experimental
Veteran X
Zoolooman said:If this "predictability as an important gameplay element" is something you haven't heard, either ask KP (he'll know) or ask me to make a big post about it.
Edit: I apologize if any of this post was difficult to read or presumptuous. Blame it on the fact that I wrote it hours after I'd normally be asleep.
not at all. thanks for the very well thought out and written post. we are very aware of the ballistic predictability based gameplay of t1 via KP of course.
to counter your arguments consider the frustraction of new players, they cant easily gain height, they intuitively combine forward and thrust and expect 45degrees instead of a flat thrust curve, and they want to be able to correct in the air (and this makes dodging possible) because they suck.
imo we have to let people move around, but punish them (via energy use) for needing to correct, hence the new players still have an edge over them. we're not there yet, but we're working hard on it -- its fair to say that our current build is probably more newbie friendly (but not 'noobified' really) than veteran friendly, and we're working on this.
consider the new player that jets to reach a platform, but underestimates, they want to correct. they get annoyed if they cant. -- with our physics system, the new player can jet to the platform, mess it up in a minor way, and still have enough thrust (if they spend all their energy) to correct and hit the platform.
now to allow for this level of forgiveness at low end movement, and 'compression' of thrust boost to quickly get new players up to 35kph when thrusting (which is afterall, just running speed), without toasting it for vets, thats our challenge.
so let us know if you have any ideas how we can do both, because honestly, the extra maneuverability and thrust power at low end is there for a reason, and i'd be sad to see it nerfed - because at the end of the day, this is what will attract new players to the game.