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Do we keep high and low trajectories ?

Posted: 06 May 2005, 17:00
by Kickban
This feature, not present in the original TA, have been added by the great SY team. At last news from the forum, it appear that the dev team was asking herself if they will keep it or not.

After some testing, it appear that it change the way of playing, making some units even better, with the capacity to hurl plasma balls over destroyed enemy units, not sending them in the carcass.

So the question is simple, do we keep this eyecandi and usefull capacitie ? or do we stick to Original TA, and ask them to desactivate it in final release ?(i know, there will never be 'final' release, i mean during the process to reach the never coming final release ;))

Posted: 06 May 2005, 17:12
by Torrasque
I love this feathure. It add a new "dimension" to the battle field.
But they are some bug now, some units (fido, ambusher) are too much precise...
I like the time the bertha has to change between low and hight trajectorie.
You have to be able to "trap" unit when they are in high trajectorie.

Posted: 06 May 2005, 17:42
by Agiel
One thing I loved about Ground Control was the artillery. It looks so damn cool with those high trajectory glowing balls followed by a trail of smoke.
So I'd say, keep it. Just make sure it's not too accurate so you can still hide behind stuff. And please make the balls glow more and add trails :P

Posted: 06 May 2005, 18:18
by Gabba
Great feature, it just needs to be made to look better. Did you see what happens to the gunboats' cannons when you set them to high trajectory? :shock: One half stays horizontal and the other turns upward. I wonder how bullets make it out of the cannon under these conditions.
Also the Vulcans look supremely weird when they have their cannons completely vertical. Maybe set some limitation (per-unit) on how high the turret can aim? Or change the model so it doesn't look like it's floating? Of course some of this is modders work rather than the SY's.

Posted: 06 May 2005, 18:33
by Buggi
I LOVE it!

Break away from original TA? I thought that was the point? Take TA to a whole new level, to a whole new game.

Image

Yeah, I agree the plasma projectiles should leave little smoke trails. :twisted:

Posted: 06 May 2005, 19:49
by Rayden
Leave it, i love it :P

I proudly present the "Cleaner", my long range heavy Intimidator cannon:
Image

Posted: 06 May 2005, 22:24
by Sean Mirrsen
I hate to make preemptive assumptions, but "Keep it" is winning by seventeen to zero...

Posted: 06 May 2005, 23:03
by AF
Thats exactly what we're here for Buggi. Spring is a revolution in the RTS genre. If you dont like high trajectory dont use it. Besides a high trajectory shot takes longer than a sidewards shot and has a greater chance fo missing its target.

Mavericks look wierd when set to high trajectory, they're weapons face sidewards and then a glowing ball shoots straight upwards, it looks so sill

I think I have a picture somewhere.

Posted: 06 May 2005, 23:36
by SecurE
I would say keep it, however, I also belive it should be restricted and not available to every single unit. In my opinion only artillery should have it, not just any unit with a ballistic weapon, so while you couldn't use high trajectory with a stumpy or goliath, you could still use it on the mobile artillery and perhaps some of the stationary units (pop-up cannons and LRPC cannons?)

Sure it would be useful to have it on every ballistic weapon but just because it is useful isn't a reason to have it.

Posted: 06 May 2005, 23:46
by Torrasque
Yes, some unit is totally nonsense with HT, for example, the Mavericks.
Fido are very cool with HT imho. Perhaps limite the angle. Ambusher are cool when a 90degres fire. But limit the goliath with a 45 degres angle.

Posted: 07 May 2005, 00:03
by Redfish
I voted no. I think it's totally pointless...

Posted: 07 May 2005, 03:25
by [K.B.] Napalm Cobra
Democracy's a bitch ain't it redfish? :twisted:

Posted: 07 May 2005, 06:25
by Zoombie
Its a toss up between the fact that High Trejectrory can allow you to hit OVER hills and walls, giving you a massive advantage in firefights. However it also carrys with it a hidden disadvantage that Alanti pointed out. It aims for crap. So if you have a good position and dont need hihge terjectory than you have an acuracy advantage. If you are hiding behind a wall and need the hihg ness to actualy hit something. Also High Trejectory sould have a longe range, because in FPS mode when i fired at higher trejectory you can fire it longer than the range says you can. So i say that you sould replace Trejectoiry with range. Shortrange is the most acurate, medium is the defult, long gives you a 25% incress to range with a 25% decreese to acuracey. eXtream long will be reserved to artiller only, because of their advanced targeting ability's and long barrels. So extream long range is 50% incress in range and a 30% decrees in acuracy. Gravity would also increes range or decrees it depoending on the hevyness of the gravity. Lasers woudlent have the ranges, but insted of dcressing acuracy it would incresse the energy requirements because of the extra power required to boost the laser farther. So a fusion powering a sentinal would allow it to fire REALY FAR and boost the damange.

Posted: 07 May 2005, 07:05
by [K.B.] Napalm Cobra
20+ flashes on high trajectory, equals fountain of death.

Posted: 07 May 2005, 07:11
by Caydr
I would like to see it disabled by default and a tag added to FBI files to enable it on specific units. For instance, artillery, not flashes.

Posted: 07 May 2005, 16:24
by FLOZi
For once I 100% agree with Caydr.

Posted: 07 May 2005, 17:13
by Kickban
Not a bad idea Caydr. But anyway, i think this function should not be totaly removed from the game.
And from the current pool balance, i'm not alone to love this function :D

Posted: 07 May 2005, 19:30
by Buggi
Already planned for Caydr...

Version 3 buddy. :)

Posted: 07 May 2005, 19:49
by BeeDee
In addition to the gunboats and the Maverics, Buzzsaws also look a bit odd when they fire on a high trajectory. The plasma shell still comes out of the barrel that's pointing forward, popping out at a 90 degree angle from the muzzle. I would think that firing out of the upward-pointing barrel would make more sense. :) I know, it's just a case of taking a model outside its original design parameters. The Intimidator has a minor problem too, even when it's firing straight upward the barrel mounting still slams backward from recoil, even though it should be driven downward. I'm not really complaining, just pointing out that some sort of provision could be made for this when coming up with the new unit format to allow better handling of these extreme cases. Perhaps some artillery units could also have a flag preventing them from firing high, if it simply doesn't make sense for them to be able to do so?

Posted: 07 May 2005, 20:59
by SinbadEV
this deffinitely needs to be a unit by unit setting and, like what "high trajectery" means needs to be specified... like brawlers shooting strait up and raining fire is cool... and if you had a plane unit that was cloaked it would make tracking it harder... but peewees shooting over walls makes the whole "line of chared corpses acting as a defensive wall" effect not work any more...