Starpoint Gemini Warlords

Starpoint Gemini Warlords

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Tom Apr 16, 2016 @ 12:34am
The way 'Turret View'(?) anchors the camera..
This has always been a pet peeve of mine even throughout SP♥♥♥♥nd I think it could be designed vastly better.

When you go into turret view, I think it's called that, the one where you can look around in space but your ship doesn't turn, the camera anchors on the centre of the screen.

This causes the game to feel like it is reacting slowly, like an old ♥♥♥♥♥♥me where the character movement is sluggish and unresponsive. Having the anchor point in the middle of the screen means if you want to move right you have to drag the cursor past the midpoint over to the right section of the screen - takes time and feels sluggish.

A better idea would be to anchor the camera by holding down a button - when the button is held the camera anchors on the position of the cursor when it was pressed, giving you a vastly faster response time. When the button is realeased the camera should lock into it's new position wherever you left it.

Of course this would work only for the turret view as in the others it just wouldn't function properly.
Last edited by Tom; Apr 16, 2016 @ 12:37am
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danijel  [developer] Apr 16, 2016 @ 12:37am 
Maybe I understood wrong, but this should already be possible. In turret view, decouple the camera from mouse movement by pressing SPACE.
Tom Apr 16, 2016 @ 12:41am 
Originally posted by danijel:
Maybe I understood wrong, but this should already be possible. In turret view, decouple the camera from mouse movement by pressing SPACE.

I haven't tried that, don't think it is listed anywhere which is probably why I never knew you could do it. If it does work please disregard this post! :) If not - it should!
danijel  [developer] Apr 16, 2016 @ 12:47am 
Originally posted by Vakna:
Originally posted by danijel:
Maybe I understood wrong, but this should already be possible. In turret view, decouple the camera from mouse movement by pressing SPACE.

I haven't tried that, don't think it is listed anywhere which is probably why I never knew you could do it. If it does work please disregard this post! :) If not - it should!
The different camera modes and the mouse flight/cursor work as a combo ;)
Tal Maru Apr 16, 2016 @ 4:53am 
you can also push K to lock the camera on to your target
AlienPickle Apr 16, 2016 @ 1:49pm 
I think what's being said here is that the camera rate of rotation should not be locked to the rotation rate of the turrets. I've been asking for that since SPG2 was in alpha.

Look at how War Thunder handles tank turret rotation. (Or world of tanks, world of warships, fractured space, rebel galaxy, naval action, basically any game with a boat or spaceship in it with turreted weapons)

The mouse can move the camera around as fast as the player wants to move it. The turrets "follow" the mouse trying to catch up. So I can look around me 360 very fast, and if I look at an enemy, I just wait for the turrets to align to where I'm looking and then I can shoot. If I don't move the camera faster than the turrets can go, then they're always ready to fire.

Essentially the view is a ( ) and the turret's aim point is a +. You move the ( ) with the mouse, and the + tries to get there to look like this ( + ).

(___) .....+

(___) ..+

(_+_)

SHOOT!

The bonus here is that decoupling turret slew rate from the movement of the camera would allow you to have different weapons rotate at different rates. Big guns could take a long time to swing around, and small guns would be very fast. So, if you're going to fight small ships, there's a reason for a big ship to mount a small gun - to swat frigates with, because the big guns won't follow a frigate as it zooms around fast.

Also...
https://youtu.be/ZdA8amol6IQ
Last edited by AlienPickle; Apr 16, 2016 @ 2:03pm
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Date Posted: Apr 16, 2016 @ 12:34am
Posts: 5