ST Dragon wrote:and fuel
If these space crafts are nuclear fusion powered, they wouldn't need refueling for a century.
Not so fast. Most ion / electric reactors have a very low thrust:weight ratio, and lots of designs have been for long-term spaceflights, unwieldy hydrogen scoops and the like, so you're liable to be becalmed (in a sense) in the Gradius No Hydrogen Zone. Antimatter would be a better choice. Still, find the safe spot and infinite fuel lol
Again, if there is a main fusion reactor at work and the primary weapons are energy based projectiles (Not vulcan bullets), the space ship would be able to constantly fire them without depleting, for the whole length of the campaign / missions.
Yeah, energy weapons aren't classified as ammo dude.
Energy weapons are in trouble because you need to vent all that excess heat. Think about the spaceship from 2001, with the big backbone - in Arthur C. Clarke's original design, the thing had stubby sails all along the length of that for dispersing heat.
Even the Space Shuttle needs to vent the heat generated by the crewmembers.
no inertia
Project X tried that and failed miserably imo. I have yet to see a shooter that incorporated inertia in a realistic but gameplay friendly way.[/quote]
That's because it can't be done in the sense that we expect it. I think the only way it makes any gameplay sense is if your success at dodging obstacles is not a one-hit-kill issue and possibly if it's weighted against other ships - think a Codemasters rally racer. Maybe a Spy Hunter type game could do it.
But inertia is fundamentally the enemy of quick movement, so the two can't be reconciled. Although I sort of enjoyed Axelay.
Cool shit pastel graphics without definition (okay, in the first two images) and ripped-off Slap Fight lapel on those Fly Harder screens, btw. The ship design is cool, but it ain't no Major Stryker.