Jump to content

[Concept] Vehicles


Recommended Posts

Vehicles in Jedi Knight Galaxies will have totally different movement, prediction, and feel from Jedi Academy. Generally, all vehicles will have both first person and third person, as well as a separate set of binds specific to different types of vehicle.

 

Vehicles can become damaged and need to be repaired. They can also be outfitted with upgrades. When purchasing player housing, the types of vehicle storage may be an important consideration.

 

There are a few different types of vehicles:

  • Walkers include contraptions like the AT-ST and AT-RT. They walk on legs and can traverse basic slopes and adverse terrain. They may carry a passenger (including on mounted gun turrets). They control fairly similarly to the AT-ST in Jedi Outcast.
  • Speeders include landspeeders as well as swoops. They hover some distance off the ground, but are built for speed, not durability. They may carry a passenger. Like the movies, the pitch and roll can be controlled independently, but banked turns are required for yaw turns. They can have attached guns but you can also perform drive-by shootings (or slicing, with lightsabers) or perhaps even jump on adjacent speeders.
  • Animals include things like tauntauns and banthas. They cannot be repaired and do not require fuel. Instead they must stop to graze for a few minutes every couple of hours. The Tauntaun controls in Jedi Academy are pretty similar to how I envision these working.
  • Starfighters include things like X-Wings and Tie-Fighters. They may have an attached droid and almost never have passengers. Pitch, yaw and roll are fairly easily controllable, and they have a plethora of guns. They can go into space, although some are not capable of lightspeed travel.
  • Cargo Ships include things like the Millennium Falcon. Generally they require a full crew to be operational. They can also serve as mobile bases, and may be able to dock starfighters or store small vehicles, like animals or speeders. Their controls are fairly similar to starfighters but they have some weight behind their movements.

Vehicles will be available in limited capacity in Phase 1, in a special Space Battle mode which we will concept at a later point.

 

Smoo, Ramikad, Jeff and 6 others like this
Link to comment

I'm very interested in seeing how different would vehicle mechanics be in JKG. How would vehicle crews work? Would they be consist of other players playing in the server, or would they be NPCs linked somehow to the vehicle's owner? 

Link to comment

I'm very interested in seeing how different would vehicle mechanics be in JKG. How would vehicle crews work? Would they be consist of other players playing in the server, or would they be NPCs linked somehow to the vehicle's owner?

I'm thinking that ships would have crews of multiple players that can walk around inside of them. You *could* run a ship solo but it's a lot of work.

 

I think only starfighters will be in Phase 1. I'm redoing all of the code involving vehicles, including their movement.

Archangel35757 and Noodle like this
Link to comment

My thoughts about Starfighter stat comparisons, and how some sample ships should measure up.  Note doesn't reflect Star Wars lore entirely because JKG both has its own canon and needs to balance ships/ have a reason for a ship to be in the game.  Additionally, it is doubtful more than a few of these will be playable (wrong time period, etc), but I've provided them anyway for comparison.

 

Quality Range Key: Inferior, slow/poor/weak, moderate/average/standard, strong/high, superior, legendary.

 

Starfighters

  • A-Wing - Superior speed, superior maneuverability, weak attack capability, very weak armor/shielding, standard hyperdrive.  Expensive.
  • B-Wing - Slow speed, poor maneuverability, superior attack capability, strong armor/shielding, slow hyperdrive.  Very Expensive.
  • X-Wing - Moderate speed, high maneuverability, moderate attack capability, weak armor/shielding, standard hyperdrive.  Moderate price.
  • Y-Wing - High speed, poor maneuverability, moderate attack capability, moderate armor/shielding, standard hyperdrive.  Moderate price.
  • Tie Fighter - High speed, high maneuverability, moderate attack capability, very weak armor/shielding, no hyperdrive.  Dirt cheap.
  • Tie Interceptor - High speed, superior maneuverability, moderate attack capability, weak armor/shielding, hyperdrive optional.  Cheap.
  • Tie Bomber - Inferior speed, poor maneuverability, superior attack capability, moderate armor/shielding, hyperdrive optional.  Moderate price.
  • N-1 Starfighter - High speed, high maneuverability, weak attack capability, weak armor/shielding, no hyperdrive. Cheap.

