the fighters are out of order by their callsign. We need callsign sorting, and we need a way to claim fighters in advance before launching them; it'd be easy to make the UI for this more like the console select screen, where players have to choose one before they can engage, and no one can choose anything that's already claimed by someone else.

I think the additions of different types of single-seat craft (which I love, by the way) makes this even more important.
Mike Substelny

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Reply with quote  #17 
I believe that naming your own callsigns is Thom's solution for that. If your callsign is Maverick then everyone will assume the fighter labeled Maverick is you. Stealing the fighter named Maverick would be a very dishonorable act, unbecoming of an officer.
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JordanLongstaff

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Reply with quote  #18 
I agree, but it's still too easy to make a mistake. And it doesn't help that they're listed out of order when they dock out of order, nor that they shift up on the screen when a fighter above them is launched.
notsabbat

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Reply with quote  #19 
it really is. I would like it if fighters just stay in their own bays regardless of refitting or not.


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ryleyra

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Reply with quote  #20 
Quote:
Originally Posted by Mike Substelny
I believe that naming your own callsigns is Thom's solution for that. If your callsign is Maverick then everyone will assume the fighter labeled Maverick is you. Stealing the fighter named Maverick would be a very dishonorable act, unbecoming of an officer.


Basically, if I'm reading this correctly, you can just take the first fighter on the list, click on it, and change the name to "Maverick", and it's yours. I assume the game has some way to tell if someone is editing a name and prevent someone else from taking it. Likewise, if the script defines the name, it's not editable. Otherwise, it's exactly like the ship interface, where the names are "Artemis", "Intrepid" and so on.

I assume the names still scroll, so when you launch "Maverick" will be gone, and when you dock, "Maverick" will be at the bottom of the list. But you will click on "Maverick" to launch it. I would think that even if the list didn't scroll, you could still accidently click on the wrong name because the guy above you launched while you were clicking.

It seems to be the best solution would be for the list to remain static, and for the fighters in the available slots to be greyed out when launched. That way the first player to log in can claim fighter #1, the second player can claim fighter #2, and so on.

I'm hoping Thom decides to change the default names. I noticed that Ximni carriers have fighters named "TSN 123" and such. Not "XIM 123", or even "ZIM 123". [biggrin] But I guess each fighter has to have a unique name, even among different ships.

(For that matter, can two people claim the same callsign? Would it break the game if two fighters had the same name?)

Mike Substelny

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Reply with quote  #21 
I think two fighters probably could have the same callsign.

As far as I know there is no relationship between a fighter and a particular piece of hardware. As with the Science, Comms, Main Screen, Data, and Captain's Map clients, all clients who select Fighter are treated exactly the same as each other.

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Wookiemart

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Reply with quote  #22 
I can't help but think that fighters should have been handled like a normal player ship spawn but instead of spawning onboard a ship they should spawn at a space station and then be transfered over to a player ship. this would increase the need to go back to the space stations for more than simply recharging batteries.
ryleyra

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Reply with quote  #23 
Quote:
Originally Posted by Mike Substelny
I think two fighters probably could have the same callsign.

As far as I know there is no relationship between a fighter and a particular piece of hardware. As with the Science, Comms, Main Screen, Data, and Captain's Map clients, all clients who select Fighter are treated exactly the same as each other.


That's really the issue, isn't it? Anyone who selects Science selects the same Science map, it's just more than one player are able to interact with it. Anyone who selects Comms gets the same thing.

The Fighter console is the same thing as long as all players are in the ship, but the moment they launch, they are disconnected from the fighter bay, and connected to a new fighter which is spawned just for them. If they lose connection while in the fighter, they return to the fighter bay and have to be given a NEW fighter.

It is in fact impossible for the same player to reuse the first fighter, even if he docks with the carrier. The console has no way of knowing who that player was before he lost connection. He has to be treated like everyone else with a Fighter console and given a new fighter.

