View Full Version : Advanced flight controls?
AllahMode
08-23-2008, 09:52 AM
Discuss...
Do you want to be able to cut engines, drift, and roll your ship with thrusters? I do...
Are we going to be able to roll our ships in combat and take hits in different locations to ease/mitigate damage?
I say yes!
Foxstab
08-23-2008, 09:59 AM
We're talking ala Starfleet Command here, with all sorts of HET maneuverings?
i want the ships to behave like in the shows/movies, so my concern is a bit bigger about this..
onibocho
08-23-2008, 10:06 AM
Discuss...
Do you want to be able to cut engines, drift, and roll your ship with thrusters? I do...
Are we going to be able to roll our ships in combat and take hits in different locations to ease/mitigate damage?
I say yes!
In bridge commander there were those options and more. I would suggest an added option to program predetermined manuvers like: Attack pattern Theta or Evasive pattern Data. you can work them ourt on your down time then program them for your pilot. Then you just state the vector and manouver then engage it.
Foxstab
08-23-2008, 10:22 AM
Well, whether fast paced or slow paced, action or strategical, tactical maneuvering is an essential part of dogfight, or space fight if you will.
I'd definitely like to be able to pull some smart moves on the novice opponent.
Edit: here's a good example for why a captain needs to know more than to say "Set course to XXX by YYY by ZZZ, grid 7".
http://www.youtube.com/watch?v=c6vizFDor_I
Jerosh_Skitari
08-23-2008, 10:29 AM
onibocho, I like your idea about designing your own tactical maneauvers, that would be a great addition to ST:O.
Foxstab, Jack Emmert has already stated that space combat was going to be like "tall ships" (i.e. big, bulky, slow) and that it wasn't going to have a dogfight feel to it. But I agree, no matter how it turns out in the end, the tactical expertise of the player (and not the character) should have a big impact on combat.
Kinjiru
08-23-2008, 10:31 AM
I'd definitely like to be able to pull some smart moves on the novice opponent.
Absolutely.
I think it would be great to be able to create those advanced moves prior to combat, maybe you spend some time on the holodeck, or in wargames within your faction to see how they could work in an actual battle.
I'd still like to have manual controls available, basically, pitch, yaw, vertical, horizontal thrusters. Of course, the more mass that a ship has, the slower she would be to respond, so it would "feel" like the smaller ships would be more agile.
Foxstab
08-23-2008, 10:33 AM
Yes Jerosh, I saw it.
However, it does not mean no maneuvering et al.
Afterall Starfleet Command 2 (and the even more hated 3 which was even more dumbed down and action-ishy) weren't exactly fast paced action per-sa (as to say, it asn't TWITCH) and featured slow moving ships and they had these.
So really, I see no reason why being "tall ships" means no tactical maneuvering...on the contrary, if anything that Jack said, he wanted the emphesis to be on strategy rather than "pew pew tape spacebar down" mentality junk.
A big part of strategy is tactical maneuvering.
And if there won't be, well, there won't.
We'll find something else to occupy our strategical minds. ;)
Kinjiru
08-23-2008, 10:36 AM
Edit: here's a good example for why a captain needs to know more than to say "Set course to XXX by YYY by ZZZ, grid 7".
http://www.youtube.com/watch?v=c6vizFDor_I
That example is exactly what I want in Starship combat in this game.
Jerosh_Skitari
08-23-2008, 10:40 AM
Yes Jerosh, I saw it.
However, it does not mean no maneuvering et al.
Afterall Starfleet Command 2 (and the even more hated 3 which was even more dumbed down and action-ishy) weren't exactly fast paced action per-sa (as to say, it asn't TWITCH) and featured slow moving ships and they had these.
So really, I see no reason why being "tall ships" means no tactical maneuvering...on the contrary, if anything that Jack said, he wanted the emphesis to be on strategy rather than "pew pew tape spacebar down" mentality junk.
A big part of strategy is tactical maneuvering.
And if there won't be, well, there won't.
We'll find something else to occupy our strategical minds. ;)
I wasn't trying to equate "tall ships" with no tactical maneuvering. I was just saying it was more slow paced. I sincerely hope we do have a lot of tactical maneuvering (and like I said before, I hope we have the ability to create our own tactics too...and name them!)
