boomer mindset in star citizen? say it ain't so

@UlyssesT come get your slop

  • Awoo [she/her]
    ·
    2 years ago

    This is my main issue with the space games really. Also racing games to an extent. These are vehicles, there should be a walking person that exists who gets inside and then pilots/drives these vehicles. The disconnect feels very weird to me, I end up feeling like I am the vehicle itself and that's a very strange feeling.

    • cosecantphi [he/him]
      ·
      edit-2
      2 years ago

      That's why I think the Kerbals are a very nice touch in KSP. From a gameplay perspective, they weren't exactly necessary. You could still get like 95% of the gameplay to work fine without them. But being able to occasionally switch to their view in the cockpit and pop out to plant flags adds so much more to the immersion than one would think.

      • Des [she/her, they/them]
        ·
        2 years ago

        thats why i loved mods that made them more alive. stats, ribbons, pay, life support, etc.

    • jabrd [he/him]
      ·
      2 years ago

      As a war thunder player I completely agree. I am the T34 :arm-L: :t34: :arm-R:

      The only games that I feel integrate heavy vehicles well and maintain their scale are the large scale fps games like battlefield or hell let loose. I hate that tanks don't feel like tanks in war thunder because everyone's in a tank. In HLL even a light tank will shred through infantry and offer good protection so the vehicle actually feels like it has some weight to it (goofy game physics aside). It helps that I spend a solid third of my time tanking in that game crouched outside the vehicle trying to repair it with my shitty little blowtorch

      • Awoo [she/her]
        ·
        2 years ago

        I think Battlefield isn't bad at it but immersion is harmed by the instant in/out of vehicles, there needs to be animation for getting inside to really seal the whole package. If you want something to be REALLY immersive you need to have no animation and instead have the player physically swing the door/hatch open in the style that Amnesia has but this slows down interaction quite a bit.

        • UlyssesT [he/him]
          ·
          2 years ago

          Steel Battalion might be up your alley. The original has a massive clunky but awesome analog control console that came with the game.

          https://o.aolcdn.com/images/dims?image_uri=https:%2F%2Fs3.amazonaws.com%2Fengadget-public-production%2Fproduct%2F23%2Fi09%2Fsteel-battalion-controller-2n1e.jpg&thumbnail=640%2C&client=49kdj93ncb8s938hkdo&signature=27900d61950253ba123d1454bf06fc2068c1d069

    • Frank [he/him, he/him]
      ·
      2 years ago

      In practice space legs always ends up being a gimmick that takes dev time from the core mechanics. If you can get up and walk around then what you've got is a space ship game and another, usually totally separate, fps game. And since the main reason anyone is playing is the space ships you often end up with a severely underfleshed fps game, or a dev team that struggles to do both.

      Elite's space legs was a clusterfuck. Now you can walk around and complete simple missions and get in firefights, but it barely interacts with the space flight layer. It doesn't even interact well with the go-kart layer, since there's no real way to balance the foot combat against the go kart combat against the ship combat, so there are arbitrary phony feeling targetting restrictions and damgage mitigation between layers. Want to use your super-powerful war ship to bombard the surface? There's a variety of mechanisms to prevent you doing that so you can't wipe out a settlement from orbit then land to collect the loot.

      • shath [comrade/them]
        hexagon
        ·
        2 years ago

        yes, but they still don't stop me from doing exactly that :sickarus: