Ship maneuvers

I don't understand "sit and get fired upon" tactics

It seems that its been ingrained into our brains since the 60's that the proper way to fight in outerspace is to get right in knife-fighting range, and then shoot. Oh! And while you shoot, sit still.

Just sit there. Let them just fire into you without having to try.

I don't get that.

I'm wondering, because of that, if there's anybody who has made a maneuver-mod. As in, the ships do strafing runs, hit and runs, make a few surgical strikes and then gtfo of Dodge.

I was watching a couple of other mods, like startrek for example. The Defiant class was not intended to go run straight up to the bad guy and say "hi! bang bang bang! shoot at me now here I am I'm sitting still! :3" The Defiant was supposed to be equivalent to the Babylon 5 White Star as far as maneuverability is concerned.

So has anybody taken the manevuering tactics from the fighters and applied them to capital ships albeit slower? It would have to increase the capacity for survival.

3,253 views 6 replies
Reply #1 Top

As of Entrenchment, each ship entity has the following line:

usesFighterAttack FALSE

Change it to TRUE, and you'll have your strafing ships.

Reply #2 Top

Quoting Annatar11, reply 1
As of Entrenchment, each ship entity has the following line:

usesFighterAttack FALSE

Change it to TRUE, and you'll have your strafing ships.
End of Annatar11's quote

 

If somebody tries this, let us know how it works out.

Reply #3 Top

Manshooter has a mod called Dynamic Movement that uses the Fighter movements for most ships. Also Distant Stars has an addon that lets you use this movement with Distant Stars. Alot of people like it. Personaly I tend to mirco my ships and them flying around trying to do passes at ships that are also doing passes on them....it tends to get hard to control ships not to mention they like to fly into SB range or mines. But to each their own.

Reply #4 Top

The Dynamic mod changes it up so that it doesn't look and play horribly. It's around somewhere.

 

:fox:

Reply #5 Top

There are problems associated with using dynamic flight paths that are exceptionally obvious in games like Homeworld 2 where it's become a fad to use movement systems. The obvious problem is that the ship will flail around and either move into range of more enemy weapons or move in a way that prevents targets from entering its own weapons arc or leaving that arc. This is especially a problem in most of the larger homeworld 2 mods who boast dynamic flight. I found it more irritating than helpful. Sure it looks cool to see ships flailing around, but half the time they are denying most of their weapon systems the opportunity to fire. Also, the projectiles are so fast that it never provides protection, it just comes off as a gimmick.

Because of Sins' limited weapon arc system that won't be as much of a problem for most ships if you give them 360 degree coverage on their weapons. But always take into account the ship design first. In my universe there are a lot of front-heavy or broadside ships and it doesn't make much sense for them to flail around. Some of them would circle their targets and keep a bead on them but to my knowledge it's not possible to code that into sins. Also, I do not believe that movement systems in sins allow you to dodge projectiles since the damage is not tied to graphics (at least I've never seen it so far).

 

Also, I like to keep the control in the hands of the player as much as possible. Dynamic flights take a large degree of control away from the player.

Reply #6 Top

1 )  Bad idea.  People have been sending hold position orders to their Squadrons because they do not get enough attack power out of them before they are destroyed.  Staying in position allows you to let the full fury of your weapons come to bear.  Yes, it lets your enemy do the same, but there are support caps to counter this.

2 )  IskatuMesk:  At least for Missile-Type weapons with their own propulsion systems, i believe the damage is tied to graphics.  I've had missiles flying around and around a few of my ships, which were currently not taking fire as to their foe's destruction, and had that eventual impact hurt me.  IDK about cannon/beam/laser weapons, but i believe Missiles at least are tied to graphics.  Have to ask someone who knows more about the programming to be sure.  I kinda have a short attention span...

-Exile