weet niet of iemand anders de cutlass thread volgt..
maar wat quotesjes van Ben:
https://forums.robertsspa.../5892790/#Comment_5892790I'm a public figure, you people can bitch about me as much as you want. I do feel bad when I see it, because... it's just a weird, angry picture of someone I'm not. But what can you do? I'll say right here: you're taking my involvement absolutely the wrong way. I'm truly not out to get you, I showed up in the Reddit thread to chat about the darned thing in the first place and to try and clear up where I'm (at least) coming from... you're making leaps from my talking about the history of the thing to how it performs in the engine that just aren't there. (And I'll stress that right here: I think it should be more maneuverable than it is right now... just not as maneuverable as a dedicated dogfighter. But I'm leaving that to John to talk about. My part is purely about my involvement with the Cutlass at the very start of the process. What Rob thought the Cutlass should be, what the guy animating the commercial thought it should be are apparently somewhat different!)
https://forums.robertsspa.../5892853/#Comment_5892853Hey! Let me preface this again: I'm not a Bond villain (hah!), I'm a huge spaceship nerd. I am not trying to fight with anyone, just share my perspective. And I'll be as honest as I can!
With regards to the commercial: we have always treated these as in-universe artifacts... which is partially to excuse the fact that (to be completely honest) they function under 'movie rules' rather than game rules to a significant degree. You know, the difference between an X-Wing taking a single laser and exploding in the movie versus it having recovering shields and armor that can take a dozen shots in a game. And that's not just how the ships move, it's how they perform in all the videos... one hit to kill a Scythe, a single missile to take out a Cutlass, etc. (That's necessary to make them entertaining visuals... but also because we did them before the game rules existed!)
My feeling about the maneuverability is that it should be noticeable but limited in certain ways. You have those huge engines on an axis... so you should be able to move in certain directions rapidly, and others much more slowly. I am absolutely no physicist, so I'll let John talk about how the visual design has limited how the ship moves more, but from the moment I saw the concept art from Jim Martin, I was remembering the Vampire from Wing Commander Prophecy (that had the pitch bonus, but no impact to yaw and roll.)
https://forums.robertsspa.../5892909/#Comment_5892909While I'm here, let me ask you guys a theoretical question: how would you feel about replacing the Cutlass? That is: how mated are you to the current look of the ship? One thing John points out in his piece (... as best I can understand, anyway...) is that there are certain significant limitations to how we can place thrusters on the current design. So if everybody had the choice between the Cutlass commerce raider and, say, the Buccaneer interceptor that's more maneuverable but has a smaller cargo hold, would that be a reasonable compromise? It's something we've talked about internally, and so I'd be interested to hear the thoughts of the megathread. (Please don't consider that a promise of a new ship... it's something we're thinking about, but will need to decide and commit resources to first.)
One thing I write about in my bit is the original inspirations for the Cutlass, which may or may not explain why I'm looking at it differently than some folks. And that's entirely inside my head, behind closed doors, so I wouldn't expect anyone to know... but hopefully it explains a bit? The biggest inspiration for creating the Cutlass was the Galaxy transport in Privateer, specifically because of the emergent gameplay that happened. Anyone who wanted to be a pirate skipped the Centurion bounty hunter ship that was all around best at everything else and instead went with a Galaxy that had the extra placement for tractor beams and a larger cargo hold for loot. So the Cutlass started life as 'what if we build to that gameplay'...
Eindelijk geven ze iig toe dat de Cutlass niet is wat met de KS gezegd werd.
Wat mij betreft "yes please on the buccaneer"
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Voor 46% gewijzigd door
Bornhald op 10-11-2015 23:01
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