EDIT: (A comment on the Enterprise vid): Archer started his career as a pilot, perhaps advanced maneuvers would be available for those who chose to do the same. Someone who wasn't a pilot might not have thought of that maneuver, and would have either died or tried something else.
But here's what I'd do if i could make a tactical maneuver:
Me: Prepare for Attack Pattern Skitari One, ENGAGE!
*Ship warps out of the area as fast as possible and starts scanning something*
Me: Dammit Jim, I'm a scientist, not a tactician. :D
Raso719
08-23-2008, 10:49 AM
Well, whether fast paced or slow paced, action or strategical, tactical maneuvering is an essential part of dogfight, or space fight if you will.
I'd definitely like to be able to pull some smart moves on the novice opponent.
Edit: here's a good example for why a captain needs to know more than to say "Set course to XXX by YYY by ZZZ, grid 7".
http://www.youtube.com/watch?v=c6vizFDor_I
lol
I love Archaer's answer to his hail. Very not star fleet, but TBH in a similar situation I can't see myself being so collected. What I really like though is how it shows a star ship can do a loop, something legacy can't handle.
Anywho, at around 3:30 in this video:
http://www.youtube.com/watch?v=GnbluUjT4tM
it shows a "Manual Steering Column" (fancy, space talk for joystick). Something that I think would be a fun addition in fleet combat.
But for long range travle, I'd how you could set a course using either a map or a directoin and a distance if you don't know where you're going.
Likewise macroed movents (like attack patern delta and so on) coupled with macroed sheild power redistrabutions would also be a cool feature.
GundamAce
08-23-2008, 03:30 PM
Personally I want as much versitility and control in space combat as possible. Having effects like drift and gravity effect manuvering would be interesting, I agree
Cryptic_Fan_101
08-23-2008, 03:41 PM
I assume it will be more like Pirates of the Burning Sea than X-Wing vs. TIE Fighter.
Raso719
08-23-2008, 03:57 PM
I assume it will be more like Pirates of the Burning Sea than X-Wing vs. TIE Fighter.
If X-wing Vs Tight Fighter was anything like SWG's JTL and pirate's is anything like the opposite, then so do I.
sniperct
08-23-2008, 04:09 PM
onibocho, I like your idea about designing your own tactical maneauvers, that would be a great addition to ST:O.
Foxstab, Jack Emmert has already stated that space combat was going to be like "tall ships" (i.e. big, bulky, slow) and that it wasn't going to have a dogfight feel to it. But I agree, no matter how it turns out in the end, the tactical expertise of the player (and not the character) should have a big impact on combat.
Tall ships aren't exactly slow or bulky ;) Watch Master and Commander some time. So if combat is going to be a bit like that (but in 3 dimensions of course!) then I'm all for it.
If X-wing Vs Tight Fighter was anything like SWG's JTL and pirate's is anything like the opposite, then so do I.
The XvT series was many many times better than JTL was. The gameplay was fast and furious and joysticks were practically required to be any good at it. All kinds of crazy manuevers....a lot of people were seriously disappointed when JTL proved to be super dumbed down, and much less twitchy and very slow.
Cryptic_Fan_101
08-23-2008, 04:26 PM
The XvT series was many many times better than JTL was. The gameplay was fast and furious and joysticks were practically required to be any good at it. All kinds of crazy manuevers....a lot of people were seriously disappointed when JTL proved to be super dumbed down, and much less twitchy and very slow.
Totally agreed. Larry Holland made some great games.
That said, as disappointing as JTL was for some of us die-hard XvT fans, it was still the closest thing to a good Star Wars game SWG ever saw.
Trekkie
08-23-2008, 08:25 PM
You present some interesting ideas, but as we know very little about combat it is hard to say whether something like this will be present in the game. I think that maneuvers such as the ones you have mentioned would be interesting, but I think the developers needs to be careful if they choose to implement them so that every ship isn't constantly performing one risky maneuver after another.
Foxstab
08-23-2008, 08:32 PM
That's why you had the HET counter for.
Raso719
08-23-2008, 08:47 PM
What ever happens, I hope the controls are simple enough to grasp, while still being advanced enough to let you do a great deal of things.
Remember, advanced doen't have to be complicated, but when you start letting people do what ever they want complicated controls are hard to avoid. Have you ever played Silent Hunter? Good lord it took me an hour to get the thing moving, and even then I was just going in circles. I'm no moron either that stuff was complicated. BUT, once you figure it out, it practicly steers itself.