Cargo/Shuttle Ships

  • Millennium Falcon- High speed, moderate maneuverability, moderate attack capability, superior armor/shielding, legendary hyperdrive.  Extremely expensive.
  • C-9979 Landing Craft - Low speeds, inferior maneuverability, no attack capability, moderate armor/shielding, no hyperdrive.  Expensive.
  • Imperial Lambda-class T-4a Shuttle - Moderate speeds, poor maneuverability, moderate attack capability, superior armor/shielding, fast hyperdrive.  Very expensive.
  • Slave I - High speed, high maneuverability, high attack capability, strong armor/shielding, fast hyperdrive.  Extremely expensive.
  • XS Light Freighter - Low speeds, moderate maneuverability, moderate attack capability, strong armor/shielding, slow hyperdrive.  Expensive.

 

Capital Ships

  • EF76 Nebulon-B Escort Frigate ("medical" frigate) - Inferior speed, inferior maneuverability, superior attack capability, superior armor/shielding, standard hyperdrive.  Ridiculously expensive.
  • Star Destroyer - Slow speed, inferior maneuverability, legendary attack capability, superior armor/shielding, standard hyperdrive.  Ludicrously expensive.
  • CR90 Corvette ("blockade runner") -  Slow speed, moderate maneuverability, strong attack capability, strong armor/shielding, standard hyperdrive.  Prohibitively expensive.
  • Death Star - Legendary awful speed, no maneuverability, incomprehensible attack capability, incomprehensible armor/shielding, standard hyperdrive.  Instant bankruptcy.
Onysfx, Ramikad and Wasa like this

JKG Developer

Link to comment

Something to note, I think that capital ships are not worth the time to get ingame simply because they will require extremely large crews of players to operate, think like 30 players just to run it at minimum capabilities. While I intend to have the entire galaxy on one shard (it can maybe be a distributed system and different regions can run on different machines, but the important part is that the connection has to be seamless) and to remove the player limit, I think it's somewhat ambitious to expect them to be pilotable. Otherwise I pretty much agree spot-on with your ideas.

 

Also, the Millennium Falcon was a YT-1300. Minor nitpick. :P

Noodle likes this
Link to comment

In all of the LucasArts flight sim games-- Y-Wings are the slowest. B-Wings were about the speed of the X-Wing but rare to fly in-game. You should look to X-Wing Alliance for comparisons. And Corvette Blocade Runners should be relatively fast (not slow) imo. Surely Star Wars Rebels or other canon resources have updated capital ship statistics?

eezstreet likes this
Link to comment

Something to note, I think that capital ships are not worth the time to get ingame simply because they will require extremely large crews of players to operate, think like 30 players just to run it at minimum capabilities. While I intend to have the entire galaxy on one shard (it can maybe be a distributed system and different regions can run on different machines, but the important part is that the connection has to be seamless) and to remove the player limit, I think it's somewhat ambitious to expect them to be pilotable. Otherwise I pretty much agree spot-on with your ideas.

 

Also, the Millennium Falcon was a YT-1300. Minor nitpick. :P

Agreed, capital ships will probably just be npcs - otherwise this becomes Star Citizen in Quake Engine.  Also the Falcon would have different stats from the standard model  (same with the Slave I).   :P   A regular YT-1300 would be a lot less impressive without all those "special modifications". 

 

In all of the LucasArts flight sim games-- Y-Wings are the slowest. B-Wings were about the speed of the X-Wing but rare to fly in-game. You should look to X-Wing Alliance for comparisons. And Corvette Blocade Runners should be relatively fast (not slow) imo. Surely Star Wars Rebels or other canon resources have updated capital ship statistics?

