David Colson · Gameplay ProgrammerSort of, but in this case, no, we're not going to see any changes to this in 3.5. It's really, really difficult. There are actually two parts to this, because there are multiple seats in ships, and as far as I'm aware, other seats can feel the G limits, but there have been some bugs. For example, if you're in a turret of a ship and you rotate the turret 180 degrees, you will get G effects in the opposite direction to what you're actually facing. So that's obviously an issue that we need to solve, and we will. But obviously, people walking around inside the physics grid of the ship is a separate issue, and that's really hard. Not in terms of physics or anything. It's easy to just apply force to a character. The issue is that you have to animate the character to react to that, and that's what's really, really hard. And not only that, but say we do that. Maybe we have the players animate, so they're doing this sort of thing. But then it's just annoying. If you're inside a Cutlass, the Cutlass can maneuver quite hard, and you're trying to go about your life inside the back of the Cutlass and you're just getting thrown around constantly. It's just impractical.
Jared Huckaby · Host, Content Manager for Global Video ProductionWe talk a lot about how we want multi-crew gameplay to be akin to something like Star Trek or Star Wars, where folks are running through the interiors of a ship to replace a component or whatnot. And if there's too much shake, if there's too much being thrown against the walls, then the players inside won't be able to accomplish their goals. So there has to be a balance there between what might be super realistic and what is actually acceptable for the type of gameplay that we want to engender with multi-crew gameplay.
David Colson · Gameplay ProgrammerThis is not something that we've got in 3.5, but the conversation at the moment is that the inertial dampeners of the ship interior have limits. And so for the most part, in usual maneuvers, you won't feel anything, but if you slam into an asteroid or another ship slams into you or you pull a really hard maneuver, then the character will react and you'll get hit feedback or you'll be moved or whatever.
Jared Huckaby · Host, Content Manager for Global Video ProductionThere's a threshold?
David Colson · Gameplay ProgrammerYes, there's a threshold. So above that limit, the inertial dampener just can't help anymore.
Jared Huckaby · Host, Content Manager for Global Video ProductionThat sounds like a way to have our cake and eat it too.
David Colson · Gameplay ProgrammerI hope so, but obviously it's a difficult compromise to make.