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Personally I think Asteroid controls are a relict from a time when it used to be okay for video games to let the player fight the controls more than anything else. But it also largely depends on the way they're implemented:- Automatic breaking for example. Now I can already hear someone say it: "This is space, no friction!". But don't be so foolish, because of course it's not space, it's a game. It ignores lots of other aspects of space and rightfully so, because realism isn't always fun.- Mousecontrol, see Rymdraket for an example of how to do Asteroid controls right with mouse controls.So in conclusion, I have a problem with this sort of traditional Asteroid controls, because they're clumsy, imprecise, hard to control and imho they don't fit at all into an RPG where you often want to reach specific goals, have to manage resources carefully and so on, but - oh no! - you just drifted a few million miles past your target planet (again) and into a field of enemy ships and turrets. Yay.tl;dr: Kolya sucks at Asteroid and therefore doesn't like Transcendence.