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Swede

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Posts: 56
Reply with quote  #1 

Greetings from the frozen North. We, a gang of 20 active players with a customized rented basement 100 k north of Stockholm, thought we might share some thoughts...

NEW STUFF:

Left and Right screen options when choosing console. We have built a bridge where the extra screens we put up would come to good use if we had this option. Rear is not that important (maybe for Engineering when kiting to find the correct warp boost)

Turret option when choosing console. We often want to add an extra, easy and fun position for new comers. A “turret” handling the primary beams (or secondary? - keeping primary as it is today) could be one way. We suggest a joystick controlling a floating aim which the gunner tries to keep on top of enemies. A rotating tower (or two?) would be great. Suggest that the turret also change from less frequent laser (like today) to smaller bursts of less damaging light dots. Alternate complementing look and want you to keep that aim where it belongs.

Add a reactor aspect to Engineering which could be optimized in different ways (like 5 parameters the slowly glides out of sync). Would fit nicely with many of the improvised warp cores I’ve seen on the forum (incl. our own J)

UPGRADES ON ALREADY EXISTING:

Great with the fighters. Hope to see it further developed where the Hangar bay officer need to graphically redirect resources to repair, reload, refuel, etc. Maybe slot where you (like dam cons) click fighters to a free parking or other more logistical tasks. This will probably be a bit more interesting than Black Jack even though I love the feature

Boarding. A Security officer handling armed forces (like dam cons) when the hauls been breached here and there. Seen the request before and would love to see it happen.

When we have extra people in the room we normally assist Science with an extra person who handle “Navigation” (also using his/her own Science screen). Brings Helm for A to B while Science can focus on scanning and the big picture. Any updates to help this would be great.

And Arrew – a way for the GM to switch ENG systems on and off would be a great next step for the GM sandbox.

Alright – so that’s some random thoughts from Sweden. Some of which I seen here before yes but still what we have in our minds as great potential upgrades for the future. Keep up the good work.

ryleyra

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Posts: 3,007
Reply with quote  #2 
Quote:
Originally Posted by Swede

Left and Right screen options when choosing console. We have built a bridge where the extra screens we put up would come to good use if we had this option. Rear is not that important (maybe for Engineering when kiting to find the correct warp boost)



Check out the Mainscreen View Manager, found here: http://artemis.forumchitchat.com/post/mvm-mainscreen-view-manager-7470121

Quote:

Turret
option when choosing console. We often want to add an extra, easy and fun position for new comers. A “turret” handling the primary beams (or secondary? - keeping primary as it is today) could be one way. We suggest a joystick controlling a floating aim which the gunner tries to keep on top of enemies.


I've suggested this exact thing. Mike Substelny has also recommended a ball turret for two-seat fighters. His idea is more likely to catch Thom's ear. [smile]

I tried to implement the turret, making it another ship "hooked" to the main ship, but the lag between stations caused it to jerk around on the screen. I may try it again as a mod for fighters, if I can figure out how to access a fighter in the script system.

Swede

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Posts: 56
Reply with quote  #3 
Great.. miss that completely. I'll run it via a friend though cause .ini and I are like terran and torgoth.

Also great to hear that the turret might be under way [smile]
ryleyra

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Posts: 3,007
Reply with quote  #4 
I'll add that I've suggested having the Ximni have a ball turret in place of system targeting in the Gun Camera view. The Weapons officer would aim the targeting point like he would steer a fighter, using a joystick or WASD keys. The Ximni weapons would do a lot of damage, but normally have a chance to miss when on auto-targeting. The Gun Camera would give the Weapons Officer the ability to target the beam manually, for a better chance of hitting.

That's pretty much the same idea as a tail gunner for a fighter, only on a capital ship. Of course, right now fighter auto-target, you don't have to aim the beam, but that's a feature that could be added. And maybe the chance to hit could be based on how close the gunner gets the target to the center.

Just variations on the idea...
notsabbat

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Posts: 1,297
Reply with quote  #5 
Quote:
Originally Posted by Swede
Left and Right screen options when choosing console. We have built a bridge where the extra screens we put up would come to good use if we had this option. Rear is not that important (maybe for Engineering when kiting to find the correct warp boost)


See if this is what your looking for:

http://artemis.forumchitchat.com/post/mvm-mainscreen-view-manager-7470121?highlight=mainscreen&trail=15





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-Captain of the TSN Gungnir JN-001
-Eastern Front online group member
-My continuing bridge build:
http://artemis.forumchitchat.com/post/immersion-bridge-build-in-progress-7335195?pid=1290158413
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