RSG: Ship Control

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Wikiid Pages relating to RSG)
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RSG: Setting/Story
RSG: Size of Universe
RSG: Reference imagery
RSG: No FTL travel
RSG: Networking
RSG: Procedural Environment
RSG: Career paths
RSG: Scripting
RSG: Ship Design
RSG: Ground Installations
RSG: Ship Control
RSG: Graphics
RSG: Communications
RSG: Asteroid types
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Both "manual" and "scripted" options allow for a full variety of gameplay, with manual flight mode used for battles and for players that prefer a more hands-on approach.

Manual Flight Mode

  • Throttle up
  • Throttle down
  • Lift up/down
  • Strafe right/left
  • Heading right/left
  • Pitch up/down
  • Roll right/left

With so many control possibilities, (and no wii-mote) controls can become quite awkward.

Hopefully different control options can be offered to players:

  • Mouse controls nothing (easy to click menu)
    • WASD controls lift/strafe, arrow keys control roll and pitch
  • Mouse controls heading/pitch (hard to click on menu items without crashing) Keyboard controls strafe strafe and lift. (WASD)
    • Perhaps Shift+A and Shift+D to roll.
      • This is more like Freelancer

Scripted Flight Mode

For scripting details, see the Scripting section.

For people in the 24th century, computers are the easiest way to go about precise piloting. Sample programs like "Geo-synchronous orbit", "Plot a course", and a mining program to give sample code for combat scripting.

For players with multiple ships, scripts for wingmen, search parties, or escorts could be made.

Flight Physics

Basic Newtonian laws, of course without too much friction.

Perhaps in proximity with a very large asteroid, moon, or planet, gravity should effect the trajectory in manual mode.

Navigation

With blobs of interesting stuff continually moving around - it'll be necessary to grab the orbital parameters of any bodies you're interested in so that you can find them again. As in the real world, the longer you observe a body and the more times you rediscover it in different locations, the more accurately you know where it'll be at any given time in the future. This should be reflected in the way the navigation system works.

Stealth

With many enemies around, it can get pretty scary in the belt.

So in addition to cutting the engines, ships can turn off all power and try to hide amongst rubble. This advice may be of limited practical use though. You'd better not turn off all power if you're a drone (Who turns it back on again?) or an I-mort ("I think therefore I a...")).

If stealth is a priority special modules can be installed to mask the heat signature still emanating from the ship, and instead of blades of armour, a stealthy coating can be added to your ship.

Stealth can be a very useful tool for any captain that is vulnerable or dodging the law.

Having asteroids with holes ("caves") in them would help this idea out a lot. We need to consider how good radar is going to be...also can the complicated collection of spectrometers and magnetometers and ground-penetrating radars that a prospector would carry pick out a small spaceship parked on the dark side of an asteroid? What about a big spaceship?