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Terrible Space Combat


Sultrus

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I think its awesome that you tried Bioware to deliver decent space combat after how bad the original combat was but seriously, the controls on this are annoying, the ships look boring and quite frankly, it feels more like a point and click game then genuine fighter combat. Why can't we pilot some of the bigger ships like Star Destroyers in this mode too so they can get into a slugging match with the Republic warships while the fighters dance around them. That would be so much cooler. Some of us don't want to be fighter pilots, I'd much rather fly a Capital Class ship. No Star Wars game ever gives you the option to do that and that annoys me about Star Wars in general. Can I have one game that allows you to fly Capital Class ships? Edited by Sultrus
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Capital ship combat looks good, lots of lasers and explosions going on. But for me it's not interesting from a player's perspective. What do I do, when commanding a capital ship? "All weapon systems, FIRE! Now let's watch the shield strength until we or the others die. Oh wait, rotate now, the crew on starboard is bored." Edited by Danalon
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What you are asking for is something along the lines of

using SWTOR lore and craft, in space, in an MMO.

 

As much as I would love it (Midway was one of my favorite multiplayer games of all time) it just isn't practical to assume that Bioware would be allowed by EA to devote countless resources to make such a thing happen. Remember, Bioware is a gaming company based entirely on story, and makes the games. EA is a massive conglomerate that owns all rights to Lucas Arts, and controls the checkbook. Neither of these companies are big on fleet battles.

 

We all agree to some degree that GSF is a clunky game mode in a clunky meta, but it has so much charm that we love it in spite of all it's faults. However, a big change involving flagships and the like in actual combat is not something I would hold my breath for. Unless I win the lottory or something, in which I would *personally* fund more in depth development into GSF.

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As one of those who advocated PVP Space Combat since game release, i should say GSF has potential, but...it puzzles me that GSF gameplay strongly resembles gameplay of Star Conflict which proved itself as non-engaging and pretty boring. Not the best solution, especially in comparison to classical SW Space Combat titles as XW, TF, XWvTF and XWA.

 

These "points of interest"(so-called Satellites) - they're not stimulating players to play actively and aggressively.

 

Where are classical missions and goals? Such as attack/protect capital ships/stations or escort missions. Those which have made SW Space Combat titles the standard of Space Combat Games.

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These "points of interest"(so-called Satellites) - they're not stimulating players to play actively and aggressively.

This is a curious and confusing viewpoint. To win the match, your team must attack and hold at least two of the three satellites. If an enemy satellite is defended, it spawns turrets that shoot at you. How is that failing to 'stimulate' aggression? Passive gameplay or lack of focus is directly responsible for losing the match.

 

Where are classical missions and goals? Such as attack/protect capital ships/stations or escort missions. Those which have made SW Space Combat titles the standard of Space Combat Games.

GSF isn't a single player game, so judging it by the standards of single player games is not a useful way to look at it. It is a fast paced PvP arcade shooter that requires strategic planning, tactical adaptivity, and solid flight skills. I guess you could find that boring, since anyone can find anything boring (after all it's subjective)... but if you look at it for what it is and evaluate it on that basis, you might find a different perspective gives you more insight into the game that exists.

 

Despon

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This is a curious and confusing viewpoint. To win the match, your team must attack and hold at least two of the three satellites. If an enemy satellite is defended, it spawns turrets that shoot at you. How is that failing to 'stimulate' aggression? Passive gameplay or lack of focus is directly responsible for losing the match.

Because if one team took two points out of three - it hasn't any reason to play actively and don't camp. The gameplay model should encourage players to play aggressively from the first to the last second of battle.

 

 

GSF isn't a single player game

Those that i've mentioned - too.

Edited by GinnoTaki
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Because if one team took two points out of three - it hasn't any reason to play actively and don't camp. The gameplay model should encourage players to play aggressively from the first to the last second of battle.

 

Domination mode directly encourages half the players in a match to play aggressively. The half that doesn't sit on two satellites should be attacking the others. If they did that, the team defending 2 satellites needs to kill the attackers which, in best case, leads to both teams needing to play aggressively.

 

Sadly, in reality, teams are very often unbalanced and because of that imbalance the game itself offers no reason to play aggressively. Winning team is bored and not every good pilot enjoys farming weaker players. Losing team runs their heads against a wall for some time but then usually just gives up.

 

If both teams have roughly the same strength and the game is very close then domination mode encourages the players to give their best for up to 15 minutes.

Edited by Danalon
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In any case, IMO, GSF is a step in the right direction, but it needs missions that will bring that lost feeling of epicness which had a place in the old SW Space Combat Games. No base cap - only protect or destroy Capitals, Stations or Shipyards.
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star trek online had exceptional space combat, complete with capital ships.

 

I played STO for a while and capital ship combat was relatively close to the fights you see in the series. It was rather slow and shooting was mostly automated. That's the reason it didn't work in a PvP environment, there's not much room to bring in personal skill. Even an STO developer admitted PvP was bad (that was over a year ago, I don't know if this has changed).

Edited by Danalon
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star trek online had exceptional space combat, complete with capital ships.

 

But isn't the nature of star trek online's combat system pretty much regular mmo pve? I haven't played it so I might be talking utter crap, but from the videos i've seen I think the only tactical input the player needs is to turn his ship to make sure his shields stay up. No aiming required.

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But isn't the nature of star trek online's combat system pretty much regular mmo pve? I haven't played it so I might be talking utter crap, but from the videos i've seen I think the only tactical input the player needs is to turn his ship to make sure his shields stay up. No aiming required.

 

Make sure shields stay up and try to keep the enemy ship withtin the firing arc and range of your weapons. Use cooldowns from time to time (shield regen, debuffing enemies, etc.). Maybe I missed something, I didn't play it that much.

Edited by Danalon
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