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  1. VoIP do we need it?

    With this clarification, I like your idea better. How about having different VoIP channels you can toggle on/off seperately? group channels for those who want/need it, and a proximity based channel with everyone provided they didn't turn it off. That way everyone could use what they're most...
  2. VoIP do we need it?

    That pretty much would be VoIP without what makes it useful. If I can only talk to players I already know anyway, what's stopping me from just using Discord?
  3. VoIP do we need it?

    I haven't played Tribes Ascend, so I can't say much to that. Still I think it would be hard if not impossible to have a command for every eventuality. The issue of of heavy noise at stations could be solved by having the option increase/reduce the radius you hear in, or automatically reducing it...
  4. VoIP do we need it?

    As Sloppy Stalin said: understandable. On the other hand: don't be surprised if you get unexpectedly gunned down by someone, just because you didn't hear their warnings to not come closer / surrender your cargo / etc (provided VoIP would be included)
  5. VoIP do we need it?

    unfortunately I don't think so. If I was for example boarding a ship, I can't really order the crew to surrender their cargo or get killed quickly if we have to unmute each other first.
  6. VoIP do we need it?

    As mentioned in a previous post I made in this thread: not everyone will want to play with mouse and keyboard though. I intend on using a HOTAS, since any kind of flying game just feels unplayable to me with mouse/keyboard. And I don't like having to let go of my stick or throttle. Now, I use...
  7. VoIP do we need it?

    that's probably what I would do, if VoIP won't be implemented. But I use an X-56, so I have no issue finding a lesser used hat to bind to. But looking at someone using something like a T.Flight, they may not have the option, since they already would be limited by simply not having as many...
  8. VoIP do we need it?

    In theory, yes. For games like this one I use a HOTAS, which theoretically has hundreds of buttons to bind, and looking at Elite: Dangerous for an example, I tend to run out of them and have to resort to using one button as an "Alt" button. Having one button for Push-to-talk would be (at least...
  9. VoIP do we need it?

    Not everyone is going to want to play this game with mouse and keyboard though, and not every flightstick or whatever will be used by people has a ton of extra buttons for voice lines
  10. Making engines detectable like transponders.

    I'd like to throw the following into this discussion: cooling cells cool things, yes. but where does the heat go? possible answer: cooling cells start heating up as they are used longer. Radiators could become hotter themselves too, if you're producing more heat than they have cooling capacity.
  11. Billboard Fleet Captain

    I like it, imagine being in a battle and seeing a flying billboard for a weapons manufacturer or a repair crew tear up other ships
  12. Making engines detectable like transponders.

    I like the idea of ships in the game having a heat signature this would possibly incentivize players to tune their ships to run as cool as possible to not be detected if they want to avoid it. It could also make it possible to have heat seeking missiles/torpedos that always follow the hottest...
  13. Ways to limit gun spam and glass cannons

    If it would be implemented in such a way that it takes mass of the ship it's attached to into account, once you are moving, this would no longer be a problem. Or you would have to just add more thrust to the ship. Recoil would also open up the interesting possibility of engineering a recoil...
  14. Electro-Magnets for Connecting Ships Together

    I like this idea. It could be implemented in the form of magnetic landing legs, so you could use it to attach to a large ship in order to unload a boarding party, or as a way to have shuttles/figthers secured in a hangar bay
  15. Black Coats

    Somehow reminds me of this
  16. Behavior of projectiles hitting/penetrating armor

    Yes, but I think the devs just made the projectiles cause angled bullet holes if they hit at an angle, not affecting likelyhood of penetration or the bullet just ricocheting off. At least that's what it looks like to me watching the videos. The different pattern of hits seemt to just be caused...
  17. Behavior of projectiles hitting/penetrating armor

    A thing I'd like to see in the game would be a way to benefit from angled armor to try and prevent penetration from physical projectiles, and maybe even model the issue that a laser technically has more material in front of it, if it hits an armor plate at an angle. This type of physics...
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