In a tank for example, the turret and the gun have mass therefore inertia, and this is taken advantage of when keeping the target in sight, as the servos adjust for friction, while inertia does the rest. Turrets in Avorion have no mass or inertia, they only have speed, left right up down. Give them mass and inertia, and a whole bunch of problems go away. For example, when turning the ship, turrets follow the ship's motion, as if they tracked with the ship, not with the target. But with mass and inertia, turrets keep their targets in sight while the ship turns, up to their limit of range of motion of course. The tracking stat would reflect the servos power, and the mass and inertia it is fighting to move the turret and gun. The servos would also have a maximum speed or RPM, which would give us the maximum turning speed. But until then, turrets would accelerate and decelerate rather than go full speed full stop instantly.
As it stands, I guess the idea is to give the impression of an advantage when using smaller turrets with higher tracking speed. With inertia, only the initial target acquisition is affected by tracking speed. In fact, larger heavier turrets should track their target more accurately once they're on target. The advantage of smaller turrets is new target acquisition speed, while larger turrets (should) have the advantage of current target tracking accuracy, all this as a natural product of mass and inertia, not some arbitrary tracking number.
Once we give turrets mass and inertia, we realize that they should be able to turn much quicker than a giant space ship by comparison. Turrets should be designed with the center of mass of the gun as close to the turret's axis of motion. As well, when the turret is attached to the front face of the ship and the gun is pointing directly in front, it should have less inertia for left right (z axis relative to turret base), but as much inertia for up down (x axis, or the gun itself).
This could solve the twitching problem when tracking slow moving targets like tiny bits of wreckage that we just can't figure out why all turrets suddenly think is more important than that giant hull full of goodies.
Second suggestion.
Player config of turret behavior for turrets with independent targeting. For example, new target acquisition priority according to mass for unarmed turrets, so that my turrets don't suddenly become obsessed with useless bits of wreckage. Or, tandem vs independent also according to mass, especially for salvaging. With this, we could break up large wreckage quickly, then clean up the bits just as quickly, as the salvaging turrets (if more than one) would prioritize and work in tandem on large pieces first, then go independent for the smaller bits. Armed turrets would also benefit from this. For example, priority most dangerous, but only while it remains so, if the target's dangerous factor drops sufficiently (let's say its firepower rating goes to zero), switch to the next most dangerous, and so forth. Or, tandem for most dangerous, indy for weaker targets.
Third suggestion.
Ship control. I want the ability to control thrust brake. Make it a toggle where I can choose on the fly, whether it's on or player-controlled through directional keyboard controls. Also allow choosing whether it's all or just linear so that the ship doesn't just keep spinning on its axis especially for roll.
Suggestion
Martin Levac
Inertia.
In a tank for example, the turret and the gun have mass therefore inertia, and this is taken advantage of when keeping the target in sight, as the servos adjust for friction, while inertia does the rest. Turrets in Avorion have no mass or inertia, they only have speed, left right up down. Give them mass and inertia, and a whole bunch of problems go away. For example, when turning the ship, turrets follow the ship's motion, as if they tracked with the ship, not with the target. But with mass and inertia, turrets keep their targets in sight while the ship turns, up to their limit of range of motion of course. The tracking stat would reflect the servos power, and the mass and inertia it is fighting to move the turret and gun. The servos would also have a maximum speed or RPM, which would give us the maximum turning speed. But until then, turrets would accelerate and decelerate rather than go full speed full stop instantly.
As it stands, I guess the idea is to give the impression of an advantage when using smaller turrets with higher tracking speed. With inertia, only the initial target acquisition is affected by tracking speed. In fact, larger heavier turrets should track their target more accurately once they're on target. The advantage of smaller turrets is new target acquisition speed, while larger turrets (should) have the advantage of current target tracking accuracy, all this as a natural product of mass and inertia, not some arbitrary tracking number.
Once we give turrets mass and inertia, we realize that they should be able to turn much quicker than a giant space ship by comparison. Turrets should be designed with the center of mass of the gun as close to the turret's axis of motion. As well, when the turret is attached to the front face of the ship and the gun is pointing directly in front, it should have less inertia for left right (z axis relative to turret base), but as much inertia for up down (x axis, or the gun itself).
This could solve the twitching problem when tracking slow moving targets like tiny bits of wreckage that we just can't figure out why all turrets suddenly think is more important than that giant hull full of goodies.
Second suggestion.
Player config of turret behavior for turrets with independent targeting. For example, new target acquisition priority according to mass for unarmed turrets, so that my turrets don't suddenly become obsessed with useless bits of wreckage. Or, tandem vs independent also according to mass, especially for salvaging. With this, we could break up large wreckage quickly, then clean up the bits just as quickly, as the salvaging turrets (if more than one) would prioritize and work in tandem on large pieces first, then go independent for the smaller bits. Armed turrets would also benefit from this. For example, priority most dangerous, but only while it remains so, if the target's dangerous factor drops sufficiently (let's say its firepower rating goes to zero), switch to the next most dangerous, and so forth. Or, tandem for most dangerous, indy for weaker targets.
Third suggestion.
Ship control. I want the ability to control thrust brake. Make it a toggle where I can choose on the fly, whether it's on or player-controlled through directional keyboard controls. Also allow choosing whether it's all or just linear so that the ship doesn't just keep spinning on its axis especially for roll.
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