With the weapon update coming up and manual turret aim already in, I thought it would be a good time to revisit some old ideas about weapon arcs and soforth.
Part I: Remove firing arcs.
Now that we have manually controllable turrets, let's go ahead and take off the default wide firing arc. If you want your main beam on gimbals, by all means have your way! Just put it on a big turret.
Part II: Lead aim reticle.
Calculate and display a point of aim according to the velocity vector of the target and the muzzle velocity of the currently selected weapon. Simple as that. This has been a glaring omission since the beginning.
Part III: Assisted aim.
I've seen this in at least two games and it works amazingly well. The arc would be very narrow, about 3 degrees off the crosshair, and may be reduced by the user if desired. If the target is far enough away that it fits entirely within said circle, assisted targeting kicks in and fires at the center of the target. The system also takes lead aim into account - you would still point the crosshair at the lead aim reticle.
Once the target is "big" enough in your screen to fill the assist circle, it is assumed that you're firing at whatever part of the ship you want to hit, and assist is disabled. If you're a really good shot, you might want to reduce the assist arc a little, to 1 or 2 degrees.
If you have enough recon strength to detect the ship's active reactor, assisted aim targets the reactor instead of the center of the ship, and remains active until you're close enough for the reactor itself to fill the target assist circle.
There are multiple reasons for this.
Part I: Remove firing arcs.
Now that we have manually controllable turrets, let's go ahead and take off the default wide firing arc. If you want your main beam on gimbals, by all means have your way! Just put it on a big turret.
Part II: Lead aim reticle.
Calculate and display a point of aim according to the velocity vector of the target and the muzzle velocity of the currently selected weapon. Simple as that. This has been a glaring omission since the beginning.
Part III: Assisted aim.
I've seen this in at least two games and it works amazingly well. The arc would be very narrow, about 3 degrees off the crosshair, and may be reduced by the user if desired. If the target is far enough away that it fits entirely within said circle, assisted targeting kicks in and fires at the center of the target. The system also takes lead aim into account - you would still point the crosshair at the lead aim reticle.
Once the target is "big" enough in your screen to fill the assist circle, it is assumed that you're firing at whatever part of the ship you want to hit, and assist is disabled. If you're a really good shot, you might want to reduce the assist arc a little, to 1 or 2 degrees.
If you have enough recon strength to detect the ship's active reactor, assisted aim targets the reactor instead of the center of the ship, and remains active until you're close enough for the reactor itself to fill the target assist circle.
There are multiple reasons for this.
- As it is now, you can't reasonably hit stuff beyond a certain distance even with a beam. This would allow you to hit some part of the target provided it is in range of your weapon and fails to take evasive action.
- This completely separates flight control from aiming mounted weapons. You should "fly" the gun sight onto the target instead. That's how mounted guns work.
- This allows joystick and "glide" style mouse input (where you don't have to pick the mouse up to continue turning) to be viable alternative to "warp" style mouse input (what we have now, where you have to keep moving the mouse to keep turning). Without assisted aim, neither of these control styles will ever be accurate enough to fight with. Lack of viable joystick play in a space game makes me very sad.