Movement depends on two factors push and pull. Orbit is when a object big enough pulls the character changing his velocity and direction.
A player who points toward [moves] a orbit will be able to 'crash' into the object and vault off it, only by vaulting off it will the player be able to move away from the object because of the strength of the pull that close. Walls have orbit but much less forceful.
In a battle room simulation firing your gun does not change your direction and velocity much. But a noticeable amount of velocity is lost when firing more than a few bullets opposite direction your velocity and direction is going.
In a simulation there are also whats called a "counter orbits". these are more of a push scenario where as gravity pushes the player away. They do not have as much push as a anti-orbit object.
Factors of movement:
-Push
-Pull
=Direction.
=Velocity.
The main focus is the ability to still have maneuverability within these constructs. And the ability to dodge without it being too unreal. Players have a movement factor fringe in flight. Within this fringe movement does not impair velocity or direction. Movement outside the fringe will change direction and velocity drastically.
http://tinypic.com/r/116s361/7
spars are going to be alot diferent in alot of these aspects. direction in spars and velocity will be changed by the fireing of ur weapon. In a gravity spar atleast.
EVENTS:
With events i'm hoping to focus on having bare minimum of gravity type events and having it more modern type game plays.
Chance type: Races,Minefield,ect
WAR type: Instant spawn defend/conquer type team events
Tactical events: Round type
I'm still really trying to work out the whole mechanics of this and how these systems should be made. I'm also reading few more books.
I plan on buying this server very soon.
PS anyone who's interested in this project who can graphic half decently, contact me VIA PM
idk heres some more eye candy:
http://tinypic.com/r/1ifwg1/7