Jamie Guillemette
Spaceman
Dondragmer - I hope to sort out much of these issues by leveraging the community for lots of play testing while still in the early stages of development.
all good points btw
all good points btw
You've had some discussion of complex wingman orders. These seem tempting, but risk turning your game into an RTS with a clumsy control scheme
On the other hand, you don't want ships to be too similar. And if ships are all evenly balanced but each designed for certain job (bomber, anti-bomber, dogfight etc.) there's a risk that for each mission one of the ships is obviously best choice.Oh and one more thing, which is extrapolation on some points from earlier. as you want' to let player choose their ship you should avoid two things:
1. A ship that makes most people think "I flew this once and I will never want to fly it ever again"
2. A ship that makes most people think "Now that I can fly this, I don't want to fly anything else ever again"
One thing about controls: consider adding controller support. Joystick would be great, but also think of x360 controller as many PC gamers have some kind of of xbox pattern controller. This obviously shouldn't mean that game is not easyto play with keyboard/mouse.
Thanks!Loving the ship!
it looks like the bastard son of A Dralthi and HellTalon Bomber
Well to the question of side mounted guns.
I'm not sure how to translate it, since I'm not a native speaker, but will try to expain.
In many WWII flight sims you have to set up the weapons alignment (not sure if this is correct term) range - the distance on shich all your bullets and shells will pass through one point in space.
Probably you can let player configure the alignment at home (1000 clicks? 1250 clicks? Whatever distance you like), change it in flight.
Or just make all your round fly into the target and say "automated alignment system".
As the game develops one thing that can add some variety is how the wingman AI interprets your commands. That allows you as the developer and the player to keep the control scheme simple with basic commands like "attack/protect my target" "disengage" etc. (Although one that I always thought was missing from the wing series was "this one's mine" wherein the AI protects you but doesn't engage your target directly IMO).
On the other hand, you don't want ships to be too similar. And if ships are all evenly balanced but each designed for certain job (bomber, anti-bomber, dogfight etc.) there's a risk that for each mission one of the ships is obviously best choice.
I'm not sure how all this should be done. Maybe 4-6 ships so that you simply sacrifice speed and agility for armor and firepower step by step?
Should A and D be YAW or ROLL? or should the player choose?
Wingmen orders
Depending on the complexity of orders, you could have a power wheel, think Mass Effect, which stops time to allow you to give out specific orders. Give you a tactical view of the field by pushing you into a 3rd person perspective and allow you to use that perspective on your wingmen enhancing your situational awareness, something I never feel I have in 1st person combat view. On the flip, you can give simple commands so that the combat isn't stalled each time you give an order.
Ship durability
I like @Dondragmer 's idea. Taking heavy damage means it's in the shop longer. If you played XCOM:EW then think wounded soldier's. Which you could extend to wingmen taking physical damage in the cockpit.