I think it is very important that the flight model - and everything in Star Citizen - is believable and based on what could physically happen in the real world. Star Citizen has always been advertised as a simulator. Everything should at least be plausible, or else the game loses it's sense of reality, immersion, predictability, and consistency.
(2018)
Original article written November 2016 (alpha 2.6)
A common complaint seen on the Star Citizen forums and subreddit is that the flight model is completely wrong for one reason or another. Most common complaints are that either combat involved either endless "turreting", "circle strafing" or "jousting" (these are all valid but shouldn't dominate), and the other end of the spectrum are those that fear an unrealistic "on rails" feeling. I believe all of these problems can be solved and allow players to choose their gameplay style.
As discussed below, turreting involves low skill- the player simply points their ship at the enemy ship and fires. Circle strafing can involve considerable more skill, but in it's current iteration ships continually point towards one another making combat a sort of slug fest of guns vs. shields and armor (albeit with a lot of maneuvering to try to get the other to miss). Jousting faces a similar problem of attacking head-on, passing each other, and turning around to repeat, all the while having guns pointed at each other. I have been a life-long avid flight combat sim player, space combat player, PTU tester, and real-life pilot. I believe something is missing from the Star Citizen flight model that has been present in all Chris Robert's games and every space sim hit: turning combat. Please read the following of my humble suggestion of why this should be in the game, how we can go from two types of combat (strafe and joust) and one type of fighter to four types of combat and four types of fighters (fighters good at strafe, turn, boom, or joust), how we can appease the turn fighter camp and the strafe fighting camp, and how I think it can be done while still making hard-core space simmers and casual gamers alike satisfied with gameplay.
Original 2.6 TL;DR (too long; didn't read): Make thrust roughly commensurate to thruster nozzle size, make g-forces more in line with human capabilities, and the flight model will be much more realistic AND fun, allowing for different categories of fighters (from mav-centric to main-centric): Strafe fighter, Turn fighter, Boom and Zoom, and Long-range. (also please get rid of burning fuel in un-accelerated space flight!)
Update 3.0 TL;DR: Make bottom/hover thrusters more powerful than mavs/retros on most ships, link speed limits directly with thrust-to-mass ratios in all directions: mains, retros, and mavs; the higher the thrust to mass ratio, the higher the speed limit in that direction. Gradually ramp turn rates down as speed increases instead of binary either SCM/turning or "afterburner"/not turning. Lateral G's (and all G's in general) need to achieve unconsciousness easier, as with all G forces, they should be 100% realistic. Add latency to mav thrusters. Decoupled should be “Direct Mode” to make circle strafing less dominant and require more skill. One last unrelated thing: In my opinion, hover-bikes should hover, not fly.
Update 3.3 TL;DR PART 1: The changes coming shouldn't be feared by those that like Strafe fighting (3.0 style) - there will still be ships that will excel at that, those with higher mav to main thrust ratios will be the best at such fighting styles. The changes will only have more styles of fighting and variation from ship to ship. In order for one of the four combat styles to be viable (turn fighting) however, decoupled flight must be more challenging to aim- requiring greater skill.
Update 3.3 TL;DR PART 2: Things that could help planetary hovering: Increase the mav VFX (visual effects) even more than shown on the demo to make hover flight look more natural, reduce the latency / increase "jerk" of mavs when a ship is trying to remain stationary (both in hover and stationary space flight), and IFCS could be less effective at correcting for gravity except for downward pointing / hover mavs for atmospheric/planetary flight.
Update after 2018.10.26 RTV: Looks like everything is mostly addressed from this article, except "WWII" "turn fighting" will be in atmosphere only which is reasonable; however there will most likely continue to be the problem of "guns always facing each other" without some limits on rotational rates [see "Rotational rates in *coupled flight only* (only for non 'strafe-fighters') should be decreased...a lot!" below] . Gunnery is something that still needs to be addressed in-depth (see bottom of article). Also, I do hope AI will fly in such a manner consistent with players than: Either strafe or main-centric in space and WWII in atmosphere.
[For discussion on 3.0 / 3. 3 updates see close to bottom of this article]
Chris Roberts' gameplay model for Star Citizen has always been WWII dogfighting. Chris Roberts' vision has been clear: fun gameplay over realism but as much realism and immersion as possible. The model has always been “WWII in space” but with real newtonian physics thrown in where it makes sense within that model (see article right). This is the sort of gameplay that has always been in Wing Commander, Freelancer, and other popular games such as Tie Fighter and Freespace. Real space dogfighting wouldn’t be very interesting, closure rates of thousands of Km/h and firing from beyond line of sight. So it makes sense that WWII dogfighting has almost always been chosen for a good reason, it was the most technologically advanced and high-speed air combat where dogfighting and aircraft gunnery were still the main form of aerial combat.
I propose the following is in keeping with Chris Robert’s and the communities’ vision for Star Citizen:
Goals for flight model:
WWII-style dogfighting (action packed, visual range, gunning, somewhat plane-like combat)
Avoid for flight model:
Throughout this discussion, I assert that at least four forms of combat are needed to be more or less equally viable: Circle strafing, boom and zoom, long range, and turning combat. Turning combat is virtually non-existent, and based on the desire to have WWII-style (and Wing Commander/Freelancer) combat, turning combat needs to be as viable as circle strafing and boom and zoom. In order to accomplish more turning combat, I believe that rotational rates need to be drastically decreased in coupled flight and that retro thrust needs to be drastically reduced in ships without large retro thrusters. Please note: this is not to say that all ships should fly exactly as aircraft, merely that there should be a sub-set of ships that excel at turning combat. Spaceships, even "turn fighters", should still be able to strafe in all three axes, should not experience friction, should still drift when turning, and any limits or characteristics should make sense from a physics and lore perspective. As a side note, you will see many times throughout this discussion equating higher accelerations with higher speeds, this is because a lower accelerating ship would never catch up with a higher accelerating ship (see bottom of page), so higher accelerations equate to higher top speeds in all regards in this discussion (except for strafing, please see below in the strafing section why).
It’s been argued that WWII style dogfighting isn’t about “endless circling” and is not really about “getting on the other guys tail”. But the thing is, it really mostly is. Look at the following basic flight maneuvers and video, what to they all have in common?
"If you want to kill that guy, the best thing to do is get around behind him where he can't see you … . and shoot him. " — Captain William O'Brian, 357th Fighter Group, USAAF.
"In any form of attack it is essential to assail your opponent from behind." - Hauptmann Oswald Boelcke, Germany's first fighter ace.
