divVerent wrote:I'm against true Newtonian physics for weapons because it's just too hard to control. A major element is shooting while strafing - which would get pratically lost then.
However, jumping should use inertia (does it already? Need to try that on space-fun).
As for weapons, I had the idea of making weapon speed relative to the player, but adding an "auto adjustment" that makes the rocket still fly to the crosshair (so basically the speed is relative to the player, but the direction is absolute). However, that's not always possible to do, so in extreme cases, I'd give priority to the direction and use a wrong speed then. But it would certainly fix shooting rockets downwards while on the bluesky jump pad, or shooting rockets while running around fast on greatwall.
If you want to try "more realistic" projectile inertial, try playing Tribes 2. It's a bit less severe there because Tribes 2 has much slower players relative to the projectiles.
for the mortar it would be nice to simply add the player's current direction vector to the mortar projectile, it looks ugly if you boost forward, then shoot, and the shot falls behind you :S
for rockets too, but well, if rockets depend on the player's speed there's no way to boost off the ground with 2 rockets. Now you can fall off a building, shoot at the start, then shoot again when you pass your rocket, then wait for the light, and that second, laserjump, the rockets will give you a DAMN hard additional boost.
But well, boosting forward, and shooting `boosted' rockets would be cool enough too
I dunno.