I think where we lost space/flight sims, to a degree, was when we were in the midst of the Peripherals Arms Race. This or that joystick, this or that throttle, nine bajillion buttons, a dictionary-sized manual... Getting a good sim had too high a buy-in (skill- and money-wise).Greg Tito said:A Space Fighter Versus the World
The space sim may finally be ready to stage a comeback.
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This line right at the start kind of hurt the credibility of the rest of the nostalgic intro. There are three mistakes here:Greg Tito said:The X-Wing I piloted was a bit slower than the TIE, but firing one of its four homing missiles was enough to turn the darting TIE into a mess of orange and yellow pixels.
Is that all true in the game though?Tiamat666 said:This line right at the start kind of hurt the credibility of the rest of the nostalgic intro. There are three mistakes here:Greg Tito said:The X-Wing I piloted was a bit slower than the TIE, but firing one of its four homing missiles was enough to turn the darting TIE into a mess of orange and yellow pixels.
The X-Wing carries proton torpedoes not concussion missiles. It carries six of them, not four. And there is little chance of hitting a TIE Fighter with a relatively slow and unagile proton torpedo.
Bullshit. Sure, provide keyboard/mouse and gamepad support for those that prefer it, but no flightstick support means no purchase for a lot of existing space combat fans. I would say that if anything, the more peripherals supported the better in the space sim genre(but none of the required). I have a TRackIR that tracks my head movement and translates it into the POV controls in a space game I play. It isn't needed, but it is quite immersive to be able to look around without using controls to do so.Dastardly said:And no joysticks. Sorry, but that ship has sailed.
I stopped following that game a year ago. Or was it two? Can't remember. All I know is that Horizons taught me to be wary of in-development mmos that offer the world and then get stuck in development forever. Infinity falls directly into "I'll believe it when they release the game" territory.A. Smith said:(Originally posted this in the timeline discussion thread before I realised there was an actual article - so here I am!)
If you're pining for the return of a game like Elite, I highly recommend checking out Infinity: the Quest for Earth [http://www.infinity-universe.com/Infinity/], an MMO in development with newtonian flight, a procedurally-generated galaxy of billions of stars, etc.
It's still a good ways off from release (They're apparently working on commercializing the engine first, and then using the money on the game itself), but it's worth keeping an eye on.
Gah, you are right. The X-Wing had the proton torpedoes to go after capital ships and the A-Wing had the homing concussion missiles. That's what I get for trying to remember an experience from more than 15 years ago and why somebody like GOG.com needs to reissue X-wing. Seriously.RagingNinja said:Is that all true in the game though?Tiamat666 said:This line right at the start kind of hurt the credibility of the rest of the nostalgic intro. There are three mistakes here:Greg Tito said:The X-Wing I piloted was a bit slower than the TIE, but firing one of its four homing missiles was enough to turn the darting TIE into a mess of orange and yellow pixels.
The X-Wing carries proton torpedoes not concussion missiles. It carries six of them, not four. And there is little chance of hitting a TIE Fighter with a relatively slow and unagile proton torpedo.
Besides, it was the better part of two decades ago. Nerd rage at minor innaccuracies is a bit out of line.
That's what I mean. No joysticks required, so that people don't see it and think, "Great, $60 for a game and another $30 for a joystick? No thanks." But that also means designing games with non-joystick folks in mind, too. This inevitably pisses off the flight sim purists, but at this point I think they might start realizing that, if they don't broaden the audience by broadening the appeal, they might not get any new games made...Scars Unseen said:Bullshit. Sure, provide keyboard/mouse and gamepad support for those that prefer it, but no flightstick support means no purchase for a lot of existing space combat fans. I would say that if anything, the more peripherals supported the better in the space sim genre(but none of the required). I have a TRackIR that tracks my head movement and translates it into the POV controls in a space game I play. It isn't needed, but it is quite immersive to be able to look around without using controls to do so.Dastardly said:And no joysticks. Sorry, but that ship has sailed.
On the rest of your post, I've long believed that space sims should have an "action mode" where the controls are simplified so that anyone can just jump into the game and play if that's what they want to do. So I agree with you on that part, though I would still want the possibility of more in depth control.
Yes, I'm talking about the X-Wing in the Lucas Arts game X-Wing.RagingNinja said:Is that all true in the game though?Tiamat666 said:This line right at the start kind of hurt the credibility of the rest of the nostalgic intro. There are three mistakes here:Greg Tito said:The X-Wing I piloted was a bit slower than the TIE, but firing one of its four homing missiles was enough to turn the darting TIE into a mess of orange and yellow pixels.
The X-Wing carries proton torpedoes not concussion missiles. It carries six of them, not four. And there is little chance of hitting a TIE Fighter with a relatively slow and unagile proton torpedo.
Besides, it was the better part of two decades ago. Nerd rage at minor innaccuracies is a bit out of line.