If you said they all show the attacker getting behind on the other’s tail you’d be correct. Yes, there are exceptions (see boom and zoom below) but a lot of WWII dogfighting was about getting on the other’s “six” (tail). There’s a reason a common phrase in the era was “watch your six”. “Endless circling” is sort of a way to dismiss and dumb down this style combat, as is dismissing circle strafing as turreting or boom and zoom as jousting (although turreting and jousting have less skill and should be avoided from dominating gameplay). The reality is all of these types of combat can be described as “endless” if that is the only type of combat that is viable. That is why making all types of combat more or less equally valid and viable will make for more interesting gameplay than limiting players to one or two kinds of combat to be effective. With more combat types (Strafe, turn, boom and zoom), different strategies will have to be utilized for the type of ship you are flying. A boom and zoomer will engage and disengage at will (and that's ok, this is always the case with the fastest combat vessel in any game) but getting too close to a turn fighter or strafe fighter will spell disaster for them. A turn fighter would want to remain close in to a boom and zoomer, but stay far from a strafe fighter. The strafe fighter would want to get in close to all fighters as much as possible, and has the advantage of being able to dodge incoming shots.
As seen in the spiraling lesson to the left, spiraling has been a technique used in Star Citizen for quite some time. It adds a rolling, vertical, and horizontal component to a basic circle strafe. It makes it more difficult for the other ship to land shots because the ship is moving in multiple axes through space. A spiraling move would most certainly be a big advantage to a ship sitting and turreting, and it’s probably why you don’t see pure turreting in Star Citizen.
Note 1, before reacting to this article!: Like the quick accelerating and quick strafing ships? I'm not here to take that away.
Note 2, before reacting to this article!: This article's suggestions is NOT to just say "All Mavs should be nerfed", ONLY that the ships with smaller Mavs should have commensurate thrust. Ships with larger Mavs and higher Mav thrust to mass ratios ("Strafe fighters") should behave as they always have, with high strafing AND dodging ability. Strafe fighters would still be able to strafe away, even in coupled flight!
Note 3, before reacting to this article!: This article's suggestions is NOT advocating for a Elite Dangerous flight model or "on rails" feeling. ALL ships, including "Turn Fighters" should ALWAYS be able to fly decoupled with unlimited rotational rates, and even coupled Turn Fighters should have a fair amount of freedom in pointing the nose away (45 degrees or so) from the flight vector. "Strafe Fighters" would be a different category of fighter ship, and would be able to perform as they always have.
Note 4, before reacting to this article!: This article's suggestions DOES ADD VARIETY, proposing that strafe fighting continue, but also new types of combat including "turn fighting", and "boom-and-zoom" fighting.
Note 5, before reacting to this article!: This article's suggestions is NOT just trying to achieve full realism, and the issue is not a black and white false dichotomy of "either you have fun or realism". This is NOT advocating for 100% realism but it IS advocating for a balance between the two that shifts slightly back towards more realistic AND more fun.
I. Circle Strafing /“Turreting”/ "6DOF Style"
“Turreting” (without strafing) is probably the least skilled of all the combat styles. Purely turreting would be sitting stationary and simply pointing a ship towards a target and firing. It can probably be agreed on by the vast majority of the community that this “turreting” style of combat should be avoided. Circle strafing adds to the amount of skill moderately, and it is and should be a valid type of gameplay. Spirling adds a vertical component to side strafing and is widely used as a basic element of combat in Star Citizen. Other combat maneuvers (as seen on the excellent legacy instruction series) such as the skidded attack, skidded roll, and legacy roll add variations to strafing attacks.
Currently, circle strafing (or variations of circle strafing such a spirling, legacy roll) is the dominant form of PvP combat for mainly two reasons: Turn rates are high enough to always point the dangerous end of spacecraft at the enemy, and spacecraft can slow very quickly as to not over-run the enemy.
Although circle strafing has it's place, and should be a viable combat tactic in space, it has the following disadvantages for tactical gameplay:
II. Boom and zoom, AKA “Jousting”/ "Asteroids Style"
Boom and zoom was the WWII aerial combat alternative to “getting on the enemy's’ tail” style dogfighting. It was the preferred method of combat for aircraft that were faster than the enemy and/or could not out-turn the enemy aircraft. The P-38 lightning was a famous boom-and-zoomer. With it’s twin-boom huge engines (and large thrust to weight ratio), it was extremely fast but couldn’t out-turn the lighter aircraft. The aircraft would make firing passes at the enemy and could pick when to engage/disengage the enemy. Again, the gaming community shouldn’t shun this style of gameplay and dismiss it as “jousting”, it was a valid combat technique in WWII and it should be here. What would be bad is if this was the only or dominate gameplay style with little room for other combat styles or if it was pure "jousting" (always pointed nose to nose when attacking). It would be preferable to have different spacecraft and different situations that boom and zoom style combat applied to best. Larger, heavier fighters with disproportionately large engines (and therefore large thrust to mass ratios) with relatively smaller maneuvering thrusters should be the type of spacecraft to utilize this style of combat. In WWII, a P-38 would lose the ability to boom and zoom if it was forced into a turning fight. Countering a boom and zoomer would entail seeing the boom and zoomer as they start their attack, and quickly turning just when they are almost inside firing range. In Star Citizen, the boom and zoomer could go straight by you without landing any shots (and possibly shot by missiles), or turn and lose the advantage. Currently in Star Citizen, if you aren’t doing a variation of circle strafing you are probably booming and zooming (really “jousting” since flying head-on). Afterburner, and the use of boost fuel to use it, is a great mechanic to limit this style as well, as the player will eventually run out of boost from booming and zooming - which is analogous to a WWII-fighter losing energy (altitude) from booming and zooming.
The problem with boom and zoom in Star Citizen:
Currently, since ships rotate so fast, boom and zooming becomes more like jousting head on to each other over and over. This is again the same problem with circle strafing rotational rates. Rotational rates being so high doesn't allow a spacecraft to try to gain an advantage by being behind the other ship. If ship rotational rates where limited and retro thrusters much weaker in most ships, the flight paths would be more curved allowing an attacker to try to gain an advantage. Jousting should be a valid gameplay option too (especially in decoupled flight and/or in a highly maneuverable ship), but it shouldn't dominate the only alternative to circle-strafing.
Boom and zoom / Jousting:
III. Long range/ Missile
This is pretty self explanatory except for the fact that missiles and missile evasion needs work. It shouldn’t be enough to fire flare or chaff to evade a missile. It should require firing flare/chaff AND out-turning the missile. Missiles should be a long range weapon, and should be superior to non-turning (boom and zoomers) or stationary(“turreting”) spacecraft, but weak to tight-turning spacecraft.
