Playing without the Guides - No 'Nubs'
I was looking at the game and wondering what they would do to fix it once it goes into a second edition if ever. The mechanics are pretty strong and except for some thematic concepts I find them very capable. One of the mechanics though has bugged me slightly for a long time and I wondered if it was simply a fault of making the game easier for beginner players was why it was created that way. This is the Guides mechanic.
The Guides by default keep the ship on rigid mappable paths until an overlap or bump occurs. But in reasonable interpretation of reality the pilot could and would make adjustments on his intended direction of flight, a slight jink port or starboard, or relaxing or tightening in on that sharp turn.
The Barrel roll mechanic is free of guides and gives the pilot an awesome level of flexibility allowing the range adjustment of up to a half base or 2 bases coverage whereas the boost mechanic always puts you in the same 3 spots or not at all.
If I was to make a 2nd edition, I'd be cutting the guides off of everything and allowing manoeuvres and really anything that uses the manoeuver templates to place the template flush with the intended edges anywhere along that edge.
Imagine taking a straight 4. by placing the template flush on the extreme edge of the base you could pan slightly to line up with your wingman directly behind you doing a straight 5, Real team and formation flying. Imagine a boost that could be place a bit off to the left or right to steer around an asteroid just like a real pilot would.
I haven't had a chance to test this with anything other than solo play as I don't have enough risers and don't intend to destroy bases (yet) but am wondering what the community thinks about this and if a dev reads it maybe get some detail back as to why they went with guides.
In writing this I'm also wondering if this has something to do with the old engines we played going back some 30 years that showed their heads in wings of war and other naval and air combat games. In those games we used cards not dials and planning was a few turns ahead. We played 3 cards in Naval wars and Wings of War also used a 3 card system for the WW1 planes.
Edited by Kael Hate