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  • CCIP(Continually Calculated Impact Point)

    01. 30. 2011 17:19

Fediroc
Preface to this whole suggestion: I like manual, and newbies need to learn manual. This
is not a manual bash.


With that out of the way, I was thinking about ways to create an environment that is more
welcoming to new players, while remaining challenging. Currently, the only real way to
play the game is using manual FCS. I do not think this should change. Yeah, yeah, just
re-iterating.

My idea:
Each gun has it's own sightline, just like now. Each sightline has a bar the 'slides' up
and down the bar, taking into consideration angle, speed, and direction. It tells you
where the shell will land on a single axis. It does not lead for you, that's your job.

A twist!:
The bar does not extend past your sightlines. Sightlines are shortened across the board,
but marking ranges remain similar.

What this does: At close range, you enjoy quicker ranging. Newbies get the idea in
FICTORY game mode, and probably dabble in long-range 'blind' shooting before moving on to
the big times. Really, CA and larger shiptypes, with their longer ranges, don't get
impacted much.

Flame away.
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  • Re : CCIP(Continually Calculated Impact Point)

    01. 30. 2011 18:24

Fediroc
Actually, I was saying reduce sightlines across board. Obviously, smaller ships will
require less of a reduction, just so their sightlines are longer than the length of a BB2.
Balancing will be required.

As far as what the impact line tells you...

Okay, so let's say you dial your guns in at a range while your ship is stationary.
Splash, you've got a marker, great. Now you start moving. Your impact point will change
in TWO axis, distance and lateral. Now, you have to do some mental calculation to figure
out what that point is.

CCIP, as defined, would tell you exactly where the shells will land, as a proper CCIP
system can compute in both axis(actually, all three, but in a 2d game...).

Impact line computes in only one axis, distance. So you start moving, the line reacts,
but since the line is tied to the aim guideline, it does not tell you the lateral drift.
That part is up to you.

The shorter guidelines make it so that long-range sparring that makes up the meat and
potatoes of the game remains relatively unchanged. I mean, I guess you could implement it
with standard length guidelines - most of the good players won't need it at all.

And yes, I'm pretty sure the engine is already set up to calculate such things, given the
auto aim ability to know where shells can and cannot hit.

(edit) although, an even simpler system that just tells you where your shells would land
if not moving would be fine too...

  • Re : CCIP(Continually Calculated Impact Point)

    01. 30. 2011 17:50

Alex77
so you mean something that tells you where your shells will land minus your ships
movement. sounds like a good idea in theory.

just add your idea to the never ending list of suggestions that should/could be in
the game and wait 3 to 4 years.

  • Re : CCIP(Continually Calculated Impact Point)

    01. 30. 2011 17:28

phantom3553
i dont get that..

your saying that to shortened the guidelines on ca above? am i right?
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