Practice, practice, practice. No one here has ever played a game and just instanly knew what to do, well, at least not since 32-bit side scrollers became old news...
Foxstab
08-24-2008, 05:05 AM
Hah!
Battlecruiser 3000AD.
edge-stormcrow
08-24-2008, 05:30 AM
Personally id like to be able to use any post i wanted, so as captain., you order the attack, (and premade attack pattern maybe) but you dont do anything.. otherwise you could be the full flight pilot... but the AI tactical officer should be doing the shooting at that point,.,
or you could be tactical,, the AI flies.. and you get the locks and fire when the pilot gets you into position.
just my idea..
edge-stormcrow
08-24-2008, 05:32 AM
it would mean you could have a bridge with 5 or so distinct vital roles. and not 1 captain.. 1 person flying shooting repairing and scanning.. Like Bridge Commander but you can take their posts permenantly...
Raso719
08-24-2008, 07:19 AM
Personally id like to be able to use any post i wanted, so as captain., you order the attack, (and premade attack pattern maybe) but you dont do anything.. otherwise you could be the full flight pilot... but the AI tactical officer should be doing the shooting at that point,.,
or you could be tactical,, the AI flies.. and you get the locks and fire when the pilot gets you into position.
just my idea..
Hmm, would be interesting. As captian you could give the order to fire phasers at will (autoattack?) or you could give very spesific commands like terget thier engines or fire photon torpedos, full spread, once thier sheilds are down. But, if you so choose, you could take over tacticle and your first officer would handle ship command for you.
Like wise you ship's movment would be based off of orders like "ahead full" or "keep out port side to them" but then you could also take over the helm and fly the ship yourself....
I wouldn't be too happy not being ale to pilot the vessle my self in real time, but I could see this being quite interesting for tacticle.
Commanding's all well and good, but I still prefer to do things my self, even if it would mean I'd have to have a couple dozen 30 Ft tenticles in order to reach all of the controls at the same time.
Vicelance
08-24-2008, 05:21 PM
I would like it if we could give commands to the AI to complete certain maneuvers in battle such as keeping one side to the enemy ship or firing at a specific part of the enemy, or in the case of multiple opponents telling the tactical officer to fire at a particular one. these could be from a drop down menu during fights which also allow us to divert power to different areas and sent repair, medical, or security teams to different areas. Perhaps we could have a couple of blank spaces in the maneuvers menu for our own created moves we could save.
Though I would also like to be able to fly and fight my self not just sit in a chair barking commands.
Saladin_Class
08-25-2008, 02:18 AM
We're talking ala Starfleet Command here, with all sorts of HET maneuverings?
I want to see a Galaxy jinking
why not ask santa for ECM/ECCM while your at it
I would expect a starship to handle about the same as an airliner, with one major difference. In a starship, the only connection between the orientation of the ship and the direction of travel is propulsion, which basically means it would handle like a really big hover craft but in three dimensions.
For navigational and most exploration purposes, a simple point and click or select destination and engage system would be sufficient, but a joystick like interface or preprogrammed tactical manoeuvers would be good to get a reasonable level of immersion. A simple up-down-left-right system controlled either by the mouse or the keyboard would be enough however.
Silverspar
08-25-2008, 03:34 AM
I would expect a starship to handle about the same as an airliner, with one major difference. In a starship there, the only connection between the orientation of the ship and the direction of travel is propulsion, which basically means it would handle like a really big hover craft but in three dimensions.
For navigational and most exploration purposes, a simple point and click or select destination and engage system would be sufficient, but a joystick like interface or preprogrammed tactical manoeuvers would be good to get a reasonable level of immersion. A simple up-down-left-right system controlled either by the mouse or the keyboard would be enough however.
Technically, there is no friction in space, thus once you achieved a particular speed you don't have to do anything, unless you want to stop.
Technically, there is no friction in space, thus once you achieved a particular speed you don't have to do anything, unless you want to stop.
That was one of the things I hinted at. There are also no reactional forces from the deflection of air, since there is no air in space. The reason I brought up the hover craft as an example is the fact that friction and aerodynamic forces on an hover craft are negligible (atleast at low speeds).