In this case, the callsign is associated with the client, or at least, a particular slot in the client's common display with other Fighter clients. The fighter is given that name when it spawns.

DupeOfURL

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Reply with quote  #24 
Mike - so the Capt'n will need to allow some time or each Fighter to assign Call-Sign, BUT only the first launch??  So it is behooving for The Wise Capt'n to have ftrs launch & name selves whi;e Helm docks and science does initial scans? 

I've always told ftrs to claim from BOTTOM of list.  Avoids "issues" as someone clicks "Just As" list adjusts Up to fill. 

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ryleyra

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Reply with quote  #25 
Quote:
Originally Posted by DupeOfURL
Mike - so the Capt'n will need to allow some time or each Fighter to assign Call-Sign, BUT only the first launch??  So it is behooving for The Wise Capt'n to have ftrs launch & name selves whi;e Helm docks and science does initial scans? 


There should be plenty of time to set the names while waiting in the Fighter Bay. I don't believe it's necessary to launch for the name to be set.

Xavier Wise

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Reply with quote  #26 
In temrs of naming fighters, from the live stream that Thom did, you must name fighters before the game launches.

As for Launching fighters....

In the TSN, we'll probably come up with and practise a protocol. Here's my initial idea. Each fighter is designated a number, with number 1 being the lead fighter and in command of the wing, number 2 the 2nd in command etc. It doesn't matter on their callsigns as long as they know who is who.

When they come to launch, the leader will launch first and call 'number 1/leader launched'. Then number 2, etc. When docking, we'll have the same procedure. 'Leader docked' would be the call.

I think it will be a great test of teamwork to get a fighter wing launched and effective. You'll really have to communicate to get the fighters out with the right designation and to work together. A good set of fighters isnt going to be effective if everyone goes solo, and shouldnt be either. I think it needs to be that pilots really have to work together, attacking the same target to destroy it quickly, communicating with each other to navigate and to launch quickly and correctly.

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ryleyra

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Reply with quote  #27 
Quote:
Originally Posted by Xavier Wise
In temrs of naming fighters, from the live stream that Thom did, you must name fighters before the game launches.


????????? So you select the callsign when you select the Fighter console? Or is there a screen where you can set the name before the game starts?

I wonder if you can set a name (assuming the script hasn't set it) after the game has started but before you connect the client to the server.

It seems kind of interesting to me that you have to set the name before the game launches. That's consistent with how you name ships, but I don't think it's consistent with how fighters are named in scripts. There the name is associated with the fighter. Maybe that's to keep it from being overridden.

You won't see the name in the launch bay, though. You'll just have a random collection of fighters and pick one. And presumably if you haven't set your callsign, that's the name you get. Sometimes it's the fighter, sometimes it's the pilot.

Unless, as mentioned above, a fighter is given that name and the pilot has to pick it. But I don't think that's really how it would be.

Quote:

As for Launching fighters.... In the TSN, we'll probably come up with and practise a protocol. Here's my initial idea. Each fighter is designated a number, with number 1 being the lead fighter and in command of the wing, number 2 the 2nd in command etc. It doesn't matter on their callsigns as long as they know who is who. When they come to launch, the leader will launch first and call 'number 1/leader launched'. Then number 2, etc. When docking, we'll have the same procedure.


That honestly does seem to be the best procedure. It's organized, it's disciplined, everyone knows what they're doing and when they're allowed to launch.

Of course, you still have to allow for those folks who just want to click the first button and start playing right away.
Arrew

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Reply with quote  #28 
Will arvonians get more variety?

Will other races get fighters too?
Fish Evans

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Reply with quote  #29 
Quote:
Originally Posted by ryleyra


 but I don't think it's consistent with how fighters are named in scripts. There the name is associated with the fighter. Maybe that's to keep it from being overridden.



Its Consistant, the script has to define the fighter names and types pria to the player ship beeing spawned.
MarkBell

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Reply with quote  #30 
I hope this can help clear up questions on naming fighters.

Fighter Assignments.png 
Fighter Selection.png


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