- last post: 01.01.0001 12:00 AM PDT
Good point.
So far, the controls are glitchy because I havent modified the tags much, the physics file is pretty much the same with velocity measurements, tweaking those will give the user more control without sacraficing the accurate sub-light spped of the ship's engines (this concerns both ships currently in the map)
Second is how it looks. I am working on this, which is why there are 2 completed hallways in the human station, but 4 arms. The two remaining hallways are being worked on. And the central intersection of the hallways hasnt been planned yet. Other than that, the hallways are all scenery files (cause tool wouldnt export them as part of the map, so i got pissed and spent an hour making them scenery and putting them into 1 arm). I need to make a turn, 3 way, and 4 way allong with a straight piece with a door spot and a dead end piece.
Third is how it plays strategically. Unlike hugeass, which everyone should know sucked strategically cause it was slow as hell (no, trepidationw ill not be. It takes place in pretty much open space which means nothing to render but the vehicles, and the bases will only have enemy players in them when the flag is being taken in CTF) trepidation will be very strategic. Even though each team has completely different vehicles, they will be evenly matched, regardless of book accuracy (i have the entire trilogy for reference on matters that need to be accurate). I may not use the frigate, but instead use a longsword to match the seraph fighter. This will be the standard vehicle, you can expect 4 on each side (4 ls's, 4 seraphs). There will be 3 halycon's and 3 battle cruisers, and 1 marathon and 1 carrier. I still need the Marathon model, so we'll wait on that.
[Edited on 11/15/2005]