Near future of Elite:Dangerous - clickable sky, orrery, outside view, planet landing

You people do of course realise that what we have now took three tears of work from FD. That's just to remind you what a realistic time frame is. They're not going to work three times as fast all of a sudden.
 
Please notice my todays edit to the opening post - about the hilarious speed limit in space.

The flight model has been one of the most heavily debated and tweaked mechanics in the game over the last year, its not going to change significantly so your completely wasting your time with this.
 
You people do of course realise that what we have now took three tears of work from FD. That's just to remind you what a realistic time frame is. They're not going to work three times as fast all of a sudden.
Those three years include building the engine to run it all, set up the framework, create the assets and so on and so forth. Expanding on an existing framework do not require quite the same level of development time as starting from scratch. It'll still be a big undertaking by all means to do all the stuff they want, like living planets and us roaming around in FPS mode inside stations and ships and whatnot, but still - it is not creating a game from the bottom up.

As for the speed limit - two things here. First that speed is relative to some object. 300ms may not sound as much, but if that speed is relative to say the Abe Lincoln station around Earth, you are already in an orbit going roughly 7500ms. Now of course that speed limit is a bit artificial, but it is there for a good reason.

Imagine the hilarity of all the people who would otherwise smack right up to a station doing several thousand meters a second. Spread out over the outside hull of it like another bug on a windshield. Same with combat. Ever tried rendezvous and docking in KSP? Now tell me you want that kind of realism when doing space-combat. It would be reduced to one quick pass where one may or may not get a snapshot in and then the combatants would just drift away from each other at impressive speeds.

How it works now is certainly not simulator grade space-flying, but it is much more accessible and user friendly. If ED appealed only to the die hard space grognards, we would not have ED - there would be no market for it.
 
Imagine the hilarity of all the people who would otherwise smack right up to a station doing several thousand meters a second. Spread out over the outside hull of it like another bug on a windshield. Same with combat. Ever tried rendezvous and docking in KSP? Now tell me you want that kind of realism when doing space-combat. It would be reduced to one quick pass where one may or may not get a snapshot in and then the combatants would just drift away from each other at impressive speeds.

How it works now is certainly not simulator grade space-flying, but it is much more accessible and user friendly. If ED appealed only to the die hard space grognards, we would not have ED - there would be no market for it.

One question here: ever played Frontier: Elite II ? :) I doubt you didn't, but...

You'd know that it actually had no speed limit in space (well, I didn't try it to the maximum, maybe I should do it now) and the game was so great that brought all of us here to the point where we stand, i.e Elite: Dangerous...

No, I'm not telling that there's no difference between Elite II and IV and we should justify things in IV as in II. I just wan't to say that the speed limit is not absolutely neccessary. At least for me.

Agreed, there's whole bunch of more important features to do. But after playing Frontier for decades I was just surprised that the speed limit is OK for everyone...
 
One question here: ever played Frontier: Elite II ? :) I doubt you didn't, but...

You'd know that it actually had no speed limit in space (well, I didn't try it to the maximum, maybe I should do it now) and the game was so great that brought all of us here to the point where we stand, i.e Elite: Dangerous...

No, I'm not telling that there's no difference between Elite II and IV and we should justify things in IV as in II. I just wan't to say that the speed limit is not absolutely neccessary. At least for me.

Agreed, there's whole bunch of more important features to do. But after playing Frontier for decades I was just surprised that the speed limit is OK for everyone...

Many of us are Elite veterans, and right behind you here. However, you'll probably have noticed already that fully 100% of posters approving the speed limit are completely incapable of understanding the relative nature of speed. Zylark above is a perfectly typical example. You can try to explain the difference betewen relative ship speeds vs reference frame speeds, but he just. won't. get it. It's seriously a waste of time even trying.

But you're right, of course. A speed limit - especially such low limits - in space is laughable. Pitiful, that we had to wait 20 years for the technology to mature enough for this...

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Those three years include building the engine to run it all, set up the framework, create the assets and so on and so forth. Expanding on an existing framework do not require quite the same level of development time as starting from scratch. It'll still be a big undertaking by all means to do all the stuff they want, like living planets and us roaming around in FPS mode inside stations and ships and whatnot, but still - it is not creating a game from the bottom up.

As for the speed limit - two things here. First that speed is relative to some object. 300ms may not sound as much, but if that speed is relative to say the Abe Lincoln station around Earth, you are already in an orbit going roughly 7500ms. Now of course that speed limit is a bit artificial, but it is there for a good reason.

Imagine the hilarity of all the people who would otherwise smack right up to a station doing several thousand meters a second. Spread out over the outside hull of it like another bug on a windshield. Same with combat. Ever tried rendezvous and docking in KSP? Now tell me you want that kind of realism when doing space-combat. It would be reduced to one quick pass where one may or may not get a snapshot in and then the combatants would just drift away from each other at impressive speeds.

How it works now is certainly not simulator grade space-flying, but it is much more accessible and user friendly. If ED appealed only to the die hard space grognards, we would not have ED - there would be no market for it.

I walked my dog earlier at 90 miles / sec. Seriously. Didn't even lose any groceries on the way home.