IV. Turning combat ("Turn fighters")
As can be seen in the different types of basic flight maneuvers above, this is arguably the most interesting type of combat. Barrel rolls, flat scissors, and a lag roll all would still have relevance in zero-g environment (some maneuvers which rely on converting kinetic to potential energy such as a high yo-you would not apply) . This is the type of combat we have seen traditionally in almost all space sims, and for good reason - it is a fun and interesting combat mechanic. Turning combat should not be the only type of combat, however. This is space, and as a gaming audience we have grown past the old model and demand realistic physics. Keeping turning combat only feels unnatural in space, this is a spacecraft after all capable of moving in all three axes. Limiting spacecraft to turning combat only makes spacecraft feel like they are “on rails” and limiting rotation can feel strange when very little thrust is needed to rotate a spacecraft. But turning combat should be perhaps the most common type of combat, or at least on par with circle strafing and boom and zoom. Turning combat is the most in keeping with WWII-style dogfighting, and in line with Chris Roberts’ original games such as Wing Commander, so we should certainly see that in Star Citizen. Currently, we see very little turning combat in Star Citizen because turn rates allow spacecraft to always point towards one another making it impossible to get on the others’ “tail”, and because retro thrusters are so powerful ships can stop quick enough to always engage in circle strafing.
Why turning combat should be one of several viable dogfighting options:
I have a theory of space dogfighting gameplay that I tell everyone: "If two ships in a dogfight are able to point at one another, they will point at one another". Being able to break this problem is a matter of reducing rotation rate (so they cannot rotate fast enough to point at one another), increasing acceleration (so they can maneuver faster than the rotation rate allows for tracking), or a combination of both. - whitesnake8 (2018)
Please hear me out - hang with me here (see potential objections below - the choice to fly "realistic" is still there with decoupled (unlimited rotational rate) or with highly maneuverable ships), as long as rotational rates are high enough to always point a ship at the enemy, turn fighting will not be viable- resulting in either circle strafing or boom and zoom “jousting”. In other words, ships with unlimited rotational rate can always have guns pointed at each other, meaning neither can ever gain an advantage. This leads to a who-has-the-bigger-guns and more armor slug-fest. Let’s look at a bad animation of the current circle strafing situation.
The ships will most likely continue doing this until one dies. There is nothing wrong with this type of gameplay, but it is dominate, repetitive, one ship doesn't really gain an advantage, and isn’t conducive to varying tactics. I believe a fair portion of ships in a fair amount of situations should be able to use this tactic, but it shouldn’t be the go to for nearly every combat engagement. What can be done to encourage turn style combat in ships that seem fit for that style? Reducing the rotational rate [through IFCS] in coupled flight only (with increasing speed) would greatly reduce circle strafing (the lore reason being IFCS helps you control your ship better to point towards where your ship is going). Let’s look at a second bad animation I created of ships with reduced rotational rates.
Now the ships cannot continually point towards each other so much and must go towards each other’s tail, more in line with aircraft combat. However, they have to come to a stop first and then must go back into forward flight to try to get on each other’s tail. Furthermore, a ship could just stay stationary and slowly point towards the other ship- a sort of slow turret. How do these ships slow so fast when their retro thrusters are so much smaller than the main thrusters? There is definitely some handwavium going on here. It wouldn’t be realistic for ships with disproportionately smaller retro thrusters than mains to slow so quickly, the retro thrusters should be much less powerful! (See below on retro thrusters- I think in general the spacecraft's performance should more or less match it's aesthetics)
But reducing rotational rates on ships *coupled flight only* with increasing speed (and *no decrease* in rotational speeds for decoupled) is very important for adding turn style combat. In 2.6 PTU, CIG was working on slowing reducing rotational rates with higher speed, but when it went live that didn’t get included for one reason or another. I’m not sure if it is a bug or intended, but it was a great idea and goes along perfectly with the notion of reduced rotation for turn fighting. I would propose that higher SCM speeds (above 100m/s) begin to reduce the rate of rotation as well along with higher SCM speeds so that higher speed turn fighting is encouraged without penalizing the player with reduced boost fuel (or alternatively overheating as below). Lower SCM speeds, say 100m/s or below should keep the current high speed rotational rates to continue to allow for circle strafing style gameplay. In addition, decoupled flight and slower SCM speeds should still allow the current high rate rotational rates, but rotational accuracy in decoupled should be diminished slightly to make turn fighting and circle strafing more or less equally viable (see uncoupled direct mode below). I am proposing you could still fly completely unlike an airplane in decoupled, OR choose a strafing fighter, OR fly at medium SCM speeds with full rotational ability.
To be clear, ships that would favor turn-fighting would have lower turn radii due to less powerful mavs, so therefore IFCS would limit rate of rotation more on these ships to roughly match the more limited turn radius - so the radius of turn is physics based (mav thrust to weight ratio), while the IFCS is artificial, in the sense that fly by wire is artificial, in that it would limit rotational rates to more or less match the same rate of turn (vector change). The IFCS in coupled mode would keep the nose of the spacecraft within say 45 degrees of the changing vector, but *not* exactly the vector, which would lead to an "on rails"/Elite Dangerous feeling. In other words, the nose of the spaceship should be allowed to deviate some from the path/vector of the craft in coupled mode. As always, uncoupled would allow the spacecraft to point in any direction unrestricted and at unlimited rotational rates.
IFCS has been explained in the past as a system that makes the ship easier to control for pilots, pointing the nose of the spacecraft in the direction you are going and limiting rates and speeds to keep you under control. It's a brilliant way that CIG has to make both WWII style combat and "Newtonian" combat viable in the same game.
Strafing speeds should be lower than max forward flight to encourage more forward flight, leading to more turn fighting. There is a bit of a conundrum and paradox with strafing thrusters in Star Citizen; realistically strafing/maneuvering thrusters are much smaller than the main thrusters and in actuality the spacecraft would slide all over the place. But we want aircraft-like flight, so the thrusters must be much more powerful than they really are - which leads to realistically strafing speeds being as high or higher than forward flight, leading to strafing all over the “sky” like a rocket-powered hummingbird, and less like a plane.
If you look at the relative radius of the main thruster vs the mavs, the main thruster has at least 4 times the radius of the mavs, and propulsive mass has about an r^4 relationship. This means that the main thruster should be approximately 16 times as powerful as the mavs to be realistic. So there are four of these that could assist in any one direction (4 on top, 4 on bottom or 4 on each side depending on how you look at it- the ones on top help none for upward acceleration). So mavs being 1/16 the power as the main x 4 would mean total mav acceleration of 4/16th or 1/4th the total thrust of of the main in any particular direction. So let's say the mains can pull an extremely high 10 g's- one fourth of that would be 2.5 g's max in any strafing direction, yet we see blackout-G acceleration in strafing. (Note: it is understood that the thrust comes from the engine not the thrusters- but the thrusters' diameter would limit how much propellant force could come out of each nozzle.)
