Forum Discussion
So you basically want to make the already arcadey physics to be even more arcade? It's already on rails enough as it is. It would be super boring if you didn't have to wrestle the spacecraft at least a little bit. That's part of the fun.
Interesting question RivenAlreadyReg. At least I can tell you understand what I was talking about, so props for that.
Since you use the term "arcadey" does that indicate you think it should be more "realistic"? Well, again, this is science fiction. Realism is a relative term.
What I want, and I will admit it, is to have the game feel a little more like XWA / XvT. But I submit that would make it more *fun,* which is what games should be.
It is not fun to have your target fly through your field of view and not be able to *stop and shoot* that target because your ship has too much angular momentum. It's enormously frustrating - when you are experienced at playing very similar games and being *able* to do that.
One particular problem in this game is when you are trying to "make space" from an opponent and then turn around to face them. In XvT / XWA, you could fly away from the dogfight (if they weren't *too* tight on your tail at full speed), turn around and face your enemy and be at least for a few moments back in a head-to-head with just as good a chance to shoot them as they have to shoot you. In Squadrons, that is exceedingly harder. Because when you do a hard / fast turn you cannot come out of it where you want to without guessing perfectly. So then I tend to oversteer and have to slowly correct, in which time I'm getting shot and haven't been able to shoot yet, so it makes it not even worth flying out and getting that space.
One way around it would be to do a lot of practice with distant targets or landmarks on your radar and get a feel for how long you need to be in a hard turn to turn 180 degrees. Hopefully I can do that eventually. But I am still not used to the single radar screen that makes it difficult to tell when objects are *behind* you. (The Xwing series had both front and rear radar screens giving more information about where things were.)
So anyway, you could call it arcadey, or call it nostalgic, but I just want to be able to aim and shoot things coming out of tight turns. I know I'm not alone in that desire. People playing games where you point and shoot things generally like to be able to point and shoot at will.
Here's another angle to it: as long as the main weapon is tied to your ship's heading, the ship's heading should be very tightly controllable. If you want to design a more "realistic" game with ships you have to "wrestle," you could at least make the weapons independent of the heading so they could be aimed more quickly and nimbly while the ship catches up. (I've seen a few players call for that, mostly people using mouse control. Of course it would be unfair to give that to mouse people without giving it to others.) But since this game did NOT take that step of making the main weapon independent of the ship's heading (other than the aim assist they put in), they should not have made the ship's heading so hard to control.