Y Wings are intended to be primarily bombers, they need to get to a target quickly and escape.  You'll notice in ANH they keep pace with the X-Wings fairly well, so their speeds are going to be roughly similar; however, they lack maneuverability and fly like a tank.  Making them a little faster than a number of the other fighter ships is something I feel makes them stand out to fulfill that purpose of being a bombing ship, but doesn't given them a major advantage due to their awful handling at high speeds.  B-Wings are basically heavy fighters and should move accordingly (slow and without a lot of maneuverability), but be capable of taking a lot of hits and dealing a lot of damage.  The Corvette Blockade Runners are still relatively fast compared to other capital ships, but fighters like x-wings should be able to far outpace them.  I didn't want to make it too much quicker than the Star Destroyer; however, due to ANH showing that the Star Destroyer is clearly "catching" up to the other ship.  I feel like giving Blockade Runners a "booster"/"afterburner" ability would help them accomplish their namesake, but that they can only achieve faster speeds in bursts - intending to be used for breaking through a blockade and then jumping to lightspeed once free, not long extended chases.

JKG Developer

Link to comment

Dug up my old space combat concept:

 

1st person: You have less FOV, but you can see everything about your ship (fuel gauge, detailed damage reports, etc)
3rd person: you have much more FOV, but you only see combat related HUD
 
Movement controls
W = Accelerate, double tapping this will toggle engines into overdrive (not boost), this will rapidly generate heat and use up fuel rather quickly
1-0 = Set throttle, instead of holding the W key to accelerate, 1 - 0 will set the speed to go to, 1 is only 10% of top-speed, while 0 is 100% and will bring you to your top-speed.
+ = increase throttle
= = decrease throttle
S = Decelerate, double tap will stop the ship as quickly as possible, putting up air-brakes (if theres an atmosphere) and firing deceleration engines (if any)
A + D = spin ship, double tap will quickly spin the ship in the corrisponding direction to dodge (generates heat)
ctrl = land
space = boost (generates heat), takes off. Takes time to recharge but doesn't use much fuel.
Q = Lock spin, this will make it so that you can only manually spin your ship around, no autospin of any sort (no correction to an "imaginary horizontal plane" aka X and Y axis)
P = toggle auto-pilot
 
Weaponry and combat controls
V = tactical view (shows wireframes, speed calculations, etc of other ships)
E = fire modes, for example the xwing can fire each laser individually rapidly, all at once, 2 at a time, etc.
Mouse1 = Primary Weapon
Mouse2 = Secondary Weapon
Mouse3 = switch Mouse2's weapon that it controls (if applicable)
 
Astromech Controls
R = Tells your astromech to begin repairs (exposes the droid and makes it very vulnerable)
 
Menus
H = Hyperspace menu, choose a known location and make a jump once charged.
O = open auto-pilot menu, contains commands for specific tasks the auto-pilot can do such as boarding a space station
N = AstroMech menu, this will give you all the commands you can give your mech.
 
Squadron Controls
Insert = Accept last given command if it still persists
End = Command/formation menu
Home = follow commander
 
Other Controls
M = change size of radar, it will cover up the majority of the screen.
 
Weapons:
 
Blaster Cannons are your standard weaponry, they're balanced against all types of armor (other than magnetically sealed armor) They're you're go to weapon if you don't know what you're going to be up against. Not only can they take on vehicles or other ships, but smaller, rapid fire versions can be used as point defense to take out incoming missles.
 
Ion Cannons are anti-shield and electronic systems weapons, they'll short out astro-mechs and temporarally disable most enemy controls and systems. The drawback of these weapons is that they are slow to fire and take up a lot of your ships spare energy meaning you won't be able to fire any weapon for some time.
 
Missiles are extremely powerful weaponry especially against hull, They can easily blow off astro-mechs and cause some systems to be destroyed (such as a targetting computer). The drawback of these is that they're slow and can be out-maneuvered or shot down by point defense, the upside is that most missiles automatically lock onto enemies.
 
Specialised weapons are a bit different, they're much more rare, more expensive, and are usually fitted to a certain task and aern't very flexible. An example of a specialized weapon is buzz droids, these droids will hook onto enemy ships and start slicing away until they run out of power, these can cause severe damage to ship systems and minor damage to a ship of any reasonable size, but won't hook unless enemy shields are low or non-existant.
 
