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Rooker Four
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Posted - 2006.01.06 13:41:00 -
[1]
I am new to the game (although not to MMOs) and I'm loving it. Seems very like a concept I had years ago where a game has elements for all types of players with trading, corp management, mining, fighting all wrapped up in one place. In fact, the only thing missing from my dream is the full scale development of planets with cities etc... I digress!
The only problem I have is when flying in a fight situation. The whole double click navigation is out of line with the slick nature of the rest of the game. I fully understand the ability to choose to orbit or keep at range but I actually take pride in understanding trajectories etc and so like to keep at range through my piloting skills. I find that my double clicks are often entirely ignored and if I accidentally click on another object in space, like a container, the UI treats my clicks as wanting to interact with the damned object!!
Please tell me I'm missing something and there are actually full flight controls via keyboard. Please. Please? I really don't want to right click to orbit each target; I want to weave through space like a merlin!
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Demio Olaron
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Posted - 2006.01.06 13:48:00 -
[2]
No, this is not an action rpg. This is an RPG. You don't control the ship directly.
You can double click in space if you want to but its much better to press "keep at range", "aproach" or "orbit" if you want to move... 
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Cecilia Gorgunden
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Posted - 2006.01.06 13:52:00 -
[3]
Yeah i'm sorry there isn't a easier way to fly, but double clicking isn't that hard. may take you time to get use to, but it becomes second nature after awhile. I don't even think about it anymore.
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Naevius
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Posted - 2006.01.06 14:29:00 -
[4]
But I agree that the problem with double clicking is that it is ignored at least half the time...
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Rooker Four
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Posted - 2006.01.06 14:48:00 -
[5]
Originally by: Naevius But I agree that the problem with double clicking is that it is ignored at least half the time...
This is my main concern... to be honest, I could live with the mouse control but surely I can expect it to at least work responsively.
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Dark Shikari
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Posted - 2006.01.06 17:06:00 -
[6]
Originally by: Rooker Four
Originally by: Naevius But I agree that the problem with double clicking is that it is ignored at least half the time...
This is my main concern... to be honest, I could live with the mouse control but surely I can expect it to at least work responsively.
Works just fine here. Only issue is when its really laggy. - Proud member of the [23].
The Tachikomas are DEAD! Click sig for video.
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Adam Sky
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Posted - 2006.01.06 17:43:00 -
[7]
Double clicking doesn't work for me at all - I doubleclick and doubleclick and doubleclick - and nothing happens... Very annoying... Only every 5'th or 6'th time does it work! I've experimented with time between clicks - no pie...
Mostly everything else works smoothly and I'm not overly lagged.
---------- There are many trails to the top of the mountain, but the view is always the same |

D'ahlia
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Posted - 2006.01.06 18:58:00 -
[8]
Hmm...so there's never a "hands-on" steering/acceleration/firing of your ship? I went through the first tutorial and that was really my only concern. I'm a Galaxies refugee looking for a space combat fix (as it was arguably the only thing SOE did right with SWG) and had hoped for more direct control of my ship.
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Dark Shikari
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Posted - 2006.01.06 19:05:00 -
[9]
Originally by: D'ahlia Hmm...so there's never a "hands-on" steering/acceleration/firing of your ship? I went through the first tutorial and that was really my only concern. I'm a Galaxies refugee looking for a space combat fix (as it was arguably the only thing SOE did right with SWG) and had hoped for more direct control of my ship.
EVE is not a space sim. It has more in common with Homeworld than Freelancer. This is why EVE does not have direct ship control. - Proud member of the [23].
The Tachikomas are DEAD! Click sig for video.
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D'ahlia
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Posted - 2006.01.06 19:15:00 -
[10]
Yeah, it's still a very cool game, it just may change my idea of the type of player I want to be. I envisioned using small, fast ships and focusing on one-on-one dogfights...mostly for the thrill of speed/firing/maneuvering, etc. But without direct control of the ship, that thrill isn't there.
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Simon Jax
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Posted - 2006.01.06 19:16:00 -
[11]
9 out of 10 times the Approach/Orbit/Keep at Range functions are better than what you could achieve using even a 'responsive' double-click nav. I say this because even if the double-click caused immediate action, the nature of the system will almost always yield unexpected results. The camera is never fixed, and therfore the trajectories assigned by double-click are not terribly accurate.
