Well we thought we would dangle a carrot in front of you today.
We have been working on a few ideas on how best to handle ship to ship movement during combat and ultimately ended up with this design.
Each ship will have access to a set number of MU's [Movement Units] this will grow as the ship gains levels as well as your crew and as you upgrade you engines. In turn your movement radius will increase.
If you sustain damage your radius will shrink to reflect a real life situation [at least what we believe to be a real life situation]. In turn your movement radius will decrease.
Below is a very basic video, which we hope to expand on in the coming weeks.
Shouldn't the circle radius decrease as you draw as well as be centred on the last drawn position?
Currently you can fly a really long time by spiralling.
In the next few weeks we will be releasing a more complete video of movement.
This will include the radius being decreased as the MU’s are consumed through spiraling or zigzagging maneuvers.
Thus preventing the POC’s unlimited spirals.
Critical Mass already used such a system, taking into account initial speed and turning rate. I might want to check the demo : Windowsgames.co.uk
Thanks for the link, we have checked out the game.
Alt Space will allow for complete control of the flight path where as Critical Mass appears to only allow for a turning arc and thrust adjustments.
Alt Space will include the ability to move your ships shields from one side to the other so being able to plan how your ship faces the enemy is really important.