Edit 2017: We can also see from BlastCast's video below, and the excellent data are starcitizendb http://starcitizendb.com/ships/ANVL/ANVL_Hornet that the hornets mav's/retros have a full 75% of the thrust of the mains yet are 25% of the size, way too overpowered to be any semblance of realistic. To make it worse, if you look at a similarly sized modern rocket engine (below, right), the main thruster on the hornet produces 4 times the thrust. This means those mav/retro/hover thrusters produce 16 times too much thrust (4 times too much main thrust x 4 times too much thrust compared to the main thruster).
What has happened is that CIG has made maneuvering thrusters way more powerful than they really realistically should be, the maneuvering thrusters are far smaller than the main thrusters and would realistically produce far less thrust. Edit 2017: After some more thought on the subject, the best compromise is to have the bottom thrusters/hover thrusters be substantially more powerful that side/mav thrusters for turn fighters (not strafe fighters). This allows for yank-and-bank style combat in turn fighters (actually requiring banking for sharp turns in turn fighters), but limits side-strafing ability in those types of fighters.
Discussions on fluid dynamics (gas is considered a fluid too at high velocity):
http://physics.stackexchange.com/questions/168069/how-does-the-radius-of-a-pipe-affect-the-rate-of-flow-of-fluid
http://www.pipeflowcalculations.net/bernoulli.xhtml
Here's a good video from BlastCast dated Aug 2017 that shows just how insanely overpowered the thruster values are on current Star Citizen ships, and how the values are completely arbitrary without regard to actual size of thrusters and are not rooted on anything that would be plausible even in the fictional universe of Star Citizen:
These tiny thrusters (green circle) produce 75% of the thrust of the main engine (blue circle).
A Hornet's maneuvering thruster in alpha 2.6 has almost 4 times that of this modern rocket engine - or 16x too much for their size.
Retro thrusters giving retro thrust that coincides with their ships physical appearance has the following advantages:
With the exception of some ships, (such as the Sabre with its massive retro thrusters) most ships should have pretty low deceleration values. The Hornet, for example, has virtually no retro thrusters to speak of- using only maneuvering thrusters to slow down. Lowering retro thrust on most ships would make circle strafing less desirable and would emulate the fact that WWII fighter aircraft could accelerate quickly but decelerate much less slowly- encouraging forward aircraft-like flight. Accelerating toward a target in a ship to attempt to circle strafe with low thrust retros would result in overshooting the target, essentially negating the ability to circle strafe in such craft. Without the ability to slam on the brakes from high speed, circle strafing would no longer be the dominant form of combat in most spacecraft. Of course ships like the cutlass would still be great a circle strafing due to the ability to fly quickly towards a target, slow quickly due to reversing the main engines, and circle the enemy ship.
With less retro thrust AND less rotational rate, the ships wouldn’t just fly past each other pointing at each other...they would fly past each other and not be able to point at each other- just like an aircraft. Lowering retro thrust on ships without large retro thrusters is a win-win, it makes those ships more WWII-fighter like, and more realistic.
Lower rotational rates are probably the least desired thing by many players...maybe most of the players! Star Citizen fighter pilots have become accustomed to their many skillful variations of circle strafing style combat. I’m not here to take that away! They are spaceships, and fully 3 dimensional fighting should stay, be viable, and be fun. In order to give us that missing style of turning combat, rotational rates should be decreased in coupled mode only. Decoupled mode would still allow fast rotation, but would be slightly harder to aim at targets (see “direct mode” below). Lower SCM speeds would still enjoy full rotational speeds as 2.6.0. In addition, some highly maneuverable ships -perhaps such as the Cutlass- would retain high rotational rates in coupled as designated circle-strafe style ships. That should mean decoupled and circle-strafe players are happy. The idea is to make decoupled mode require more skill but still make decoupled circle strafing a fun viable option. Of bigger concern by game developers might be the proposed slower deceleration. This could cause problems when flying around space stations, for example, and running into things. PRE mode should do a bit of handwavium and divert extra power to retro thrusters for this reason so new players don't go crashing into landing pads. Also, it's okay if some skill is needed in maneuvering and landing- you can't land a plane going 300 mph until the last second without some forethought.
In order to make turn fighting in coupled mode as appetizing as strafe fighting in decoupled mode, aiming needs a slight disadvantage in decoupled. In decoupled, I propose for lore reasons the pilot is completely bypassing the rotational IFCS system, and going into Direct/Manual rotation mode. In fly-by-wire aircraft (analogous to IFCS in Star Citizen ships), different modes can be selected. In “normal mode/law”, an aircraft will behave much like Star Citizen ships do- controller movement results in rotation unless the controller is moved back to center. A FBW aircraft can also be put into “Direct mode/law” and the aircraft behaves like a traditional aircraft- controller movement results in control deflection (rotational force) and often the controls must be slightly reversed to stop rotation. Please see a video I made in Obiter Space Simulator (highly recommended if you want a 100% realistic and free! Space sim) that demonstrates Direct Mode.
http://code7700.com/control_laws.html
The idea here is not to make circle strafing in decoupled mode hard, merely that it needs a little more skill than the pilot in coupled turn-fighting. Because I am proposing decoupled (or we could say commstab off) would allow full rotational speeds no matter what type of combat ship, it should have a slightly higher skill requirement to aim, thus the use of "direct law/mode". Direct mode more or less would be the equivalent of directly firing a set of mavs to achieve rotation rather than using the IFCS which sets a rate of rotation. So in decoupled/direct mode, now you are flying a completely Newtonian physics-based spacecraft without any computer aids "helping" you or limiting rotation. What's also great about this is that CIG can tune this direct mode to be harder or easier to use depending on how they want to balance coupled vs decoupled by making uncoupled direct mode turning either courser or finer rotational thrust control.
Alternatively, decoupled IFCS could simply be more "raw" input but still "normal mode/law", meaning the rotation of pitch and yaw of the ship would be less refined by IFCS and requiring more skill to aim.
Regardless of the approach to making IFCS more challenging to aim in decoupled, a careful balance would have to be struck between making decoupled flight more difficult but not too difficult.
From the IFCS manual:
"For maximum safety, IFCS is designed for coupled flight only. Disabling coupled flight is not recommended, as this disables IFCS in the rotational axes and puts the rotational axes in direct manual mode."
SCM speeds should be increased more to be inline with their WWII analogous counterparts (around 150% of 2.6.0 values, more for boom and zoomers*). It is important to have enough forward speed to encourage more turning gameplay, and to have more variation in speed between ships to allow different gameplay styles. Slow, light fighters should be circle strafers, medium speed fighters turners, and fast heavy fighters boom and zoomers. I propose that higher SCM speeds (above 100m/s) begin to reduce the rate of rotation. For the model I am proposing, it is essential to have higher SCM speeds and at those higher SCM speeds have rate of rotation reduced to allow continuous turning combat without the punishment of using afterburner or boost.
