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Flight Model and Combat
All Combat in Vendetta will
take place in space, mostly between ships of various sizes, but also
potentially involving stations and the like. PvP will play a big part in
the game, as will Player vs NPC combat, or a mixture of the two. Conflict may
take place on a rage of scales, from a lone pirate raiding a lightly defended
transport, to massive interstellar battles involving hundreds of ships.
The essential combat itself is
completely realtime and dependent on the user's skill and their character's
equipment. There are no "virtual dice" being rolled to determine winner or
loser, combat is all just as real-time and "twitch" based as any First
Person Shooter. As such, there are some advantages to having a reliable,
low-latency internet connection, such as Cable or DSL. However, the game was
designed, from the beginning, to be playable on an average 56k modem
connection, and by most accounts we're succeeding pretty well. Kills and
damage are moderated and sanity-checked by the server, so bandwidth and
"ping" advantages are minimized as much as possible.
The Flight Model of Vendetta
amounts essentially to a user-configurable choice between "Physics"
and "Arcade". The game itself functions in Physics mode: an action
(such as engine thrust) will cause the spacecraft to move in a particular
direction until it enounters another action (for instance, running into an
asteroid, or an opposite engine thrust). There are some artificially imposed
restrictions, like the "top speed", which are not strictly accurate compared
to Real World. However, they do make for a more fun and entertaining game,
and have been instituted for that reason. For the most part, Vendetta
internally functions using the same basic physical principles that govern
real-world objects in a zero-G environment.
From an Interface standpoint, a user playing in Physics mode may
control the movement of their ship along any axis, thrusting in any
direction. There are some short-cuts available, like the "brake", which
tells the client (or your "shipboard computer") to apply the necessary
forces to bring you to a complete stop. In practice, this means that a user
of Physics mode may be thrusting their ship forward, then spin their ship
around to engage an enemy behind them, while still traveling in the same
direction ("backwards" once they turn around). This flight model has its
tactical and control advantages, but isn't for everyone. For one thing, it
requires paying more attention to your surroundings, since you're not
necessarily facing the direction your ship is actually headed, which can
lead to unfortunate altercations with large, inanimate objects (like stations
and asteroids).
Arcade mode, on the other hand, uses a control system to simulate
the properties of a classical "flight-sim" type of interface. Better suited
to joystick players and fans of the flight models used by most other space
games, this model automatically adjusts the ship's attitude thrusters to
always fly forward in the direction the user points their ship. The user only
needs to adjust their "throttle" to change how fast they're going. Again, this
model functions as an auto-compensating interface layer that sits on top of
"Physics" mode, it can't do anything that a user couldn't theoretically do
on their own. But, it does make the ship much easier to direct and control
under certain circumstances.
Both models are used very successfully by many players of the
Vendetta Test. It's also possible to toggle between them, allowing a user to
navigate normally using Arcade, but switch to Physics in the heat of combat.
The Interface Controls of Vendetta are
configurable between: Keyboard, Keyboard/Mouse and Keyboard/Joystick. The
game defaults to Keyboard/Mouse with Mouselook and Arcade mode enabled.
Disabling mouselook will result in keyboard-only play. Mouselook functions
by use of a secondary "target" reticle on the HUD, which represents the
front of your ship. Whereever you face, the ship will turn to face your
current direction. With mouselook disabled, your main HUD view is always
"forward". Joystick users will need to configure their particular joystick,
although default presets are provided for many common joysticks. There is no
inherent advantage in using a joystick over the mouse/keyboard.
Mouselook/keyboard is by far the most common, but some find it unsual for a
"flight" type of game, and it's up to the user's personal preference. With
mouselook enabled, especially in physics mode, the game tends to feel more
like a fully-3D First Person Shooter than a traditional "flightsim" space
game.
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