Expendables are devices that detach from the ship and activate on their own, these include but are not necissarily limited to: Cameras (which can be viewed with something like an F# key), Flares or chaff (anti-missle), Mines, radar, radar jammers, and sentry droids (basically the same thing as sentry turrets, just in space).
 
 
Examples
Blaster Cannons:
- Heavy Blaster Cannons
        For taking out other ships
- Light Blaster Cannons
        For taking out infantry and vehicles on-planet
- Point Defense
        For taking out incoming missles
Ion Cannons:
Disables enemy shields, shuts down their hud, and reduces firing speed temporarily
 
Missiles:
Extremely Powerful, but is slow and can be out-maneuvered or shot down
 
Specialised:
- Prototype ARC cannon
- Sonic Cannons
- Buzz Droids
 
 
Ship parts:
 
Astro Mech slots may come with a fighter, and a AstroMech Bay can be installed in most (if not all) freighters. AstroMechs come with their own advanced interface for enhanced navigation, damage reports, and quicker hyperspace calculations. They can also repair some damage to fighters and freighters, however when they're repairing they can be destroyed.
 
Hull plating is your main defense, this is what holds the ship together, if this is severely damaged or destroyed, you can kiss your sweet ass goodbye. This will slow down or speed up acceleration depending on how much hull plating you have. The more hull you have the more Base HP your ship has.
 
Engines are how you move around normal space, a bigger engine means you'll have more top speed but slightly less acceleration. With a smaller engine you'll have less top speed but slightly more acceleration.
 
Hyperdrives are for FTL travel, these aern't for piloting in normal space and are only for moving from place to place on a galactic scale.
 
Turbolasers can be modified to be installed onto freighters, these will automatically shoot enemies, but if your targetting system is knocked out (?) you'll have to manually shoot these, hope you brought some friends or have a piloting droid or you'll be a sitting duck.
 
Piloting droids are basically improved auto-pilots, instead of being restricted to flying to certain locations, they can fly freely and will avoid asteroids and other obstacles to make your ship hard to hit, they might not be able to fly as good as you can, but they'll keep enemies busy while you manually operate the turbolasers.
 
Cloaking devices are extremely rare, expensive, and even more expensive to maintain. These require specialised crystals which are used up rather quickly when you cloak, they don't recharge so hope you brought quite a few on hand if you're gonna be sneaking through an imperial convoy.
 
Every ship that has weapons comes with a basic targetting system, this will allow you to see where your guns are aiming, if you upgrade this you can get minor aim assist and on some higher end systems a tracking system that shows you where to fire to hit an enemy (leading shots)
 
Shield Generators will create shields that will absorb most (if not all) forms of damage by taking damage itself, the shields will recharge over time after taking damage, however the more damage the shield takes it will degrade and not be able to hold as much charge, this can be repaired. Once depleted it will take some time for the shields to start to charge again. Ion weapons are extremely effective against shields.
 
- Astro-mechs
        Enhanced Navigation
        Enhanced Damage Reports
        Enhances Hyperspace calculation
        Can repair some damage to the ship in-flight
        Can be destroyed
- Hull Plating
        affects acceleration speed
        affects ship HP
- Engines
        affects top speed/acceleration
- Hyperspace
        For FTL travel
- Automatically firing Blaster Cannons (for freighters, i.e. Mill. Falcon)
        Aka turbolasers
- Cloaking device (uses up rare & expensive cloaking crystals rather quickly)
 
Parties:
 
When in a party, there is a commander (aka the party leader) the commander can issue commands using the end key, Fellow pilots cann accept these commands using the insert key (thereby activating auto-pilot) to autmatically bring them to their goal (such as landing at a station or intercepting an enemy craft) Auto-pilot can be disengaged automatically by pressing O, pressing insert will autmatically engage the last given command if it still exists. The command menu has a check box next to each party member's name, theres also an "all" checkbox to select all party members, to the right of that is a dropdown selection to choose the base command, under that it will give specifics (such as what target to intercept). Parties can also press the home key to automatically follow their leader, the commander can also set up a formation so that any ship following them will choose a slot in formation and lock into place. When a formation is initiated, the commander can switch out where everyone's position is, he for example can be in the back or that freighter should be in front while the fighters go behind it, etc. If a ship tries to join a formation the doesn't have an open slot, he'll simply follow the commander instead.
Futuza, Smoo, Onysfx and 1 other like this
Link to comment