*Alternatively, increased massively across the board see above alternative increased speeds and rates chart
Lateral G’s currently in Star Citizen aren’t nearly as bad as positive “black out” G’s in Star Citizen. The reality is the amount of G’s that can be pulled laterally is not much more than positive vertical G’s...over a 3 second period of time perhaps 6 G’s lateral vs. 5 G’s vertical. For short periods of time, a pilot can actually withstand less lateral G's. To bring Star Citizen ships more in line with fighter aircraft, where vertical G's far exceed lateral G ability, spacecraft in Star Citizen should have slightly decreased values of lateral acceleration and speeds vs vertical. This would make rolling a valuable tool, with a slight advantage for banking in a turn vs. not. This could be explained by the fact most ships have less thrusters on the side of ship vs. on the top and bottom of a ship.
Proposed hypothetical G-limit example:
Edit 2018: Changed proposed G-limits. Temporary / medium/ sustained refer to time before overheating. Lateral should be roughly 1/8th and vertical 1/4th the force of the mains for a ship with average size/number of mavs and a large main engine.
Afterburner (if we must have it) use should more or less be the equivalent of diving an aircraft in WWII. An aircraft can easily dive at 6000 feet per minute and a P-51 fighter can climb at around 3,500 feet per minute. Most aerial combat was below 10,000 feet (averaged 8,500 feet) in altitude so afterburner use should last around 1 minute 30 seconds and should recharge in around 3 minutes (afterburner off emulating climbing). With the use of afterburner in bursts of this length combat maneuvers such boom and zoom can be emulated.
Credit u/ragaroy on r/starcitizen on this one (this is where I saw the idea anyway), it would make much more sense from a realism standpoint (and change the gameplay none) if the boosters and engines simply overheated when using boost and afterburner from prolonged use. Non-use allows them to cool down. It’s a very simple fix, rename boost fuel to thruster heat and make the gauge go up instead of down when being used. As an aside, I can live with the word “afterburner” when no such thing would exist on a spacecraft because I choose to believe that the word has changed meaning in the future- much like the word “laser” might be used colloquially in the future.
In general, there should be at least four types of ships, different ships would favor different styles of combat : [ordered from low main thrust to mass ratio to high main thrust to mass ratios…. “Small, light, medium, heavy, poor, average, good” are all in reference in comparison of thrust to mass ratios].
Circle strafer: Lightweight, slower, excellent turning radius. Small main engines, excellent retro, excellent mav thrusters [analogous to a helicopter]
Turning combat ship: Med. weight, avg speed, good turning radius. Average main engines, poor retro, good mav thrusters [analogous to a Spitfire]
Jack-of-all trades: Med. weight, avg speed, medium turning radius. Average main engines, average retro, average mav thrusters [analogous to P-51]
Boom and zoomer: Heavy weight, high speed, poor turning radius. V. Large main engines, poor retro, poor mav thrusters [analogous to a P-38]
Put another way:
Boom and zoomer would have the highest thrust to weight mains to be the fastest, and down to the the strafer with it's lowest thrust to weight mains- this balances things out so that the strafer isn't ALSO capable of being a boomer- and just happens to fall nicely into WWII style combat.
For example, these could hypothetically be:
Cutlass: More “spaceship”-like circle-strafing combat, excellent stopping, excellent strafing ability [large retro and side thrusters]
Hornet: Jack-of-all trades combat, moderate stopping ability, moderate strafing ability [medium retro and mav thrusters]
Avenger: Forward plane-like turning combat, poor stopping , moderate strafing ability [small retro, medium mav thrusters]
Redeemer: Boom and zoomer combat, poor stopping, poor strafing ability [large main engine, small retro and mav thrusters]
These are just examples of how different ships could be balanced, not picking on particular ships. Note that a Vanguard currently wouldn’t fit the mold of a boom and zoomer with it’s current lower speed and and large retro thrusters.
Other ships would of course not fall neatly within these categories. Initially, the Vangaurd would seem to fit a boom-and-zoomer perfectly. However, the Vanguard has large retro thrusters meaning is can slow quickly meaning it could in theory rapidly approach a target, come to a near stop while aiming guns at the target the whole time. It could also zoom attack a target, quickly stop, turn around on a dime, and then attack again- making it more of a jouster than a boom-and-zoomer. So even if the Vangaurd had weak mavs, it would be more of a jousting-and-turret (and that might be ok- this is not to belittle that style, it'd be another unique fighting style among many but it would have to be balanced as this would be a very powerful ship).
Another issue may be there are many smaller ships that are very maneuverable AND fast (great mavs, mains, and retros) ...like the 300 series. These would be able to do it all- strafe, turn, AND boom/joust, so they would need to be balanced with lesser weapons, shields and armor - which makes sense since they are small. A medium size ship with great mavs, mains, and retros would need more aggressive balancing since they would be very overpowered with things such as purchase/operating cost, no ejection seats, lack of bed, over-rated engines/mavs overheat/run out of boost quickly, poor IR and radar signature (missiles lock on much more easily at longer distances) etc.
Hypothetical proposed "strafe" fighter rotational/Δ vector/turn rates*:
Hypothetical proposed "turn" fighter rotational/Δ vector/turn rates in coupled *:
(decoupled rotation rates all ~60 degrees per second but turn/Δ vector rates same as listed below)
So even a turn fighter could strafe fight in decoupled, but not as effective as a true strafe fighter due to less powerful retro and strafing. Max speeds increased by about 150% to WWII fighter speeds and strafing values of about 100 m/s with lower strafe acceleration to encourage forward flight, and at those high speeds a turn rate similar to WWII fighters.
Hypothetical proposed "boom and zoom" fighter rotational/Δ vector/turn rates in coupled*:
(decoupled rotation rates all ~45 degrees per second but turn/Δ vector rates same as listed below)
Boom and zoomers could still probably circle strafe in decoupled, but wouldn't be advised due to weak retro and strafing ability. Max speeds increased by about 60% for the boom and zoom mechanic. Strafing values of around 50 m/s.