Silverspar
08-25-2008, 04:35 AM
Well my point was that people think ships would take a lot of effort to maneuver. I think that's wrong. However, for maintaining a sense of action and weight, the starships in Star Trek appear to have mass and weight that requires a lot of effort to stop or turn them. I doubt maneuvering in space would actually be something where your starship needs like a mile worth of space to avert an ice berg, scenario, like the Titanic, but then again, there still needs some force to turn, just not some huge amount and fact is, once something moves in a drection in space, it doesn't stop until it hits something.
But this is a game, so such things shouldn't really matter to begin with. Though accordingly, combat is suppose to be slower paced, but hopefully there will be things to input such as battle strategies, which maybe automatically perform maneuvers or target key systems (one could hope in a dog fight, you could opt to take out weapons or engines instead of just firing till the ship is out of HP).
onibocho
08-25-2008, 06:29 AM
Well my point was that people think ships would take a lot of effort to maneuver. I think that's wrong. However, for maintaining a sense of action and weight, the starships in Star Trek appear to have mass and weight that requires a lot of effort to stop or turn them. I doubt maneuvering in space would actually be something where your starship needs like a mile worth of space to avert an ice berg, scenario, like the Titanic, but then again, there still needs some force to turn, just not some huge amount and fact is, once something moves in a drection in space, it doesn't stop until it hits something.
But this is a game, so such things shouldn't really matter to begin with. Though accordingly, combat is suppose to be slower paced, but hopefully there will be things to input such as battle strategies, which maybe automatically perform maneuvers or target key systems (one could hope in a dog fight, you could opt to take out weapons or engines instead of just firing till the ship is out of HP).
Actualy according to Neutonian physics an object moving at a constant speed in a strait line in frictionless conditions does not require force to keep it moving. But to slow it down, speed it up, or change its direction then the laws of inertia apply and then force is required in proportion to the mass and speed the object, as well as the vector where the force is applied. The greater the mass and speed, the greater the force required. If you have a million ton starship going 1/4 the speed of light and you want to turn and roll it then a considerable amount of force will be required.
Silverspar
08-25-2008, 06:40 AM
Actualy according to Neutonian physics an object moving at a constant speed in a start line in frictionless conditions does not require force to keep it moving. But to slow it down, speed it up, or change its direction then the laws of inertia apply and then force is required in proportion to the mass and speed the object, as well as the vector where the force is applied. The greater the mass and speed, the greater the force required. If you have a million ton starship going 1/4 the speed of light and you want to turn and roll it then a considerable amount of force will be required.
Define a million ton in a weightless scenario :p There is a difference between frictionless and weightless environment. Eartha nd the moon for instance, exert enough force on each other that they cause their orbits to wobble as we orbit the sun.
onibocho
08-25-2008, 06:44 AM
Define a million ton in a weightless scenario :p There is a difference between frictionless and weightless environment. Eartha nd the moon for instance, exert enough force on each other that they cause their orbits to wobble as we orbit the sun.
"0" Gravity does not negate mass. One definition of mass is an objects ability to resist acceleration. Just because the starship is weightless doesn't mean its one million ton mass has miraculasly dissapeared.It just means that the force of gravity is no longer pulling on it.
Silverspar
08-25-2008, 06:49 AM
"0" Gravity does not negate mass. One definition of mass is an objects ability to resist acceleration. Just because the starship is weightless doesn't mean its one million ton mass has miraculasly dissapeared.It just means that the force of gravity is no longer pulling on it.
Andif Star Trek always followed the laws of physics, everything we know and love about the series would of been drab and quite boring now wouldn't it :rolleyes:
Kirky
08-25-2008, 06:51 AM
I think a Bridge Commander esque combat system would be the best option, you lock onto the target and fly the ship yourself. Commands to fire phasers and torpedo's would be mapped to the mouse buttons, with a display to indicate which phaser arrays/torpedo launchers can be fired. You would also be able to order your cheif engineer to divert power to whichever systems are needed, such as taking the holodecks offline and using the power to increase the yield of your phaser fire. For PvE combat you could order your tactical officer to do all the fighting, and just issue commands to your crew, however for PvP I believe the Bridge Commander system would be neccasary.