I kinda think that there should be a third person HUD and the first person HUD should hide certain elements based on which gauges are present. Would kinda use the same system as the ammo display on guns. There's already enough benefits/disadvantages of first person vs third person (first person has better immersion, better aiming and you can see distant targets better, whereas third person makes it easier to do evasive maneuvers and you can see your ship better)

 

Otherwise, I think this old document has some interesting elements to it. Definitely want the ability to lock S-foils into attack position :P

Link to comment

 

Dug up my old space combat concept:

 

1st person: You have less FOV, but you can see everything about your ship (fuel gauge, detailed damage reports, etc)
3rd person: you have much more FOV, but you only see combat related HUD
 
Movement controls
W = Accelerate, double tapping this will toggle engines into overdrive (not boost), this will rapidly generate heat and use up fuel rather quickly
1-0 = Set throttle, instead of holding the W key to accelerate, 1 - 0 will set the speed to go to, 1 is only 10% of top-speed, while 0 is 100% and will bring you to your top-speed.
+ = increase throttle
= = decrease throttle
S = Decelerate, double tap will stop the ship as quickly as possible, putting up air-brakes (if theres an atmosphere) and firing deceleration engines (if any)
A + D = spin ship, double tap will quickly spin the ship in the corrisponding direction to dodge (generates heat)
ctrl = land
space = boost (generates heat), takes off. Takes time to recharge but doesn't use much fuel.
Q = Lock spin, this will make it so that you can only manually spin your ship around, no autospin of any sort (no correction to an "imaginary horizontal plane" aka X and Y axis)
P = toggle auto-pilot
 
Weaponry and combat controls
V = tactical view (shows wireframes, speed calculations, etc of other ships)
E = fire modes, for example the xwing can fire each laser individually rapidly, all at once, 2 at a time, etc.
Mouse1 = Primary Weapon
Mouse2 = Secondary Weapon
Mouse3 = switch Mouse2's weapon that it controls (if applicable)
 
Astromech Controls
R = Tells your astromech to begin repairs (exposes the droid and makes it very vulnerable)
 
Menus
H = Hyperspace menu, choose a known location and make a jump once charged.
O = open auto-pilot menu, contains commands for specific tasks the auto-pilot can do such as boarding a space station
N = AstroMech menu, this will give you all the commands you can give your mech.
 
Squadron Controls
Insert = Accept last given command if it still persists
End = Command/formation menu
Home = follow commander
 
Other Controls
M = change size of radar, it will cover up the majority of the screen.
 
Weapons:
 
Blaster Cannons are your standard weaponry, they're balanced against all types of armor (other than magnetically sealed armor) They're you're go to weapon if you don't know what you're going to be up against. Not only can they take on vehicles or other ships, but smaller, rapid fire versions can be used as point defense to take out incoming missles.
 
Ion Cannons are anti-shield and electronic systems weapons, they'll short out astro-mechs and temporarally disable most enemy controls and systems. The drawback of these weapons is that they are slow to fire and take up a lot of your ships spare energy meaning you won't be able to fire any weapon for some time.
 
Missiles are extremely powerful weaponry especially against hull, They can easily blow off astro-mechs and cause some systems to be destroyed (such as a targetting computer). The drawback of these is that they're slow and can be out-maneuvered or shot down by point defense, the upside is that most missiles automatically lock onto enemies.
 
Specialised weapons are a bit different, they're much more rare, more expensive, and are usually fitted to a certain task and aern't very flexible. An example of a specialized weapon is buzz droids, these droids will hook onto enemy ships and start slicing away until they run out of power, these can cause severe damage to ship systems and minor damage to a ship of any reasonable size, but won't hook unless enemy shields are low or non-existant.
 