*The numbers listed here are just hypothetical examples, not to be taken literally as exact proposed figures
(I actually like the increased speeds idea better, but the above speeds are for if CIG decided they wanted to stick with lower speeds)
Hypothetical proposed "strafe" fighter rotational/Δ vector/turn rates*:
Hypothetical proposed "turn" fighter rotational/Δ vector/turn rates in coupled (and also roughly turn/vector change rates)*:
(decoupled rotation rates all ~60 degrees per second but turn/Δ vector rates same as listed below)
Hypothetical proposed "boom and zoom" fighter rotational/Δ vector/turn rates in coupled*:
(decoupled rotation rates all ~45 degrees per second but turn/Δ vector rates same as listed below)
*The numbers listed here are just hypothetical examples, not to be taken literally as exact proposed figures
If Star Citizen was to emulate 100% real physics, and remove speed limits, then acceleration would be the only thing that mattered. A lighter ship with a higher thrust to mass ratio, and thus higher acceleration, would outrun a larger heavier ship with a lower thrust to mass ratio (and lower acceleration) every time. A ship with lower acceleration would never catch up to a ship with higher acceleration in 100% realistic space physics. Therefore this entire discussion asserts that all speed limits should be proportional to acceleration rates, acceleration rates should be based on thrust to mass ratios, and thrust should be proportional to the size of the thrusters on a ship.
Why heavy transports should continue to be slower than fighters:
Turrets
Turrets need a complete rework. Currently, moving your controls/mouse to the left, right, top, or bottom or center makes the turret move in that direction until it is returned to center. That is a “second order” movement, and it is asinine. The controls should be “first order” movements. A player should be able to move the recital/cursor directly on the screen and then the turret should move vertically/horizontally to aim towards the recital/cursor. Look at the world of tanks video at 3:30 to the right.
See how the player moves the recital/cursor on the screen with their controls and then the gun sight lags slightly behind but moves in the direction of the recital/cursor at all times? In other words, with second order controls such as Star Citizen has now the player moves the mouse/controller and then the turret moves that direction indefinitely. So second order is control direction and speed. But with first order control, the player would move the mouse/controller moving the position of the recital/cursor directly; the turret then moves to match the new cursor position and stops rotating with respect to the cursor.
It is a bit hard to illustrate, but the BF4 video to the right at 1:45 shows that the turrets operate in “relative” mode - that is to say that the turret moves independent of the vehicle horizontal rotation/change in direction and in vertical rotation. See how the turret attempts to stay on target when going over a hill? Star Citizen used to have horizontal relative mode, but was broken with 2.5. This was fixed and again a feature with Star Citizen Alpha 2.6, but only in horizontal movements not vertical and has kept the “second order” control movement.
What turrets badly need is first order movement controls with relative mode in both vertical and horizontal axes. That won’t completely solve the problem, but would help a great deal. A redditor u/MrEmouse has posted a complete rework for space turrets (left), making the turrets able to rotate freely 360 degrees in all directions. This would be great, but would be a large amount of work for CIG because new assets and mechanics would be needed. In the meantime, since turrets would still be challenging to use- turret rates of fire, and bullet hit boxes should be increased to make turrets more useful as well.
I wanted to bring forward some of my new thoughts with the upcoming 3.0 release and the direction CIG is going. It is my hope that this article will catch the attention of CIG and will consider some of its premises going forward with their flight model changes. I see more and more on Spectrum and on reddit r/starcitizen complaints of spacecraft darting around like hummingbirds on high doses of stimulants and un-natural looking spacecraft near planetary surfaces.
As I detailed above in November 2016, the amount of thrust coming out of the Mavs on many ships are about 16x higher than should be realistically coming out of thrusters of their physical size (see section below). Mavs and retros should be less powerful than the main thrusters, it's common sense and it's also been one of the main causes of a lack of diversity in gameplay style.
November 2016: On reddit (https://www.reddit.com/r/starcitizen/comments/5ltvy9/a_rather_large_article_ive_wrote_on_the_sc_flight/), to a fairly large response, I suggested with this article that we can have more than just circle strafing type combat, that we can still have circle strafing combat, as well as boom and zoom, turn fighting, and long range. All ships should be able to do all four types of combat, but each ship should favor one or the other. For example, a turn fighter could go decoupled and strafe fight. In order to achieve these four categories of combat while maintaining fun gameplay and the most realism within that goal, I suggest the following:
Possible solutions specifically for ships in atmosphere:
Here is another good write-up on the subject of this article I found dated Dec 2016: https://forums.robertsspaceindustries.com/discussion/362922/reworked-flight-model-for-everyone with a great chart (both by Alienwar), and a good video on the subject from BlastCast dated Aug 2017 [in the chart below bottom would be a "strafe-fighters", top would be "boom-and zoomers", and towards the middle would be "turn fighters" or "jack-of-all-trades"]:
I couldn't be happier the direction they are taking with the most recent Citizencon 2018 panel on flight model changes; essentially CIG is planing on doing nearly everything suggested here and by many others. The only thing I can add at this point I haven't heard CIG talk about is how to making hovering flight more look and feel more realistic so I will talk about it here briefly. Also, for "turn fighters" to be a reality, decoupled flight needs to require more skill to aim. I should preface this by making the retros manual and less powerful, as well as the mavs much less powerful is a really, really, great start and heading in a much needed good direction.
A ship looks unnatural turned on its side or pointed straight down holding altitude perfectly. If we see a VTOL (vertical takeoff and landing) craft or helicopter bank, we expect the aircraft to start travelling that direction immediately, not hold its position perfectly. The reason it does so currently (3.30 or earlier) is that IFCS is so good it perfectly calculates what thrust is needed in all directions, and does this so quickly without any latency, with so much power, and with so little error, that current ships hold their position no matter what their orientation. This makes it look like the ships are being "dragged around in an editor".
Four possible solutions:
To expand on the solutions: Make IFCS less effective at correcting for gravity except for downward pointing / hover mavs for atmospheric/planetary flight and increase the mav VFX (visual effects) even more than shown on the demo! This means that a ship will only maintain exact altitude (height) when level / not banked (leaning). Finally, increasing latency on Mavs would mean when a ship is moved in hover it wouldn't immediately adjust keeping the ship perfectly stationary, making it look more natural.
Reducing the latency / increase "jerk" of mavs when a ship is trying to remain stationary (both in hover and stationary space flight) would probably be the most effective option in making odd ship bank/pitch orientations look like an unnatural state for the ships. With reduced latency / increased jerk (rate accelation of thruster "ramping up"), a ship wouldn't immediately correct for positional changes in hover, giving the ship a bit of "drift" and looking more natural. Adding in a bit of planetary wind gusts would make this look even better. Caution is in order here though, too much latency/reduced jerk will make flight control sloppy and feel unresponsive. I suggest only increasing latency/reduced jerk to automatic positional corrections by IFCS in hover, and not from pilot input to strafe vertically or horizontally. This makes sense because IFCS would first need to sense a change in position, and the position should not be perfectly measured to the millimeter. Currently, the most accurate WAAS GPS systems on aircraft are accurate to about 1 meter - so a GPS-based position hold system in hover wouldn't even start correcting until it has moved a meter. The same would hold true for pitch/yaw/bank rotation: no rotational/attitude orientation equipment such as a gyro or AHRS (Attitude Heading Reference System) would be 100% accurate, so we should expect the ship to make small corrections for instrument error. Sure, in the future it may be more accurate, but the point is there should be some amount of movement before IFCS starts correcting for position and rotation.
