![]() I've also added an FPS mouse look that puts you in the middle of your ship / or your cockpit on the fighter and allows you to look around and behind you. A middle mouse button orbital camera was added so that you could get views from various angles around the ship as well as zoom out to see what is around. ![]() Trying to fly a kilometer long skyscraper through a combat situation from a first-person or even a third-person perspective is somewhat difficult. Eventually more controls will come - like commanding all the turrets, launching fighters from carriers, commanding other ships from a bridge, launching nukes, managing shields and power.Īdditionally, the capital ship controls made the need for new cameras to be added. At the moment this means you can fly it around, roll it so the turrets have a good angle to pick up targets, point it in a direction and fire a giant plasma cannon or a beam weapon from the front. So not only do Capital Ships fly on their own, but now the player can control one too. Fighter cannons take more rounds than most fighters have and thats with every round hitting only one side of the armor. The big ships have an absurd amount of armour and hull strength, but don't actually last long when hit with powerful guns. This will truly be the way to take down the bigger ships faster. ![]() Eventually AI and the player will be able to command turrets to attack selected targets or get all turrets to focus fire. Fighter turrets look for fighters, anti-cap turrets aim at big ships, point defense targets incoming missiles. The turrets currently run on their own AI so they do whatever they've been set to do. What this means is that if a I set a big capital ship like a Destroyer to only attack other 'Large' class ships, it will not try to chase fighters and instead will try to aim its big guns at other big less nimble targets. Now AI can look for enemies in their own class size and choose to only attack those. So now the AI is hooked up - cap ship specific AI maneuvers are still a work in progress - so the capital ships will fly around and slowly chasing things and try to hit them with the 'big dumb guns' on their bow while their turrets focus on whatever catches their attention.Ĭapital ships helped add a new feature to ships and AI - the idea of types and classes. While that was cool, its not very practical for a giant flying behemoth covered in guns to sit in one place while fighter ships dance circles around its turrets. Eventually you will be able to give some basic tactics at the beginning of the battle to each ship in your fleet and then during the fight you can issue commands - currently just in the Comm menu- but probably eventually in a little more RTS-ish like a holographic command screen on a command ship.Īnother thing that wasn't possible a week ago was capital ships doing anything other than sitting in one place and firing from their turrets. The ultimate idea is that you can choose to effect the outcome of the battle in all different capacities and see the battle from all different perspectives. The ship you left will keep flying and fighting as the AI takes over. ![]() Fire off a few beam blasts and jump into another ship. (Meaning you can do it, but sometimes the game breaks.) You can now switch between ships in your fleet! You can be flying along fighting in your tiny fighter and then press a key and swap to a big capital ship destroyer. It needs to be refined and tested, but the core functionality is there. One of the key features of the ultimate vision of the game is in. Sometimes it feels like not much has happened in the last week or two, but actually if I reflect back, Space Warfare: Infinite has made some pretty good progress.
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