Expendables are devices that detach from the ship and activate on their own, these include but are not necissarily limited to: Cameras (which can be viewed with something like an F# key), Flares or chaff (anti-missle), Mines, radar, radar jammers, and sentry droids (basically the same thing as sentry turrets, just in space).
 
 
Examples
Blaster Cannons:
- Heavy Blaster Cannons
        For taking out other ships
- Light Blaster Cannons
        For taking out infantry and vehicles on-planet
- Point Defense
        For taking out incoming missles
Ion Cannons:
Disables enemy shields, shuts down their hud, and reduces firing speed temporarily
 
Missiles:
Extremely Powerful, but is slow and can be out-maneuvered or shot down
 
Specialised:
- Prototype ARC cannon
- Sonic Cannons
- Buzz Droids
 
 
Ship parts:
 
Astro Mech slots may come with a fighter, and a AstroMech Bay can be installed in most (if not all) freighters. AstroMechs come with their own advanced interface for enhanced navigation, damage reports, and quicker hyperspace calculations. They can also repair some damage to fighters and freighters, however when they're repairing they can be destroyed.
 
Hull plating is your main defense, this is what holds the ship together, if this is severely damaged or destroyed, you can kiss your sweet ass goodbye. This will slow down or speed up acceleration depending on how much hull plating you have. The more hull you have the more Base HP your ship has.
 
Engines are how you move around normal space, a bigger engine means you'll have more top speed but slightly less acceleration. With a smaller engine you'll have less top speed but slightly more acceleration.
 
Hyperengines (?) are for FTL travel, these aern't for piloting in normal space and are only for moving from place to place on a galactic scale.
 
Turbolasers can be modified to be installed onto freighters, these will automatically shoot enemies, but if your targetting system is knocked out (?) you'll have to manually shoot these, hope you brought some friends or have a piloting droid or you'll be a sitting duck.
 
Piloting droids are basically improved auto-pilots, instead of being restricted to flying to certain locations, they can fly freely and will avoid asteroids and other obstacles to make your ship hard to hit, they might not be able to fly as good as you can, but they'll keep enemies busy while you manually operate the turbolasers.
 
Cloaking devices are extremely rare, expensive, and even more expensive to maintain. These require specialised crystals which are used up rather quickly when you cloak, they don't recharge so hope you brought quite a few on hand if you're gonna be sneaking through an imperial convoy.
 
Every ship that has weapons comes with a basic targetting system, this will allow you to see where your guns are aiming, if you upgrade this you can get minor aim assist and on some higher end systems a tracking system that shows you where to fire to hit an enemy (leading shots)
 
Shield Generators will create shields that will absorb most (if not all) forms of damage by taking damage itself, the shields will recharge over time after taking damage, however the more damage the shield takes it will degrade and not be able to hold as much charge, this can be repaired. Once depleted it will take some time for the shields to start to charge again. Ion weapons are extremely effective against shields.
 
- Astro-mechs
        Enhanced Navigation
        Enhanced Damage Reports
        Enhances Hyperspace calculation
        Can repair some damage to the ship in-flight
        Can be destroyed
- Hull Plating
        affects acceleration speed
        affects ship HP
- Engines
        affects top speed/acceleration
- Hyperspace
        For FTL travel
- Automatically firing Blaster Cannons (for freighters, i.e. Mill. Falcon)
        Aka turbolasers
- Cloaking device (uses up rare & expensive cloaking crystals rather quickly)
 
Parties:
 
When in a party, there is a commander (aka the party leader) the commander can issue commands using the end key, Fellow pilots cann accept these commands using the insert key (thereby activating auto-pilot) to autmatically bring them to their goal (such as landing at a station or intercepting an enemy craft) Auto-pilot can be disengaged automatically by pressing O, pressing insert will autmatically engage the last given command if it still exists. The command menu has a check box next to each party member's name, theres also an "all" checkbox to select all party members, to the right of that is a dropdown selection to choose the base command, under that it will give specifics (such as what target to intercept). Parties can also press the home key to automatically follow their leader, the commander can also set up a formation so that any ship following them will choose a slot in formation and lock into place. When a formation is initiated, the commander can switch out where everyone's position is, he for example can be in the back or that freighter should be in front while the fighters go behind it, etc. If a ship tries to join a formation the doesn't have an open slot, he'll simply follow the commander instead.

