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What kinda space combat do you want?

There has been many space sim games over the course of gaming, and even a few in mmos.  Some have been fun, some not so fun.  Most have different characteristics that make them seperate from each other.  I like the style of eve personally, being able to manouver around your ship and auto target and fly around the object.  There are other styles of space sim like star trek online that make use of aa similar perspective but is setup differenetly.  Then we have a game like jumpgate evolution that your always behind the ship aiming at what you want to shoot at.  I gues the jumpgate evo style Is fun to, and looks interesting.  I still think though that making something seemelss and easy to use while sleek would be fun natrually.  We also have SWG space content, which was similar to what jumpgate is doing. 

With that said, what are peoples favorite space sim games and what makes them your favorite?  Also what kinda features would you like to see added? Also what characteristics do you want for gameplay? 

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Comments

  • Vagrant_ZeroVagrant_Zero Member Posts: 1,190

    Give us an updated X-Wing vs TIE-Fighter.

    Don't reinvent the wheel, especially if the first wheel is awesome.

  • thexratedthexrated Member UncommonPosts: 1,368

    x-wing vs. tie fighter might work well as mini games or EVE type for capital ships like Star Destroyers. The galaxy itself would not have to be that huge. Even randomly generated on-the-demand-missions would work well to give it enough immersion. Exploration could be based more towards POIs + possible space battles and landing/ground-based missions. Actually, ME2 style overhead presentation of Galaxy would be ok.

    To be realistic, it will be very unlikely that we get EVE like galaxy.

    "The person who experiences greatness must have a feeling for the myth he is in."

  • TehJackalTehJackal Member Posts: 98

    I will have to say that while SWG space combat was a lot more simplistic than EVE it was also a lot more fun... Having to actually follow your target instead of just "Hey let me target this ship and press yadda yadda button" is a lot more fun in my opinion... I have watched multiple friends play EVE and I just dont see what kind of enjoyment you can get out of so called "combat". It also could be that I think RTS games suck ass and EVE is a RTS on a single person basis... either way I still dont see myself probably doing much space combat in SWTOR unless there is a real point to it.

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  • eburneburn Member Posts: 740

    Arcade is fine with me.

    Let me pick my ship, have a few with different advantages and disadvantages.

    Give me a goal and something to shoot at.

    Anything more complicated than this can go frak itself with a hot soldering iron.

    I kill other players because they're smarter than AI, sometimes.

  • eyceleycel Member Posts: 1,334

    Originally posted by TehJackal

    I will have to say that while SWG space combat was a lot more simplistic than EVE it was also a lot more fun... Having to actually follow your target instead of just "Hey let me target this ship and press yadda yadda button" is a lot more fun in my opinion... I have watched multiple friends play EVE and I just dont see what kind of enjoyment you can get out of so called "combat". It also could be that I think RTS games suck ass and EVE is a RTS on a single person basis... either way I still dont see myself probably doing much space combat in SWTOR unless there is a real point to it.

    Yah I liked SWG space combat as well, but I also liked eve's.

    I guess what I want to know is what will make sw:tor space game fun compared to other games like star trek online that didnt boad so well with many people?

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  • StellosStellos Member UncommonPosts: 1,491

    As far as space combat, I like to keep it simple.  Space combat is a blast, but if it is overally complicated I don't see too many people spending much time with it.  I think it should be more of a mini-game than large portion of the combat in SWTOR. 

  • DeeweDeewe Member UncommonPosts: 1,980

    Everything from X-Wing Vs Tie Fighter plus Privateer 2 ship customization and smuggling missions :)

     

    Please no Origin (Wing Commander/JTL)  UI, nor flight mechanics, nor ship management and certainly not the taunting messages from the ennemies.

  • IhmoteppIhmotepp Member Posts: 14,495

    None. I think it takes away from the ground based game, and should be separate.

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  • JounarJounar Member UncommonPosts: 142

    The space combat in SWG was pretty cool over all with both twitch based combat linked to character stats and loads of loadout options.

