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Commands Suggestions (Games : Vector Thrust : Forum : Suggestion Box : Commands Suggestions) Locked
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IbizenThoth
IbizenThoth Gun-crazy
Sep 2 2014 Anchor

A suggestion thread for commands to be used with the as of yet underutilized command feature or things related to commands.
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One thing I noticed while doing the challenge missions for the Hopeless Diamond was that I would really like the ability to keep my bay doors shut, or conversely to keep them open in the command menu. I mean, there are just times where you want nothing more than to go undetected, and there's nothing more annoying than having a missile lock spoil that.

Edited by: IbizenThoth

Nergal01
Nergal01 I stopped supporting Vector Thrust. AMA.
Sep 2 2014 Anchor

One thing I noticed while doing the challenge missions for the Hopeless Diamond was that I would really like the ability to keep my bay doors shut, or conversely to keep them open in the command menu. I mean, there are just times where you want nothing more than to go undetected, and there's nothing more annoying than having a missile lock spoil that.

You mean, like typical flight sims where you have to manually open/close bomb bay? *coughMicroproseF-19cough*.

My more "radical" option is EMCON setting; at EMCON 1 all your weapons & radar are disabled, max. throttle 75% to maintain full stealth, at EMCON 2 only gun is enabled, max. throttle 90%, and EMCON 3 is normal/combat mode.

Edited by: Nergal01

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anon wrote:

There are only two things in this world worse than Vector Thrust; Star Citizen and No Man's Sky

'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is

Sep 2 2014 Anchor

I'd sort of like a shortcut option for weapons bays being opened/closed, not so much implementation in the command menu, but something similar to engine off/AoA/Special functions given that it kind of needs to be a quick on-off affair.

Not sure how I feel about stealth mechanics ATM as a whole. Cannons on stealth aircraft definitely take too long to pop open. /off-topic

It would be nice if there was a command to constantly display the gun reticule.

Edited by: Boogie_Van

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Swing-Wing Crazy

IbizenThoth
IbizenThoth Gun-crazy
Sep 5 2014 Anchor

Two thoughts I just had concerning Commands.

.....well, ModDB didn't like the little novella I wrote for the suggestion, so I decided I'll leave a link to the suggestion itself for now.

Link to my novella...

TL;DR:

  1. Special function buttons (SP function, engine, flare, AOA, etc.) should be transferred to command.
  2. Instead of specific function buttons/hotkeys, one should be able to assign Hot Commands in the special function button slots, with Hot Commands being player designated for specific aircraft.
  3. Commands need to be reorganized so that they require fewer button presses to yield an action. Including setting said Hot Commands.

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In more specific terms, I believe that the commands should use use a tree-like structure, with more important functions only being a couple button presses in, while less important functions are deeper into the Command menu, that is, instead of the current command system, using dialogue tree structure based on a four direction d-pad or keyboard directional buttons. Sorta like the AC wingman command with each press leading to another cross shaped command set.

- - - - - Level one command - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Level two commands - - - - - - etc. until termination at action

With more important commands, the Hot Commands assignment of certain commands will allow for single press activation of chosen commands.
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Command requests:

  • Autopilot/Auto-levelling
  • ECM On/Off
  • ECM Toggle/Hold
  • Radar On/Off
  • AOA Off Toggle/Hold
  • Target-Switch Mode Toggle: Allows you to switch between the center target and sorting target switch modes in game.
  • Special Function Toggle/Hold

Edited by: IbizenThoth

Nergal01
Nergal01 I stopped supporting Vector Thrust. AMA.
Sep 5 2014 Anchor

Command to enable/disable recon pod/TARPS so that it shouldn't take up your SPW slot.

--

anon wrote:

There are only two things in this world worse than Vector Thrust; Star Citizen and No Man's Sky

'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is

Sep 5 2014 Anchor

That's a lot of text, but I like most of it. The only thing I don't like is supposing the example is taken literally and that's what we get, it's best to have a counter measure button, and flares/chaff be toggled, as if one is setting a counter-measure profile in a real aircraft - only we're just toggling on what we need.

Likewise, ECM seems to be presented as a flick of the switch on and off thing, which while cool, sort of defeats the point and complicates the entire thing. It doesn't really need more than 'off' and 'on' except for if you can perform different ECM roles than just one. ECM should either be left on or off, besides, there's nothing in the mechanics that actually behoove you in the position of being locked on by an enemy except disabling lock - which I should hope is something that is sparingly used.

Also remember that the command system is meant to make up for a lack of controls (specifically) in the X360 pad, so that a player's preference might open up (or lock away) more controls than expected, so a lot of things still need to be able to have controls associated with them.

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Swing-Wing Crazy

IbizenThoth
IbizenThoth Gun-crazy
Sep 9 2014 Anchor

I think I tend to be on the "gamey" side of what I want from the ECM in this game, and even then, I am aware that the ECM control scheme I just proposed is a little... out there... or maybe a lot. It's strange, given I tend to be on the "just a smidge of realism here for depth" side of things, but I think a bit of artistic license in the EW systems would make it more engaging/interesting.

Granted, ECM as it exists in the game offers few advantages if you could activate it at the flick of the button. Any ECM which would benefit from the more complex control schema would have to be new or be reworkings of older ones. For example, having a timer for how long an ECM pod can be used would add one dimension, while tweaking certain other ECM types, like the mentioned possibilities for the clone-self type to shuffle lock to a clone on first activation would add another dimension.

To be honest I'll also readily concede that my description for ECM controls are needlessly over complicated. They'd probably fit better with flares and chaff. The only controls you'd really need for ECM would be hold to deploy and toggle, while flares might benefit from having a timed deployment cycle while toggled on or with a hold to activate button depressed. When stuff becomes a little too outlandish, it's because of a bad tendency of mine where I tend to run away with ideas while I get writing, which is why I tend to work into novella territory in my posts. It's because I quite enjoy writing.

Thanks for taking the time to read through the monster post by the way!

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