onibocho
08-25-2008, 06:53 AM
Andif Star Trek always followed the laws of physics, everything we know and love about the series would of been drab and quite boring now wouldn't it :rolleyes:
That's why I loves those good ol' inertial dampers and structural integrity fields. Make the ol ship happy when doing a hairpin turn at half the speed of light.;)
onibocho
08-25-2008, 06:59 AM
I think a Bridge Commander esque combat system would be the best option, you lock onto the target and fly the ship yourself. Commands to fire phasers and torpedo's would be mapped to the mouse buttons, with a display to indicate which phaser arrays/torpedo launchers can be fired. You would also be able to order your cheif engineer to divert power to whichever systems are needed, such as taking the holodecks offline and using the power to increase the yield of your phaser fire. For PvE combat you could order your tactical officer to do all the fighting, and just issue commands to your crew, however for PvP I believe the Bridge Commander system would be neccasary.
I think they can make a more advanced version with better options for voice commands and better crew/captain coordination. There shouldn't be anything holding them back from taking BC tech to the next generation.
Silverspar
08-25-2008, 07:08 AM
I think they can make a more advanced version with better options for voice commands and better crew/captain coordination. There shouldn't be anything holding them back from taking BC tech to the next generation.
Quite a bit holding them back, namely liscensing and copyright laws :p Furthermore, I ahve to say no, I don't want Bridge Commander style fighting. That was ****** drab and boring. Ship combat should be a bit slower paced, that I agree with, but it shouldn't be that far behind ground combat. Last thing I want in my game is a flight simulator, I want to have fun playing the game. If I want to experience a flight simulator I will go buy the program for it, or Bridge Commander to get that too true and dull ST experience.
You should be able to control how to fire your phasers, how much strength they have, perhaps basing on a special type of charge up time, your compliment of torpedoes (possibly photon or quantum or even both types) and perhaps the ability to divert power and/or repair operations based on specific needs which would also determine ship speed, and weapon damage capabilities and charge up times. And full 720 degree combat.
The other problem, being an MMO, is that I doubt shields will be six axis like they are in Start Trek series, but will probably be one lump sum. I hope I am wrong because I would actually like having a little display showing my shield strength and I actually have options to maneuver myself into positions to protection my weakened forward shields from enemy fire to my starboard side shields or other such maneuvers.
ReynoldsXD
08-25-2008, 07:31 AM
In bridge commander there were those options and more. I would suggest an added option to program predetermined manuvers like: Attack pattern Theta or Evasive pattern Data. you can work them ourt on your down time then program them for your pilot. Then you just state the vector and manouver then engage it.
i second that.
true 3d movement is a must, but please make sure the pace is *right*
Kirky
08-25-2008, 07:32 AM
I think they can make a more advanced version with better options for voice commands and better crew/captain coordination. There shouldn't be anything holding them back from taking BC tech to the next generation.
This sounds good to me, say you maneuver your ship to bring the lower phaser arrays to firing position, you then use voice commands to order your engineer to diver power to those phaser arrays, you then command your tactical officer to fire.
bluetooth combadge mic:D
USS_Parallax
08-25-2008, 08:41 AM
Overly complicated controls probably wouldn't be too smart for a casual MMO.
onibocho
08-25-2008, 10:03 AM
Overly complicated controls probably wouldn't be too smart for a casual MMO.
That's why I strongly advocate custom preset maneuvers and a voice command suplement to make coordinating your NPC's easier, or something in that line.
Silverspar
08-25-2008, 10:04 AM
That's why I strongly advocate custom preset maneuvers and a voice command suplement to make coordinating your NPC's easier, or something in that line.
Would still be stupidly over complex in the end. Games should be simple and fun. People that want real life or flight simulators have those options :p
onibocho
08-25-2008, 10:18 AM
Would still be stupidly over complex in the end. Games should be simple and fun. People that want real life or flight simulators have those options :p
So you think a simpler mouse clicking/button mashing aproach would be better? I am intrested in seeing how would you control a starship in an casual MMO? My only experiance is in EVE and the snooz meter on ship control is through the roof.
Silverspar
08-25-2008, 10:25 AM
So you think a simpler mouse clicking/button mashing aproach would be better? I am intrested in seeing how would you control a starship in an casual MMO? My only experiance is in EVE and the snooz meter on ship control is through the roof.
