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Space combat...good or bad?


Newfy

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Had space combat not been so poorly integrated into the rest of the game (it feels like it belongs to a wholly different game), then I'd have nothing to say and could accept it as is. Unfortunately, it feels extremely tacked on--because it is--and does very little for me. It simply isn't meaningful enough.
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I like the space combat, it plays like star fox which was a game I loved growing up. It feels a little on the easy side, and is more optional than I thought it would be (I was expecting it to be part of travel to new worlds and such).

 

I hope at some point in the future they add squadron style multi-player missions. I imagine each player would have their own paths, which overlapped for much of the mission, including a few guarding your wingmans 6 sections, a few attack runs, and a few parts where the players separate and perform different actions.

 

Imagine the trench run as a squadron based mission, starting out with the players in a wing fighting their way through fighters and cap ships, a close to the surface section where the players dodge obstacles and shoot up turrets, then a dialog roll to see which ship gets to be point on the trench run, and then that player does the run while the other players fly in support. Depending on performance, it might take a few runs to hit the target, and then the players are treated to a cinematic of the death star blowing up as they fly away. Better yet doesn't seem like it would be difficult to implement from a game play stand point (design might be a whole other can of worms).

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Put me down as liking the space combat. It is fulfilling its purpose really well, which is being just a mini game that is completely optional to do. I like the fact that I can come home from work, play a few runs of space combat, and then log off, have dinner, spend time with wife and kids, and then go to bed.
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I love space combat. For no other reason than I just have fun with it and it gives me something else to do in game.

 

To those who want a more realistic space combat sim like the classic Tie fighter games, I don't think that will happen. That sort of game just isn't popular anymore. I personally would love it - but unfortunately that is the minority opinion.

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Don't really enjoy it. I get incredibly frustrated I can't move my ship where I want it to go. I'm hoping the fact they mentioned they are working on improving space combat means that will change at some point in the future.

 

I doubt we will see SWG type space combat, sadly. but any kind of freedom would have to be an improvement.

Edited by Cordelia
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I like the space combat. Would have played a flight simulator game if I wanted in-depth flight controls. Frankly, I suck at flight controls anyway so probably wouldn't play the space combat much if it was that way. It's a fun mini-game and way to mix things up from all the questing. However, they have already said they are working on improving space combat so who knows if some additional controls or options will be provided.

 

you have no option which way to go, its like being on a disney ride and just shoot at whatever comes into view.

 

No option to control movement? Try completing the Republic asteroid mission with no movements whatsoever. See how many asteroids you run into, lol.

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Well i have to Chime in ehre. Jafo of The Bria Black Sheep here SWG.

 

Space combat As i Loved in SWG Flying as a Squadron and Multiplayer ships was AWSOME! The Rail Solo Minigame ( If ya even want to call it that) Is Shallow and ...Well its just Boring!!

 

I know many like it. Many idnt like Flying in SWG. STO has Some great Space combat aswell. But i have a Sexy ship and Cant really do much with it.

 

So Yes Maybe a Space revamp is inorder eventually.

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I have been a supporter of free flight combat (at least free flight hotspots, I don't expect full free-roaming) since it was announced, and still am. And thus went into it without expecting much.

 

I was pleasantly surprised... It is actually quite entertaining. I enjoy it a lot. And it has a lot of potential, I think Bioware has the chance to make it exceptional if they try. I'm hoping to at least see some free flight hotspots in the future.

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Fun at first, gets boring and repetitive after 3 times running a mission.

 

When you think that 10 years ago SWG managed to have free roaming Space combat with PVE & PVP and what we get today is a side game of a ship on rails where all you can do is point and click.

 

I'd like to at least be able to fly my own ship in an instance.

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While it could be better, there's nothing else in the game that makes me want to log in more. Free flying PvP would be awesome, but I'm still having a great time with the missions.

 

(Ship fitted to level 3 has trivialized difficulty up to level 35 so far, but still fun)

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Fun at first, gets boring and repetitive after 3 times running a mission.