  • ShodanasShodanas Member RarePosts: 1,933

    I've played every single space combat game out there since the ancient times of Elite. The kind i prefer is the old school inside the cockpit / stick control one. Black Prophecy is using this and from the videos i've watched it looks gorgeous. However, i do not know if this is possible with TOR's HeroEngine. I would settle with an EVE type space combat as well. Given it's accompanied with the relevant spread sheets.

  • pepsi1028pepsi1028 Member Posts: 471

    Galaga

    †Pepsi1028†

    PEPSI!!!!!
    Get out of your box already...

  • ComnitusComnitus Member Posts: 2,462

    Originally posted by Ihmotepp

    None. I think it takes away from the ground based game, and should be separate.

    That's the beauty of it. It IS separate. From the very brief description with no real details at all, it sounds like a series of arcade-like instances that you can go to when you're bored of the ground-based game. Variety is always good; this seems like a backseat feature, used for relaxing after a frustrating night of "raiding" or having to kill off one of your companions in a tough storyline decision or whatever else. I expect some people to start asking for non-instanced, mega huge fleet PvP engagements now, but I like BioWare's approach. I'm sure there will be plenty of missions where you blast multiple waves of baddies, so it'll feel like a mega huge fleet engagement - or at least a mega huge dogfight - but it'll be all PvE.

    Now that I think of it as an arcade feature, I wonder if we'll get points or some other reward. Probably. I just hope they aren't more appealing than rewards for ground-based activities (probably won't be, but never know).

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  • knyghttearerknyghttearer Member Posts: 124

    i just want it to fit into the story, and not be forced in somewhere in a disjointed fashion because the devs felt pressured to include it just because it is a star wars game

  • knyghttearerknyghttearer Member Posts: 124

    if con is right, then i will be disapointed because i dont feel that kind of thing belongs in an mmo... put in a more comprehensive crafting system or something, just my opinion

  • wandericawanderica Member UncommonPosts: 371

    I originally wrote this in response to a similar thread on the official TOR forums some time ago, but I think it applies here.  It may be a bit over the top, considering Bioware has made it known that space is optional.  I expect we'll get more of an arcade feel space sim type flight, or instanced areas such as the kessel run, for example.  You have to admit though, this would be cool :)

     

    ____________________________________________________

     

    Given no technological limitations and an unlimited budget, I would like to see a real space sim portion of the game. I'll explain my perfect world below.



    Your guild (or whatever they're called in TOR) will control a capital ship. Its type depends on faction and guild level. This would be the portion "on rails" as the OP desires. Guild members can take on one of four jobs. These jobs are turret operation, combat fighter pilot, boarding party defense, or boarding party.



    To give you all an idea of how this could all mesh together and create a truly fantastic, original, and unprecedented mechanic, I'll explain how a battle could go.



    The guild, Evil Empire decides to obliterate the guild, Force of Good. Evil Empire gathers all of their people together and initiates a guild battle with Force of Good. This creates an instanced battle set in space between the two capital vessels. The two ships are locked in one of several different settings moving along a preset path. We'll assume each guild has 20 members present. Evil Empire has purchased 10 fighter craft and launches all 10 at the enemy vessel. 5 of its members are operating turbolaser batteries, and 5 are reserved for boarding party defense.



    Force of Good decides to take a different approach. They launch 4 starfighter craft to escort a transport shuttle holding 10 people and 1 pilot. The remaining 5 people are assigned to turbolaser defense to provide cover. The battle plays out like so:



    Evil empire manages to severely damage the shuttle, but can't destroy it since it has very high shielding. Its turbolasers are focused on destroying the enemies capital ship, as are most of the fighters making it an even battle between the shuttle force and the remaining Evil Empire dogfighters. The FoG shuttle lands and its 10 members inside disembark, only to find 5 of EE's strongest fighters waiting.



    Meanwhile, outside, EE is gaining the upper hand with its superior air to air force. Realizing what is going on, FoG decides to launch it 5 defense personel in the remaining dogfighters, and the escort fighters return to the fight. EE still has the advantage in numbers as two of FoGs fighters were destroyed in the race to board EE's ship. FoG's capital ship shields are getting dangerously low to boot.