Again, LogicalChimp (reddit) had some great additional ideas on the matter:
"I think that the IFCS should be capable of 'perfectly' cancelling out gravity - because gravity doesn't significantly change. What should be variable is atmospheric turbulence and the like. The IFCS should have an element of latency in cancelling out turbulence and e.g. wind simply because they're much more variable, and require measuring, determining the counter force, and then getting the thrusters to generate that force - a feedback cycle that shouldn't be instantaneous."
The VFX should be dramatically increased on mavs, even much beyond what was shown for the planned 3.4 flight model. Consider a fighter jet going straight up, how much thrust that requires, and how huge the flames coming out of the jet engines are when such a vertical feat is being accomplished. When a ship is hovering, it should look like the ship is trying really hard to do so.
LogicalChimp (reddit) had some great additional ideas on the matter:
"e.g. making the 'size' of the VFX grow over the first 25-30% of output, and then make the 'intensity' of the vfx grow over the remaining 70-75%. This would mean that countering gravity would result in a thruster vfx that is ~80% of max in size, but lower intensity...
In fact, I'm now thinking of how a bunsen burner flame works... given a constant supply of gas, as you open the gate the flame initially gets bigger, before starting to get smaller and more 'intense'.
Making thrusters work (visually) in a similar way would result in larger and more visible vfx at low / mid levels of thrust, and smaller - but much brighter / more intense - flares at max output. Couple that with appropriate audio, and you'd have effects that both 'sell' the amount of force the thrusters are generating, as well as being visible even at lower outputs."
Make IFCS maintain altitude and position but pull towards a natural level resting point, from dood1776 (reddit):
"You could also make IFCS maintain altitude and position but pull towards a natural level resting point slightly so people are just in unnatural angles less. That way I can have my sabers nose pointing at the ground but only while I an active pulling my joystick or mouse if I let go it would balance back out. You wouldn't have people in mobilass with ship in a suspended dive and if you did see a ship looking down at you, it would inform you that he was actively looking at you. That plus VFX, reduced jerk in atmo, drag and turbulence could work pretty well, without increasing difficulty of atmo landing and maneuvering as altitude and or position changes on angled ships would. "
IFCS less effective at correcting for gravity would be another option; when a ship is rolled/banked on its side IFCS shouldn't be able to perfectly correct for this. Instead, the pilot should have to manually strafe to correct. Of course manually strafing won't be perfect, and a ship on its side will look correctly like it is struggling to hover. The same applies to retro or even main thrust, all could be a more dumbed down IFCS, in other words not capable of correcting for gravity.
A side note: I do hope that the powerplant of ships will still be a limiting factor in addition to thrusters; For example, I would prefer not being able to achieve full main thrust AND full hover thrust simultaneously because that would strain the powerplant too much (unless the powerplant was overclocked or a very powerful upgraded unit).
Other small, unimportant nits to pick: As a pilot, computer, and physics geek, the terms "afterburner" and "overclocking" in relation to thrusters slightly bothers me. In the past, and in today's lexicon, the term afterburner means exactly what it sounds like - a jet engine has a section that burns fuel after the main combustion section. This is essentially dumping fuel in the exhaust, it is incredible inefficient but it does increase thrust substantially. Of course a rocket engine can have no afterburner, or in essence -is- an afterburner. This is isn't terrible - as discussed above perhaps afterburner just gets used incorrectly over time (kind of like the word literally has- don't get me started); at lease an afterburner does what they are after - increase thrust. That said, I believe any sort of "overboost" (as I would prefer to call it) should have severe fuel penalties as well as overheating. The term overclocking in relation to thrusters, however, is nonsensical. Do these thrusters have clocks? Why would they have clocks? Perhaps IFCS has a clock for the thrusters, but that would just improve accuracy not thrust. Perhaps overclocking is just another term in the far future that has had its meaning butchered beyond all recognition. After all, the word "terrific" used to mean something terrifying so I suppose I will probably have to live with it.
I should note that all of the suggestions in this article will be useless unless improvements are made to gunnery in general. I think one simple solution is increase the DPS (damage per second of weapons) if aiming is deemed to be too difficult with the new flight model and longer distances, so that when a shot does land, it does significant damage. This would be closer to a typical aircraft dogfight, aircraft were very hard to hit - but it often didn't take many hits to take an aircraft down. Admittedly, this is a bit out of my element I do know that many concerns have been raised about IM (interactive mode), gimballed weapons, and ESP (enhanced stick precision, basically aim assist). The following is written by someone who knows a lot more about gunnery than myself, alienwar...
WRITTEN BY ALIENWAR JUNE 2017:
Game design comes down to what you want the player to be focused on; what you want the player to be doing moment to moment; what skills do you want the player to work on and hone. If you take 1 step down from the high level “experience” you want players to have (for example, the concept that CR dreams about), you get to game design. If you think about wanting a gritty tactical FPS experience as the high level experience, then game design would define how you want to achieve that tactical feel. “Gritty” would define the aesthetic style, and FPS would define the overarching genre (and with it, certain standardized game design principles).
The idea of centricity is sort of like the balance of these game design elements. It is not about totality. So “aim-centric” does NOT mean the ONLY thing you are doing is aiming in a game. Rather, it means, the core focus, the core skill, the core activity of the player is centered around aiming, while all other actions come secondarily.
This can also apply to game design methodology. A centricity can define what element is at the core of design, sometimes an immovable and unchangeable element that all other design must work around. This can be purposeful, but it can also become accidental. Sometimes a game element can become centric without design realizing it because it seems so natural or inherent. The important thing to remember is that NOTHING is absolutely inherent in a game. At the end of the day, a game designer can have complete control over what a game does, and how a game works. A game never has to be an FPS, and a game never has to have movement/shooting/interacting/etc. Now, once you start defining features, then certain elements become inherent based on those defined features. Why is that important? Because it means that if you ever get into a rut in game design, you are never truly stuck because you defined the rut in the first place and you can always change that.
Whether or not it is purposeful, SC has fallen into one of these ruts defined by certain game design elements. SC is a first person game, and there are shooting elements. Star Marine is a FPS, so FPS is part of SC’s DNA. But SC is wider in scope than a mere FPS game. FPS games are normally (but not always) aim-centric in design. The core action a shooter is focused on is….shooting. And the core skill of shooting is aiming. But the core action and skill focus of Star Citizen as a whole DOES NOT NEED TO BE shooting and aiming.