Also, due to the way combat works with your Turret Tracking speeds and whatnot, an attempt to manually assign attack trajectories is an excercise in futility. Sure, you might change your angle of attack, but the dynamic nature of the ships in space, the distance at which you are fighting (> 10km at times) and the interaction between your Turret Tracking speed and Transversal velocity render almost any "manual trajectory" assignment almost completely irrelevant. There are times that manually assigning a direction is great for forcing your ship to travel in a straight line, and for that the double-click is sufficient IMO.
My only major issue with the double-click (and Orbit/KaD) navigation is regarding object collision. Good grief I hate it when my orbit takes me towards an object in space ... the way your ship is reduced to a stick in concrete, and the absolutely heinous way your ship will attempt to circumvent the obstacle really ****es me off. Really, is it that hard for the Orbit AI to react to objects in space prior to the 10 meter mark??
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Rooker Four
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Posted - 2006.01.07 01:09:00 -
[12]
Originally by: Simon Jax 9 out of 10 times the Approach/Orbit/Keep at Range functions are better than what you could achieve using even a 'responsive' double-click nav. I say this because even if the double-click caused immediate action, the nature of the system will almost always yield unexpected results. The camera is never fixed, and therfore the trajectories assigned by double-click are not terribly accurate.
Also, due to the way combat works with your Turret Tracking speeds and whatnot, an attempt to manually assign attack trajectories is an excercise in futility. Sure, you might change your angle of attack, but the dynamic nature of the ships in space, the distance at which you are fighting (> 10km at times) and the interaction between your Turret Tracking speed and Transversal velocity render almost any "manual trajectory" assignment almost completely irrelevant. There are times that manually assigning a direction is great for forcing your ship to travel in a straight line, and for that the double-click is sufficient IMO.
My only major issue with the double-click (and Orbit/KaD) navigation is regarding object collision. Good grief I hate it when my orbit takes me towards an object in space ... the way your ship is reduced to a stick in concrete, and the absolutely heinous way your ship will attempt to circumvent the obstacle really ****es me off. Really, is it that hard for the Orbit AI to react to objects in space prior to the 10 meter mark??
I argue wholeheartedly with your assumption that I can't manually keep distance better than the orbit command. The orbit command is rubbish... it struggles to keep a distance and messes with your speed and trajectory. By angling the camera back and seeing the trajectory of your target you can immediately see which way you need to boost to increase your distance.
As for your gripe.... if you were navigating via responsive action (clicks or keyboard) you would see these obstacles around you and compensate accordingly. If you are orbiting without control... you have no control. QED
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Dark Shikari
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Posted - 2006.01.07 01:27:00 -
[13]
Originally by: D'ahlia Yeah, it's still a very cool game, it just may change my idea of the type of player I want to be. I envisioned using small, fast ships and focusing on one-on-one dogfights...mostly for the thrill of speed/firing/maneuvering, etc. But without direct control of the ship, that thrill isn't there.
If you just right click orbit in an inty fight, you will be slaughtered. - Proud member of the [23].
The Tachikomas are DEAD! Click sig for video.
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Auraurious
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Posted - 2006.01.07 01:32:00 -
[14]
Originally by: Dark Shikari
Originally by: D'ahlia Yeah, it's still a very cool game, it just may change my idea of the type of player I want to be. I envisioned using small, fast ships and focusing on one-on-one dogfights...mostly for the thrill of speed/firing/maneuvering, etc. But without direct control of the ship, that thrill isn't there.
If you just right click orbit in an inty fight, you will be slaughtered.
Qft. ____________________ (\_/) (0.o) (>.<) Bunny has been revived. He's going to eat your bra ... erm... Take over the world! |

Ominus Decre
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Posted - 2006.01.07 02:56:00 -
[15]
Originally by: D'ahlia Yeah, it's still a very cool game, it just may change my idea of the type of player I want to be. I envisioned using small, fast ships and focusing on one-on-one dogfights...mostly for the thrill of speed/firing/maneuvering, etc. But without direct control of the ship, that thrill isn't there.
Preferences of game play which exist amongst players can be a challenge to indentify a medium that yields to the masses. I for one avoided EVE because i thought it would ve a twitch style game as you're wishing. I'm glad I was wrong adn it's a heavily emphasized strategic game.
I have no problems controling my ship. As a matter of fact I _AM_ in complete control of it's trajectories!!!
I fail to understand how others lack the ability to comprehend simple navigation in this game. There couldn't be anything more easy to control. It's the finesse of flight that's prelevant in EVE.
*I do not orbit targets unless I'm lazy and grabbing a beer in the process. Otherwise I manually navigate around my targets to maximize my "trans velocity" to prevent myself from getting hit.
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