    The battle is now a race between the boarding party, and the air to air forces of Evil Empire. Back on EE's capital ship, the boarding party lost 3 members right off the bat before they managed to dispatch the 5 defenders. Their task now is to battle their way through "crew NPCs" to their destination. They have 2 options. One, they can head for the shield generator (a much easier path to follow), or they can head for the engine room. Their goal is to destroy the ship, not assist in air to air destruction, so they take the far more difficult path and race to the engine room.



    Outside, EE has disposed of all of FoG's fighters and turbolaser turrets. EE's remaining 3 fighters are pounding away at the enemy vessel as its shields fail. A full assault begins. Here EE has simply to get through all of the ship's "health" in order to destroy it. EE has the enemy ship down to about 15% when thermal detonators go off in their own engine room destroying their ship.



    Today, Forces off Good has narrowly achieved a victory in a guild versus guild space battle. I know this has been a long post, and I thank anyone who decides to read it. A system like this could be a game in and of itself, though, so it's unlikely we'll ever see it. It would be LOADS of fun though, so one can hope


  • stinger7491stinger7491 Member Posts: 21

    I want starwars battlefront 2 gameplay. There was nothing wrong with it except for lack of content and difficulty.

  • dirtyklingondirtyklingon Member Posts: 158

    Originally posted by stinger7491

    I want starwars battlefront 2 gameplay. There was nothing wrong with it except for lack of content and difficulty.

    i never played battlfront 2 but i did play battlefront 1 and it was quite bad, especially the vehicles(flying and such). so plx no.

     

    also JTL was quite bad. and since i don't want to feel like i need to buy a decent joystick to play the space portion of the game, no thx on cloning xwing/tiefighter(which is what JTl kinda tried to do but it was really bad in every way).

     

    even if there is pvp in space combat, plz no player controlled capital ships. super star destroyer doing a barrel roll ftl imho.

     

     

    make it like STO's space combat controls with locked targets and active wow/mmo style skills to spam, but mayb ea little faster paced in terms of movement and such...

     

    OR

     

    similar controls to freelancer, where i can dogfight and maneuever and target all at the same time using only my mouse and keyboard intuitively. not great for pvp, but fun enough for pve.

     

    since player ships will be roughly the size of the melenium falcon, i don't expect it to be exactly a dogfighting game, but it won't exactly be a broadsiding game either.

     

    mostly i just hope it doesn't divide the player base like JTL did to SWG.

    KERPLAH!

  • IhmoteppIhmotepp Member Posts: 14,495

    Originally posted by Comnitus

    Originally posted by Ihmotepp

    None. I think it takes away from the ground based game, and should be separate.

    That's the beauty of it. It IS separate. From the very brief description with no real details at all, it sounds like a series of arcade-like instances that you can go to when you're bored of the ground-based game. Variety is always good; this seems like a backseat feature, used for relaxing after a frustrating night of "raiding" or having to kill off one of your companions in a tough storyline decision or whatever else. I expect some people to start asking for non-instanced, mega huge fleet PvP engagements now, but I like BioWare's approach. I'm sure there will be plenty of missions where you blast multiple waves of baddies, so it'll feel like a mega huge fleet engagement - or at least a mega huge dogfight - but it'll be all PvE.

    Now that I think of it as an arcade feature, I wonder if we'll get points or some other reward. Probably. I just hope they aren't more appealing than rewards for ground-based activities (probably won't be, but never know).

     

    This logic makes sense to me as well. If it's just an activity to do, like crafting or something, sure, could ad fun to the game.

    But if it split the player base, and half were on the ground in an open world, and half were in an open space area, taht would be bad.

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  • FdzzaiglFdzzaigl Member UncommonPosts: 2,433

    I'm personally hoping for something like Freelancer, easy to get a hang of and still very fun to play.

    Battleground 2 would also be nice.

     

    As would X-Wing vs TIE; but I'm not expecting that.

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  • DrachasorDrachasor Member Posts: 2,678

    I want it to still be playable if I have 300ms lag (usually I have 100-200, but if my connection is having a bad day I don't want to be forced not to play).

  • WarmakerWarmaker Member UncommonPosts: 2,246

    Since I'm on a tangent for Star Wars space gaming, here I go.  What kind of space combat would I want?

