Oh I missed the fighter tumble...
I think I need to elaborate here, what do I mean by
I would have loved a little bit of additional creative freedom taken there exactly?
Well, as Defiance and you have pointed out, the tumbles are a very important part of Wing Commander Gameplay and, more importantly, for game
feel. Together with the soundtrack cue and the deathscream, they serve to reinforce the player's success!
One less bandit, nice shot colonel!
I just feel that, similarly to capship explosions, that there was a gap between the designer's intent and the ability to realize that intent with the tech of the day, as breaking appart the model was absolutely infeasible with a software renderer and computing a more cinematic out-of-control tumble was probably too CPU-instensive too. So, they did what they could, made the ship spin like crazy while continuing in a straight line instead (probably using something very similar to the Glide code)
.
But
what exactly is the designer's intent? Well, easy, increase satisfaction of the kill by use of audiovisual means 😇! But in contrast to Strike Commander, we lack a crucial component on the visual side in WC: We cannot easily show the craft to be a wreck now by letting it tumble down towards the ground in a fiery twisted mass of molten metal 😈, there is now ground. There is also no defined
down, because we lack a nearby death star (see
here). So, they took everything that was translatable from Strike Commander, then probably remebered how cool
this one looked and then had to cut back on their ambitions a bit. That that,
only that, is what I was talking about.
When I say that
I would have loved a little bit of additional creative freedom taken with the tumbles, I mean that it could have been cool to having something more elaborate than the ship basically engaging glide and spinning around wildly. A more elaborate spinning-out-of-control behavior, maybe even different ones for visual variety, maybe spirals or uncontrolled veering to the side (while computing paths that minimize a collision with the player, in order to keep it satisfying and not frustrating). But, it is a remaster project, so if you feel that is a crucial visual component of the original, then so be it.