WASD movement control with mouse look, that's how I would control it, like I control my character in every other MMO I play(ed). I think you keep purposely ignoring eacha nd everytime I've mentioned that in this thread in fact. Game doesn't need to have a flight simulator built in to be fun and engaging, just a few simple controls, maybe add a few extras in, like perhaps the abilty to direct power distribution and repairs for greater out-put in combat, and I would be happy. Extremely happy would be having the six axis shield set up so if my forward shields are in danger of collapsing I can turn my ship to face the enmy from another axis, say, my starboard side, that way it takes the heat off my forward shields to supply more tactical advantage in combat. But if I can't have the six axis shield set up and it's just one pool, oh well work with it as long as it's fun.
Otherwise, the combat being described as Bridge Commander style, is a total snooze fest. In fact, the combat in Bridge Commander is almost exactly like the combat in EVE, the exception you can only designate repairs if you have the proper extra ship add ons in EVE. Otherwise watchng a ship fight in EVE is about as exciting as watching paint dry. Why I laugh everytime someone posts up an EVE PvP video, because it's dull to watch, and ontop of that, most of them do an extreme zoom out to get the entire battle... except you can't see anything anyways except the little specs that represent explosions.
onibocho
08-25-2008, 10:32 AM
WASD movement control with mouse look, that's how I would control it, like I control my character in every other MMO I play(ed). I think you keep purposely ignoring eacha nd everytime I've mentioned that in this thread in fact. Game doesn't need to have a flight simulator built in to be fun and engaging, just a few simple controls, maybe add a few extras in, like perhaps the abilty to direct power distribution and repairs for greater out-put in combat, and I would be happy. Extremely happy would be having the six axis shield set up so if my forward shields are in danger of collapsing I can turn my ship to face the enmy from another axis, say, my starboard side, that way it takes the heat off my forward shields to supply more tactical advantage in combat. But if I can't have the six axis shield set up and it's just one pool, oh well work with it as long as it's fun.
Otherwise, the combat being described as Bridge Commander style, is a total snooze fest. In fact, the combat in Bridge Commander is almost exactly like the combat in EVE, the exception you can only designate repairs if you have the proper extra ship add ons in EVE. Otherwise watchng a ship fight in EVE is about as exciting as watching paint dry. Why I laugh everytime someone posts up an EVE PvP video, because it's dull to watch, and ontop of that, most of them do an extreme zoom out to get the entire battle... except you can't see anything anyways except the little specs that represent explosions.
Guess we'll have to agree to disagree then.;) We'll see what Cryptic dreams up. Maybe a compromise on both approaches. Maybe something comepletely different. Still love the preset maneuver option. Lets you be creative in flieing your ship.:D
Silverspar
08-25-2008, 10:39 AM
Guess we'll have to agree to disagree then.;) We'll see what Cryptic dreams up. Maybe a compromise on both approaches. Maybe something comepletely different. Still love the preset maneuver option. Lets you be creative in flieing your ship.:D
I will definitely disagree with your point about preset being creative.
USS_Parallax
08-25-2008, 10:41 AM
Voice command technology is simply not good enough. It'll never happen because it CAN'T happen. Even the best voice command programs are iffy at best. Actually there are some GREAT ones that work 97% of the time but they're stupidly expensive.
onibocho
08-25-2008, 10:44 AM
Voice command technology is simply not good enough. It'll never happen because it CAN'T happen. Even the best voice command programs are iffy at best. Actually there are some GREAT ones that work 97% of the time but they're stupidly expensive.
(Shruggs) Wishful thinking then.
I figured since BC had a voice command option and that was about six years ago I thought they would have at least improved on it so that it would be even more playable now. But what do I know. I'm just a biologist.
Kinjiru
08-25-2008, 10:50 AM
Voice command technology is simply not good enough. It'll never happen because it CAN'T happen. Even the best voice command programs are iffy at best. Actually there are some GREAT ones that work 97% of the time but they're stupidly expensive.
I thought the Tom Clancy series were using it fairly successfully now? I could be wrong, that's total hearsay on my part, but I thought those (newer) games allowed voice commands to be given to your AI squad members.
If Cryptic does decide that it's something that they want to pursue, they could always set it up so that you record your voice commands and bind them to certain controls. You don't need to have anything too fancy, just basic commands.
Anyway, just a thought. If there isn't any voice command option, it won't make or break things for me.
