BioWare's Star Wars MMO To Have Space Combat
An anonymous reader writes "Big news for Star Wars fans looking forward to BioWare's upcoming Star Wars: The Old Republic MMORPG — space combat has been confirmed for the game. Players will be able to fly around the galaxy in their own personal starships, avoiding asteroid belts, landing in dangerous territory and battling other vessels. The initial news makes it sound like a cross between Mass Effect's galaxy map and a traditional space fighting game, where players will have to find 'hotspots' on the galaxy map in order to enter a particular zone."
I'm having flashbacks to X-Wing and Tie Fighter, two of my favorite DOS era games.
Hopefully BioWare will have co-op capital ship combat where multiple players are on a single ship who can fire turbo lasers, missile turrets, repair engines, shields, etc. while other players who can solo (no pun intended) smaller fighter or bomber ships. Raid parties when ship engines and shields are knocked out. Let us put others in airlocks and shoot them into space! Eve Online got it wrong, CCP only let one pilot per ship regardless of size.
Considering it's possible that the "Kessel run" is something equivalent to a rally course, there would be much time spent accelerating and decelerating from light speed to make the turns. A good, highly maneuverable ship would be able to make tighter turns at higher speeds, thus reducing the turning radii of the path taken, and taking a shorter track, thereby saving both time and distance. Therefore, the less distance a ship took to make a "run", the better it would be.
If both ships are travelling at ".5 above light speed", then the ship that turns tighter takes less parsecs to make a turn, and thus would arrive at the finish sooner.
A realistic space combat sim wold be no fun, presuming Newtonian propulsion methods like today. A pilot wouldn't be able to fly the ship well, a computer would do it. You'd tell the computer what you wanted to do, it'd do it. All weapons would be computer controlled, etc.
Hell this is how air combat is now for the most part. Planes fly on auto pilot to where they are going. Radar data is cross decked from AWACS platforms. Missiles are automated, and fired from beyond visual range, and all the pilot does is pull the trigger to consent to have the jet release them when it is ready.
That's no fun, that's not a game. If the game is well made, it'll feature some kind of space combat that is highly engaging and requires the player to do a lot. That may well necessitate a non-real physics model. So what? Not only is it a video game, it is a video game based on a universe with light sabers and the force. Talking about reality in space combat is way missing the point.
Games need to be fun first, everything else (including realism) after that.