Feature Request for Z Axis usability to be made easier. (Already helps you avoid mines in game.)

Hello Stardock and fellow Sins players.

I was wondering due to that this is the BETA feedback and people are not too fond of running into mines that it could help to make the Z axis easier to use (so that players could go above/below the mines when placed on the default tactical plan.)

(The Z axis is the one that allows you to go verticle (up/down - within limits) instead of horizontal (flat) across a gravity well, and can be found in the hotkey bindings in options (its best to click the twist aswel so you can view it from verticle angles aswel as horizontal) - i didn't know about the Z axis till a few week ago.

Currently i find the Z axis fiddly to use (as it likes to twist a lot and is bad in battle for me - sometimes find my screen upside view upside down etc) I was wondering if having a slider on hud that allows people to slide it up and down when moving their fleet so that they can go horizontal instead of just verticle across, hense avoiding the mines by going over/under them depening where on the 3 dimensional grid they have been placed by the user (Vassari/TEC anyway, not sure how much homing range the advent mines do.)

I.E

100% (UP)

   |

   |<> - Slider (Current "hight" position (75%)

   |

0% Flat

   |

   |

   |

100% (Down)

 

What do people think?

 

 

1,925 views 4 replies
Reply #1 Top

Eh ... anything that makes it easier is good for me, I can't get used to the Z as it is right now at all, much too fiddly.

Reply #2 Top

Yeah, thats the problem i was having, could move up/down etc, but as soon as i was getting attacked my screen was all over the place (due to me trying to get back into battle with screen being in all directions - you know what i mean.)

Would rather be able to avoid mines/go up/down etc without having to "fiddle" around too much with management, thats why i think a slider or so would surfice.

Thanks for the input.

Reply #3 Top

I was honestly wondering why nobody had mentioned this yet, because if people DID commonly use the Z axis, it would render mines 100% ineffective. TEC mines, at least, since there's no way to build them anywhere but on the ecliptic plane.

I expect people playing "hardcore" multiplayer are going to learn to use the Z axis every time they see a TEC minefield.

The only real problem I find with the Z control is that every time you issue a new move order, it defaults back to zero elevation. It should default to the same elevation the fleet is at when the order is given.

 

Reply #4 Top

honestly they should just implement the HW2 z control, move without Z is along the plane of the current Z position of the ship (not along the grid, but parellel to it) and then to change the Z you hold down the hot key and it draws a helper line from the current position, each waypoint is referenced off the Z of the previous waypoint until the movement order is confirmed. visually it is quite intuitive (unless the camera is in the same plane as the calculated like then it gets weird)