Now what makes an action skillful? There has to be a difficulty to the action, such that a person can become better at the action through practice or inherent ability. As such, if you want to make AIMING a skill, it needs to be difficult to do.
Now, what makes a skill, action, or focus, a “core” or centric element? BALANCE. A player can be more focused, more active, and more skillful in that element. This may entail a few things:
- higher difficulty
- higher reward
- higher availability of the element
All of these create an environment where the core becomes more important than other elements and thus receives more attention. The more reward a certain element gives, the more attention it gets. The more difficult an element is, the more likely that effort put towards that element will result in a skill-differential between that player and the game or other players, which they can take advantage of. If a player is rewarded for aiming better than another player more than they are rewarded for being in the right position, then players with better aim will win outcomes more often, and players spend more attention honing their aim skill. That isn’t to say that movement becomes unimportant. All other skills still play a part in the outcome between two players.
Example:
Player A and B are high level players
Player C and D are medium level players
A is good at aiming and great at moving, while B is great at aiming and good at moving.
C is great at moving, and D is great at aiming.
A will most often beat C because A can also aim.
B will most often beat D because B can also move.
An aim-centric game would result in B winning more often against A, and D winning against C. It might even allow D to have a good chance against A.
A movement-centric game would result in the opposite.
An equally balanced game would result in neither player having any more likely chance of winning.
Aim-centric game design exists when other areas of the game must give way or be built around the aiming elements. In an FPS, this can be thought of as movement not being greatly detrimental to aiming. The more movement effects aim, the less aim-centric that FPS is. The more cover systems and momentum play a role in the likelihood of being hit or hitting someone else, the less aim-centric that FPS is.
Yes, and heavily so. Right now, even Star Marine is fairly aim-centric with limited hip-fire inaccuracy and movement penalties for aiming. This will change with the new stamina system coming in, and given the intent to make the game more tactical, cover mechanics will probably play a bigger role in hit likelihood as well. Additionally, with 1-life games, there is less of a percentage of time shooting, and more of a percentage of time in positioning around a given area/map, and that percentage helps define the skill balance of a game as well (note that TTK defines % of time shooting as well, so that plays a role in aim-centric gameplay). So outside of SM, where the PU has 1-life mechanics, the FPS should become even less aim-centric, and lean more heavily on other skills. As more gadgets, teamwork, and mechanics come into play (like hacking, stealth, etc), the FPS portion of SC will probably end up not being aim-centric at all, despite being the shooter part of the game.
It is then the ultimate irony that the flight combat portion of Star Citizen does not have the same trajectory out of aim-centric design. Right now, players greatly benefit from being better at aiming in flight combat. The more precision you have access to, the more likely the outcome will lean towards you. People have even seen double digit performance increases merely by upgrading their joystick to a more precise one. Top players often use precision devices and methods like alpha strike (few high damage hits with all weapons firing simultaneously) to produce the most damage output for the most precise shots (instead of high rate-of-fire weaponry, low RoF weaponry where bursts of precision are needed is the meta). The PIPs are tiny boxes. Combat is usually done at a distance and speed where extremely fine aiming is needed. Ship movement speed requires rapid acquisition (accuracy and response time are tradeoffs of each other). TTK favors alpha strike, and shield penetration + damage modeling also favors alpha strike. The entire evasion mechanic relies on the inaccuracy of PIPs and the skill involved in adjusting for and predicting for that inaccuracy. Essentially the game expects people to get on target through extreme precision and then creates a mechanic to reduce the effectiveness of that precision. ESP and IM gimbal control create high time-on-target environments where your ship movement is reduced in importance while your precision ability is made available AT ALL TIMES such that you can spend the most amount of time utilizing aim skill. Then the flight model with always available rapid strafing allows players to keep their ship pointed at the enemy ship for extremely long durations. And in space, there are very few obstacles or environmental factors to create periods of inability to aim.
All this creates a near constant available aim environment where precision skill is always able to be taken advantage of, and this greatly shifts the balance of elements towards an aim-centric design.
Then, finally, we can step outside of combat situations, and look at the loose groundwork for what might be the rest of Star Citizen. This includes hacking, exploration, mining, cargo hauling, etc. Our first impression of the interaction system 2.0 shows a fairly aim-centric interface, using a mouse-cursor style UI that allows players to aim at small objects and select/interact with them. In a time-sensitive situation, unless we have keybinds available (and as far as we know, default options will be key-bindable and the first action with a quick selection), that means aiming becomes a difficulty and skill, once again. With flight, such as for cargo runs or exploration, we step outside of the need for precision (so far as we know and have seen with the mechanics), but the effects of precision demand are felt nevertheless with how aim-centric design has defined how the FM balance of ships feel.
So ultimately, directly or indirectly, aim-centric design touches every element of Star Citizen. And it is most prominent in the flight combat portion of Star Citizen.
rest of the write-up here: https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/aim-centric-game-design-and-how-it-is-choking-all-
After reading the above write-up on gunnery, and some more posts about the subject, it seems the main problems with gunnery seen by the community is the years-old problem of mouse vs. joystick. But alienwar makes a good argument why too much emphasis on aim can take away from other strategic elements of the game - and that Star Citizen is in such a position. It makes even more sense that overly sniper-like aim-centric focus is a bad idea when you take network latency, lag, desync, and performance drops into account. Therefore, I believe the solution to the overall gunnery problem, based on these two premises (mouse has an advantage over joystick, and SC is too aim-centric), is that mouse aim should take slightly more skill and that aiming over all should be easier.
Some of the methods for achieving these solutions that I find attractive (credit to alienwar, bishop, pie_is_better, malogos, goloith, Cim Taurus ...and unfortunately others I have forgotten where I found them...these sometimes differ somewhat from alienwar's recommendations but in general I agree with the problem and goals) :
Excellent article on projectile velocities by MHE: https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/a-different-angle-the-geometry-of-gunnery.
I've been a Star Citizen backer for nearly two years and a PTU tester. I'm passionate about this game and I believe it will be the best game of our lifetimes to many of us. I believe player feedback and open development is one of the things that makes Star Citizen different and will make it even better than it would have been without player feedback in the development loop. I'm no expert in WWII dogfighting, but I am an airline pilot, flight instructor, long time sim enthusiast, and sci-fi geek. I have played online aerial WWII games since I was a kid, have studied combat maneuvers, I'm a WWII aircraft aficionado, and I have done some acrobatic flying. I have a bachelor's of science in aviation, and I studied mechanical engineering (along with some pretty intense physics classes) for a year (changed majors). If you happen to read this Chris Roberts I'd love to discuss flight mechanics (or anything Star Citizen)! Anyone wanting to reach me can drop me a line on reddit u/bornflying.
-Bornflying