safemode wrote:The dogfight is a relic from a time that doesn't exist anymore even now, and firepower and targetting and range increases in weapons have made it obsolete already, add 3000 years to that.
safemode wrote:The VS game can be this universe, no crazy weapons, just crappy homemade type stuff. No crazy armor upgrades, if your ship was made with a thick hull then congrats, you got some thick hull, if it was made thin for maneuverability of cheapness, then you stick it out with that. Missiles would be hard to come by. You end up with a type of Firefly-esque universe where the military has all the good shit (though even they are being forced to use ever more outdated stuff as the war progresses) and everyone else is recycling. Military ships would FAR outclass what you got in the civilian world. In this VS, no matter what you had, going up against a military ship would be almost certain suicide, their weapons would be beyond what you can get a hold of, and their ships are advanced over yours in every way. etc. It gives a new dynamic to the game and enforces it to remain realistic, gritty, and all in all, much more interesting as the tech upgrade system doesn't spiral into god-mode.
klauss wrote:safemode wrote:The VS game can be this universe, no crazy weapons, just crappy homemade type stuff. No crazy armor upgrades, if your ship was made with a thick hull then congrats, you got some thick hull, if it was made thin for maneuverability of cheapness, then you stick it out with that. Missiles would be hard to come by. You end up with a type of Firefly-esque universe where the military has all the good shit (though even they are being forced to use ever more outdated stuff as the war progresses) and everyone else is recycling. Military ships would FAR outclass what you got in the civilian world. In this VS, no matter what you had, going up against a military ship would be almost certain suicide, their weapons would be beyond what you can get a hold of, and their ships are advanced over yours in every way. etc. It gives a new dynamic to the game and enforces it to remain realistic, gritty, and all in all, much more interesting as the tech upgrade system doesn't spiral into god-mode.
I like that.
I second that.
I cast 7 votes for this (not necessarily that it be against the Aera, specifically; but just that there be a military campaign). Part of my reasons are that the code updates needed for such would enable PU to implement a military campaign, too, (into Kilrah), which we've been wanting to do for years.I'd propose a campaign that lets you feel the taste of military tech, though... perhaps working for the military for a short time.
So you can... you know... fly into aeran space. Alive.
safemode wrote:the military tech would have to have a drawback or every player would find some way to get in the pilot seat of one of the ships and not give it up, or wreak havoc in other ways while in one. Perhaps ammunition requirements such that it can only be restocked at military bases (where you'd be caught) etc etc. I'm not talking about avoiding cheaters, but avoiding the ability over the course of regular gameplay to be able to own a military ship with military weapons ..giving you a massive advantage over too much of the game.
chuck_starchaser wrote:Totally agreed about shields; I hate them with a passion.
And "tractor beams".
Needless to say I hate "artificial gravity" and "inertial compensation".
Just crap we have to live with because ... Hmm... I can't remember why, now...
Anyways, the problem with your numerical approach is implementational: Given a Wavefront .obj file for a mesh, say, and a point you want to test, how do you determine if it's inside or outside the mesh? This NOT trivial. Specially when you consider that OUR meshes are are the furthest thing from closed manifolds. You find more than two polygons sharing an edge, sometimes, floating edges without a polygon, triangles attached to a mesh by a single vertex, a V-shaped extrusion half-buried in the surface of another mesh, polygons sharing all 3 or 4 sides, but with opposite normals, and horrors my mind doesn't even want to relive.
I think a less accurate but far easier approach would be to run through the list of vertices and consider them point-masses. The .obj format has all vertices in one place, so they are easy to parse.
mtllib tarsus.mtl
usemtl tex0_0
v -0.103776 0.113484 0.703737
vn 0.369050 0.846149 0.384493
v -0.107437 0.116006 0.701882
vn 0.488666 0.681902 0.544256
v -0.109883 0.120517 0.700078
vn 0.619995 0.335889 0.709073
v -0.110742 0.126335 0.699219
vn 0.679642 0.077018 0.729489
v -0.109883 0.132362 0.698836
vn 0.667344 -0.269266 0.694369
v -0.107437 0.137475 0.700286
.......................
chuck_starchaser wrote:And if you know how to get rid of the screen reddening when you're shot at, that would be good too.
Maybe we can put some cockpit shaking, instead of changing the color.
Later we can use hardware fog to simulate smoke in the cockpit.
But the screen going red makes no sense.
chuck_starchaser wrote:And I don't buy the GMA argument.
chuck_starchaser wrote:What you're saying is basically that NOBODY should be able to enjoy 3D cockpits because some cheap or stupid morons buy boards with GMA's. That's preposterous! A tyranny of the ignorant?
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