Silverspar
08-25-2008, 11:08 AM
Ever seen someone arguing at their phone to get it to call by voice command or someone screaming at a Nintendo DS to get it to do an action in a voice command game?
onibocho
08-25-2008, 11:10 AM
I thought the Tom Clancy series were using it fairly successfully now? I could be wrong, that's total hearsay on my part, but I thought those (newer) games allowed voice commands to be given to your AI squad members.
If Cryptic does decide that it's something that they want to pursue, they could always set it up so that you record your voice commands and bind them to certain controls. You don't need to have anything too fancy, just basic commands.
Anyway, just a thought. If there isn't any voice command option, it won't make or break things for me.
Neither for me. Just thought it'd be a sweet addition.
USS_Parallax
08-25-2008, 11:12 AM
Cellphone:
Me, "Call Mom"
Phone, "Did you say 'Call Samantha'?"
Me, "Nooo! Call Mom!"
Phone, "Did you say 'Call 911'?"
Me, "No! Call Mom!!!"
Phone, *ring ring ring*
Lady, "911 Emergency. How can I help you?"
Me, "NOOOOOOOOOOOOOOOO!!!"
It doesn't get much better.
onibocho
08-25-2008, 11:12 AM
Ever seen someone arguing at their phone to get it to call by voice command or someone screaming at a Nintendo DS to get it to do an action in a voice command game?
My cellphone is voice command. Made my life alot easier. I hate mashing phone keys.
Kinjiru
08-25-2008, 11:14 AM
My cellphone is voice command. Made my life alot easier. I hate mashing phone keys.
Especially when you're in the car with a Bluetooth headset sticking in your ear. :)
onibocho
08-25-2008, 11:17 AM
Especially when you're in the car with a Bluetooth headset sticking in your ear. :)
Amen. The less I touch my phone the better.:D
Silverspar
08-25-2008, 11:18 AM
My cellphone is voice command. Made my life alot easier. I hate mashing phone keys.
We call that lazy :p Especially since on most phones that use voice command it's more button pushes than actually just you know, hit speed dial :rolleyes:
Vicelance
08-25-2008, 12:50 PM
I'd like voice command would definently open up more control available since voice command could take care of the basic commands. Maybe by having a list of the commands that can be given and having the person say those commands so the program can understand them (which I believe some programs have you do this) you would not have to worry about your starship ejecting the warp core if you tell it to shoot the enemy ships warp drive.
BanzaiZAP
08-25-2008, 01:16 PM
My ideal would be to start with a Bridge Commander control scheme, but then layer in the details for those who wish - set power levels for phasers, torpedo spreads, and full engineering as far as repairs, power levels, etc. So you could just fly around and blow things up, but a "skilled" player would tweak out the ship during a fight for maximum performance. BC had some of that, but I would allow even more customizability. It would probably be too complex for a casual gamer, but having the details for the real fans would be a plus. There should definitely be the ability to target specific systems on the target ships that does appropriate system damage.
All that said and done, I'm still looking forward to the exploration aspect more than the combat aspect.
Eclipse21
08-25-2008, 06:31 PM
My ideal would be to start with a Bridge Commander control scheme, but then layer in the details for those who wish - set power levels for phasers, torpedo spreads, and full engineering as far as repairs, power levels, etc. So you could just fly around and blow things up, but a "skilled" player would tweak out the ship during a fight for maximum performance. BC had some of that, but I would allow even more customizability. It would probably be too complex for a casual gamer, but having the details for the real fans would be a plus. There should definitely be the ability to target specific systems on the target ships that does appropriate system damage.
All that said and done, I'm still looking forward to the exploration aspect more than the combat aspect.
Targeting specific systems would deffinatly be a major boost the combat, rather than firing phasers randomly across the hull of an enemy ship. You should have the full ability to control you ships systems during engagements, to send repair crews to get the warpo drive running again, or raise forcefields over a rupture on deck 21(example). One thing I've though about is what happens when you're ship is destroyed? The only answer I can come up with is that your ship would respawn at the nearest friendly outpost and your shield would be off-line and you'd have to repair all your systems before re-engaging.
sniperct
08-25-2008, 06:37 PM
I actually wouldn't mind the OPTION of using a joystick or controller for basic flight and manuevering. I'd probably still use WASD but I'd like the option.