    1) Bring back the feel of the space combat games from the late mid-late 90s.  X-Wing, TIE Fighter, X-Wing vs TIE Fighter, X-Wing Alliance, Freespace 1 & 2.

    2) Have a variety of space craft players can acquire and use.  SWG's Jump To Lightspeed had the right idea.  A variety of multi-role fighters (think X-Wing), interceptors (anti starfighter: A-Wing, TIE Interceptor, JSF), bombers (Y & B-Wings, ARC-170, TIE Bomber), transports (YT-1300 / Millen.Falc).

    3) Wide variety of craftable spacecraft components to outfit your ship with

    4) A variety of missions or encounters to get into.  Ranging from patrols, reconaissance, strike, escorts, etc.  I would be amazed if they can pull off even a small fleet engagement to get involved with.  With capital ships blasting away and starfighters zooming back and forth.  Even SWG's space game couldn't do this, because the presence of even the game's only Star Destroyer was too much for the game to handle.  Capital ships need to be in (big warships), as well as an assortment of smaller warships:  Frigates, Corvettes, Light Cruisers, etc.

    5) Well, this one isn't combat, but I'd like to see more than just combat in space.  Smuggling, resource gathering, whatever.

    6) Space Stations to dock with and roam around in.  Civillian, Private owned, Military, etc.  Possibly even seize as part of PvP.

    SWG's space game / JTL was able to accomplish 1, 2, 3, very little of 4 and 5, and none of 6.  The lack of being part of a proper space battle in SWG was a major sorepoint for me.

    "I have only two out of my company and 20 out of some other company. We need support, but it is almost suicide to try to get it here as we are swept by machine gun fire and a constant barrage is on us. I have no one on my left and only a few on my right. I will hold." (First Lieutenant Clifton B. Cates, US Marine Corps, Soissons, 19 July 1918)

  • PalebanePalebane Member RarePosts: 4,011

    Space Invaders, or maybe Frogger.

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  • ariestearieste Member UncommonPosts: 3,309

    sorry if this doesn't directly answer the question, but i am less concerned with what space combat is like and more concerned with there being space gameplay.   i have the same desires in what i want in space as i do on the ground, i don't particularly care how the targeting and combat works, i've tried very different ground combat MMOs (EQ2, AoC, VG, TR, many others) and honestly, the way actual fighting was done never made or broke the game for me.  

     

    What matter is this:  what kinds of things can my character do in space?  why kinds of missions are there? what kind of adventures? how does it tie into ground play?  is there dynamic content in space? how does smuggling and bounty-hunting work?  Are there rare & prohibited material to obtain and checkpoints on planets to smuggle them through?  Do bounties take off from planets and must be chased through space?  Can i slow them down and board their ships (switching to ground-based gameplay).  

     

    This is what matters - the kind of stuff I can do in space.  I don't really care how targeting works or how the HUD looks.   I'd prefer it's not 100% twitch-based like X-Wing because frankly i suck at flight sims and so do many others, this is an RPG, so controls should be based more on stats and choices of action rather than on how quickly you can move mouse.  But beyond that controls like either EVE or Freelancer or STO would work just fine for combat. 

     

    STO had many problems, but i found the way they intertwined their space and ground missions was very well done.  I mean specifically the transitions between the two.  You could have a long quest that involves both kinds of combat and the story moves from space to ground and back with good flow.  This was done well.  (of course both their space and ground missions were repetitive uninspired bores, but the way they interacted was cool.)

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  • SouldrainerSouldrainer Member Posts: 1,857
    Personally I don't even want space combat. It took up what? 20% of movie screen time, and was an afterthought in even the original trilogy.... one could argue about the death star scenes, but I still can't count more than a handful of space scenes in all 6 films. Empire, the best in the series, had none...

    I'd rather they focus on the core game than space combat... save the afterthoughts for expansion material.

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  • ComnitusComnitus Member Posts: 2,462

    Starfox!

    "Do a barrel roll!"

    Come on, you can't say that wasn't fun. Flying through those levels, blasting anything and everything that moved... pure arcade goodness. I have EVE for tactical and meaningful space combat, gimme something to take my mind off the story or leveling or crafting or raiding or PvP or anything else for a while.

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