Don't strain too hard on that one, you'll give yourself a twitch.. ;)
 
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The faster you go, the higher the real life internet LAG will be felt, so wont happen, they probably picked a tradeoff; Etienne

Got your point now. You could be right... anyway any discussion here on this topic is "academical" right now (or not? FD? ;) )
 
totally agree, without planetary landings and a bit more game content, I think most players currently playing will move on by that time out of boredom.

I had three days of fun. Got a Cobra. Now it's all I can do to make one cargo run before the tedium increases and I've gone back to 7 Days to Die, despite the fact that I have over 400 hours in the game and it's not terribly challenging. But at least I'm not sitting there nodding off at the computer as I micro-manage yet another trade run.
 
most players still playing are the ones vehemently opposed to anything that dares threaten their bubbles of "this is the perfect everything", most of them will never move on ebcause it allows them to pretend the alst 30 years of their lives doesnt exist and they arent gettign old

not to be confrontational with anyone, just alot of the repeat responses i see in ANY threads nowadays reminds me of some of the absurdities that arised when EVE tried Walking in Stations, sure its implementation was bumpy at first, but just about everyone who was a "true eve player" were calling for witch hunts of anyone who would dare like anything "new" or "different" from what they see as important, which is already happening here, and with the limited budget FD has, I doubt theyll try anything that will create a "community issue", so prepare for LONG stints of stagnancy


Well, I played all three of the old-time Elite's with the second being the best, though the 3rd had some decent, if buggy, features. And I enjoyed all of them more than this one. So I'm definitely not in the 'it's perfect camp.' I'm in the 'what were you thinking in doing a partial reskin' camp? I was expecting, at a minimum, at least FE2 being re-skinned with some updataed controls and better planets plus the interactive missions (which weren't that complex) of FFE.

We didn't get that. We got something that is more akin to 1984's Elite and something that, suspiciously, looks designed to milk gamers out of their money with incremental 'update' and 'reskin' packages. Sort of the EA model of doing business topped with the cherry of UbiSoft's horrible DRM policy.
 
Those three years include building the engine to run it all, set up the framework, create the assets and so on and so forth. Expanding on an existing framework do not require quite the same level of development time as starting from scratch. It'll still be a big undertaking by all means to do all the stuff they want, like living planets and us roaming around in FPS mode inside stations and ships and whatnot, but still - it is not creating a game from the bottom up.

As for the speed limit - two things here. First that speed is relative to some object. 300ms may not sound as much, but if that speed is relative to say the Abe Lincoln station around Earth, you are already in an orbit going roughly 7500ms. Now of course that speed limit is a bit artificial, but it is there for a good reason.

Imagine the hilarity of all the people who would otherwise smack right up to a station doing several thousand meters a second. Spread out over the outside hull of it like another bug on a windshield. Same with combat. Ever tried rendezvous and docking in KSP? Now tell me you want that kind of realism when doing space-combat. It would be reduced to one quick pass where one may or may not get a snapshot in and then the combatants would just drift away from each other at impressive speeds.

How it works now is certainly not simulator grade space-flying, but it is much more accessible and user friendly. If ED appealed only to the die hard space grognards, we would not have ED - there would be no market for it.
Well put. Everyone questioning the un-realism of the physics should remember what I like to call "The Superman Syndrome." That is, once you accept the man can fly, you have to accept whatever else the author tells you. In this case, we're accepting both hyperspace and supercruise as fictional technologies that violate physics as we understand it, so we basically have to accept how they tell us it works.

The concept of relative speed makes all these questions make sense. We can only assume that when leaving hyperspace as a new system, the ship is moving at a zero relative speed to the system itself (the star). Similarly, when one leaves supercruise it can be assumed that we are matched to the relative speed of our target. With that in mind, an interdiction can be thought of as a device for forcing another ship to have zero speed relative to you so you can fight.

But the overarching reason for the current speed and combat setup is just that it's more fun. In "real" space combat across millions of kilometers battles are boring. They take hours, and involve capital ships not fighters. Read some of the Honor Harrington series by David Weber for an idea what "real" space combat would be. It's not particularly playable.
 
Added item #6 to the original post - about Solar System being incomplete... ;)

The discussion is getting interesting. Thanks for all replies :)
 
The planet landing part is a major update, i pretty sure there will be alot of smaller content in between, but if you Guys are bored already.. bye bye
 
If bored leave the game and try it a week or 2 later, or better still, play for 30 minutes a day and then move to something else if nothing new added and make a round trip to somewhere to keep your flying skills honed and ready for the next update which you may find more enjoyable to try out. When the expansion comes you will be ready, and the flight controls familiar and ready to go. Just abandon a game that will change and grow is a waste of money. Keep at it to stay sharp and when things are added and you go now your talking I like this. You have no learning curve and are off again and having fun.
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Calebe
 
You'd know that it actually had no speed limit in space (well, I didn't try it to the maximum, maybe I should do it now) and the game was so great that brought all of us here to the point where we stand, i.e Elite: Dangerous...

Nothing to do with the original Elite, then :)
 
One question here: ever played Frontier: Elite II ? :) I doubt you didn't, but...

You'd know that it actually had no speed limit in space...

Actually it did. ;)

It capped out at 204472.31 km/s (about 2/3 of the speed of light).

In ED we can fly about 2000 times the speed of light in supercruise. ;) :p
 
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