 

When you think that 10 years ago SWG managed to have free roaming Space combat with PVE & PVP and what we get today is a side game of a ship on rails where all you can do is point and click.

 

I'd like to at least be able to fly my own ship in an instance.

 

I think you are way off on your time line there. SWG was release in June 2003, and the space combat wasn't added until a year later. Also, the devs had more time on their hands because they included just about zero content with the game.

Edited by Qoojo
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I think you are way off on your time line there. SWG was release in June 2003, and the space combat wasn't added until a year later. Also, the devs had more time on their hands because they included just about zero content with the game.

 

Ok then, 7 years ago we had free roaming space pvp combat that was actually good fun.

 

Things are supposed to improve on predecessors not be worse :)

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For myself speaking i really enjoy the space combat, the stunning visuals and the rollercoaster ride i take is very entertaining. with that said i have a few sugestions to add the the space combat.

 

1. have some space combat runs that have no time limit.

2. have some space combat where you can actually destroy ( blow up ) capital ships.

3. have some multiplayer runs where you all can attack a boss ship like a flash point run.

4. have some pvp battles, this might be a challange due to how the ships fly / respond, i suppose in order for that to work it would have to be like a tie fighter / xwing fighter sim with a joy stick.

 

well thats my 2 cents ne who.

 

Darth Sabreth

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I think you are way off on your time line there. SWG was release in June 2003, and the space combat wasn't added until a year later. Also, the devs had more time on their hands because they included just about zero content with the game.

 

FYI, the players knew that SWG was getting space combat even before SWG launched. And the implementation only took 9 months to do using an engine that wasn't designed to cater for it. On the other hand, the HeroEngine is certainly capable of being used to create different types of gameplay, including "full control" space combat.

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The space combat what-sit, doesn't seem to fit into the game at all, and I don't have anything to do with it.

Hopefully the future will bring space missions that bring meaning to the plot, or at least feel like they are part of the same game.

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Space combat sucks. The missions are copies of each other with different environments but the same exact goal or pattern to their flight just more targets required for completion. This is not enjoyable or replayable in my opinion of course I've been saying this since it was announced and all through beta but people are sometimes too proud to let a vision die.

 

Here's how Bioware fixes it over the next year or so:

Step 1: Keep the instances of the space missions as they are, but take the rails away and give players the ability to free roam within the instance. (Play within a box) This allows for attack runs, player choice and more fun. Allow players to control speed and move in all directions from the third person view.

 

Step 2: Introduce multiplayer PVE missions in instance form from Republic or Imperial fleet stations much like the flashpoints. Ideas: Space Station Attack, Escort, Ambush, Track down and kill, Full Front Assault with a twist.

 

Step 3: Introduce PvP Instances with fraction objectives ala Deep Space, Kessel from SWG and give space commendation bonuses for objective completion.

 

Step 4: Introduce the ability to build/modify the original ship chasis and introduce a shipwright crafting skill attached to scavenging and underworld trading. Design new ship chasis for sale or discovery or purchase from various spots around the galaxy, maybe even a rare drop from a difficult instance.

 

Step 5: Introduce class based space quests with a limit say 3 per day that either are entirely in space or have a planet-space combination .

 

This would make the space part of SWTOR soar and make it much more enjoyable to play.

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Some of you people are astoundingly stupid. Contrary to popular belief, it's not that simple to "give you control" and turn an on-rails shooter into a free-range shooter. They are two COMPLETELY different animals.

 

On-rails shooters are, by definition, extremely scripted. Those interceptors that keep coming up behind you. They don't exist until they start shooting at you and if you don't take them out before they fly away, they don't just keep flying around. They vanish back to the digital void they come from.

 

If you had the ability to free roam in the missions, fat lot of good it's going to do you. You'll be floating around empty space for the most part because all the action is, by design, going to be where you should be on the rails.

 

More importantly, that's what the game is balanced around. The whole point of the genre is "take out the target before it goes off-screen." That's where the challenge comes from.

 

 

Free-roaming combat missions require a completely different, and significantly more elaborate, type of game design. It's not something you can just crank out over the weekend. Especially for a mini-game.

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