 

 

pretty lovable. is like XWA gameplay. epic game of past.

i wanna to require also a system for allow also a SP modality with NPC that can drive fighters exactly like they drive speeders and targetting player or other stuff with icarus. (npc not jump automatically into a fighter if they are near to him on SP .-. )

also, a switch weapon system like the player does into "jedi mode" :P

weapons:

1 blasters

2 ion cannons (they can shoot with blaster too together into a combo fire toogling this weapon)

3 seeker \ homing missile \ proton torpedo

4 heavy rockets \ bombs weapon  (bomb spawn by the lower section of a fighter and fall with gravity like repeater alt fire concussion attack) rockets can damage mutliple ships at same time but very slow, low ammo and low precision , also, they can damage with shockwave the player ship.

5 heavy blaster auto aim  slot weapons (for freighters or cargo ships ) longe time of recharge, high damage, low precision, low shoot rate, they also overcharge if use too much and stop to works. should nice for turbolasers and turrets

6:  a defensive system that shoot projectiles on back of figher for damage or disable the purchaser : this slot can be equipped with chaff (deflect homing and rocket missile), flare (damage enemy follower ship) , seeker mines.(follow and damage enemies  that follow player, auto explode after a lot of second, like thermal detonators )

Link to comment

P = toggle auto-pilot

E = fire modes, for example the xwing can fire each laser individually rapidly, all at once, 2 at a time, etc.

 
Hyperengines (?)  Hyperdrives are for FTL travel, these aern't for piloting in normal space and are only for moving from place to place on a galactic scale.

 
Cloaking devices are extremely rare, expensive, and even more expensive to maintain. These require specialised crystals which are used up rather quickly when you cloak, they don't recharge so hope you brought quite a few on hand if you're gonna be sneaking through an imperial convoy.

P should be reserved for 1st person/3rd person, don't change up the bind just cause your in a ship :P

E is bound to +use and we should probably avoid binding it to other things, additionally firing modes are already mouse3 for guns, probably keep it the same for ships

Crystals? Hmmm...not sure I want, maybe.  I was thinking just limited charge time, not a specific item that you consume.

JKG Developer

Link to comment

@@Darth Futuza Ew, you still use P for switching perspective? Is that even still the default? Also casually editing post to say hyperdrive, no idea why I couldn't think of that term at that time...

 

@@Asgarath83 I suppose being able to switch to specific weapons directly makes sense, it might be better to just have a throttle adjustment bound to just a couple of buttons instead of having 0-9 be all of the different %s of throttles. Probably just have an ACI (active combat inventory) for ships just like we do for players and let it be user defined.

Link to comment

@@Darth Futuza Ew, you still use P for switching perspective? Is that even still the default? Also casually editing post to say hyperdrive, no idea why I couldn't think of that term at that time...

 

@@Asgarath83 I suppose being able to switch to specific weapons directly makes sense, it might be better to just have a throttle adjustment bound to just a couple of buttons instead of having 0-9 be all of the different %s of throttles. Probably just have an ACI (active combat inventory) for ships just like we do for players and let it be user defined.

Lol enabling inventory and adapting for vehicle should be funny. i image also in inventory "cloacking device" and "repair kits" like in kotor XDD but in that case the repair kit icon shoul be an R2 astromech unit droid :P

The repair kit should replace the "bacta canister" also a ship that can fire remotes like  katarn on JO should be interessing. i imaging this little spheres that fly round a vehicles shotting and defending it... :D

Link to comment

I think binds should totally be different if you're in a vehicle. Probably with a new command, "bindveh" which dictates your controls while in a certain type of vehicle. Example:

 

bindveh ship w +forward

Right, but we should try to keep the bind schemes similar is what I'm trying to say.

eezstreet likes this

JKG Developer

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...