It just isn't.

But what really ruins it, apart from the extending phases of player inactivity and resulting boredom, is that supercruise is dissociated from 'normal' space, and thus the game and flight experience proper. It's a sub-game - a gruelingly protracted one at that - that takes you out of the game and into finger-drumming limbo. It doesn't even enable orbits, slingshots.

I can achieve more realistic space flight by going to bed, pulling the duvet over my head and singing the imagination song.

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If we had speed, yes. But at <500m/s that's one epic voyage of nothing doing. You'd get there quicker paused. If there was a pause, which there isn't.

By the standard way, I meant Supercruise, not standard impulse. Standard way for in-system travel, not standard way for docking/combat/mining.
 
I'd like some optional microtasks to do while in supercruise, such as flipping switches and reading measurements, that would make me feel like I'm in a spaceship. (My favourite part of Steel Battalion (Xbox) was pressing all the buttons on the huge controller just to turn the engine on.) I'd like to read measurements on that centre-low cockpit screen such as the strength of the gravity field, external temperature, how many micrometeroites I've hit, etc.
I'm otherwise happy with supercruise (and I speak as a veteran of the original Elite)
 
All I see is people actively trying to find stuff to complain about with this game, and it's usually the elitest "oh I played all the elite games therefore my opinion is more valid" kind of attitude. So far i'm really enjoying elite, and see no problem with travel in the game.

The only thing they could do is make the transition to supercruise a bit more smooth, it is a tiny bit annoying waiting for the bar to fill THEN waiting another 4 seconds for a countdown and animation.
 
Supercruise is a complete game killer though isn't it?

Not for me. Gives a sense of travelling. Fast travel killed Oblivion for me. Instead of walking around the countryside investigating places, i just jumped from place to place trying to get through the plot. Which was silly of me, but that's what can happen when you enable players to skip past things quickly. Sometimes a slow down factor is required.

But really, how much time does it take? Sun to station? Meh, in most cases, less than a minute. Its not exactly a killer. When exploring, I feel like i'm exploring.

Anyway, i highly doubt SC is going anywhere, so, looks like you are stuck. Might as well uninstall the game if its such a sticking point for you.
 
It's simplicity itself - you have your ship's clock which shows your personal time, and also a second clock which shows the time being used at a target location.

Ships' clocks could remain in GMT format, (24/7/365), with personal +/- deviations between individuals depending on their own accrued dilations.

Local timezones would remain specific to themselves, and adjusted to players' own deltas upon arrival.

So there's no contradictions - you'd use local timezones if you wanted to meet another player or NPC, and obviously any such appointments would need to be in both parties' futures. So if your ship clock says it's 6am May 1st 3302, and mine reads 16:30pm July 22nd 3301, we can still agree to meet at Abraham Lincoln station at 12pm November 6th 3302, since it's in both of our futures. The fact that you'd have aged a year older than me would be irrelevant.

If OTOH we mistakenly chose a date a year earlier, 6th November 3301, then i could get there but you wouldn't be able to, since it's in your past. Likewise, if we chose a date in both our pasts then we'd both be late.

So you'd have a time-dependent instancing system. It DOES add a novel layer of complexity compared to our usual timekeeping schemes. But from our computer's perspective they'd just be implementing very simple rules, that we'd quickly get used to.

If an interstellar civilisation ever arises, we'll have to deal with these practicalities anyway - it's hardly going to render business impossible. Compared to the hurdles of insterstellar propulsion it's small potatos.

More to the point, for a game such as this it adds a level of nuance, subtlety and immersion that's entirely befitting, manageable and which broadens the depth and scope of gameplay.

A blanket universal time for all locales, with no individuality, is just cartoonish. It's childishly naive. A minimum of two clocks could work well, without invoking any anachronisms.

I read up until this point.

This is honestly the dumbest idea I've seen posted here. Its actually worse then they guy who wanted pirates to have to wait in a penalty box after they died because they're bad people or something. This is amazing.

What in the hell would this possibly add to the game?

Outside of:


  • Making it run slower
  • Require more bandwidth
  • Require even more jumping through hoops just to meet up with a friend in the same system
  • Be even more difficult to approach for new players
  • Be more complex and therefore have more bugs and issues
  • Remove any sort of persistent storytelling unless done to a meaninglessly small degree
  • Prevent any sort of dynamic player driven economy

And lets not even get into why your system would require the server to violate the laws of physics. Gee, I wonder what happens when I, who traveled much faster than you for much longer, kill you in your past at a point before you killed another player? Are they now not dead? Do they get their ship back? How do you account for what their actions would have been had you not killed them in that intermediate time? Oh, I forgot. All we need to do is get rid of multiplayer. The one thing most people here enjoy the most. Because it prevents us from wasting system resources by simulating 'time dilation'. Just... lol

This isn't an episode of Star Trek. The things they say on Star Trek don't apply. By even mentioning Star Trek you appear as a glorious troll. So if that's what you are, then I'm getting old and my hat's off to you.

Edit: Grammar/spelling fail
 
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There are mechanisms in the game that cannot be changed at this stage and I agree that super cruise feels like your in an isolated state which needs to be broken for any interaction...but that's because it is and you do..any changes need to fit in with that framework.

I personally find the actual interaction areas, the places where your not in supercruise, feel really tiny when you look at the space available to us. This is partially caused by the tiny radar area we can detect and the fact that we drop into a space station so close to the no fire zone. I'd like more of the travel time to a station to be spend in what I'd call "interaction space". I'd like to drop out of supercruise and have quite a distance to travel to a station, maybe even far enough that there is a choice of two stations. The main action in the game should happen in this space, not through a very artificial interdiction mechanic which drops you into what feels like another tiny interaction area.
 
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Just to declare I'm the one with no idea. So if you were thinking of telling me that, I already know, thanks.
 
Previous Elites didn't have microjumps... they had something called "space flight", made possible by fusion reaction thrusters and something called "speed".

Honestly, these young 'uns, don't know they're born..

speed and.... time acceleration. You didn't just go fast. You accelerated time. If you tried to play one of those games sans time acceleration you would find it MUCH more boring.
 
I think the point passed over your head at a distance of about 1000 Ly. :)

OP does want to travel in space, but he wants the great space travel mechanic of the old games, not the terrible loser-cruise they hamstrung this game with in the name of shallow, online pew pew. Loser-cruise and small instances for everything killed so much of what made the original games great. Anywho... these things are very unlikely to change at this point. The lame mechanics are here to stay.

The mechanic of the old games was to ACCELERATE TIME. Feel free to explain how to implement this in a multi-user environment. Preferably in a way that doesn't eliminate player interaction completely.
 
I play a mini game in SC. I always try and keep the scanner clear of any ships in my vicinity. This seems to massively reduce interdictions but also adds a game mechanic. I would like to see a scanner added to scan USS. I would like to see that scan bring up a radar or something so you have something to look at.
 
There are mechanisms in the game that cannot be changed at this stage and I agree that super cruise feels like your in an isolated state which needs to be broken for any interaction...but that's because it is and you do..any changes need to fit in with that framework.

When I started playing ED I had no idea how to interact with other ships. Where was the combat? I couldn't afford a FSD interdictor and didn't know about ships hanging around nav-points, because there was no reason to go there. I probably spent a couple of days just cruising around thinking what the heck? I had plenty of time to think about it too. And when I did get interdicted it was always just a single ship. Hang on, there was many-to-one fighting in 1984, why the step backwards? Supercruise *creates* isolation, and Wings will try to patch over it; let's see how that goes.

If I could just change two things in Elite it would be to ditch supercruise and add persistent AI. I like pretty much everything else about the game.
 
I just watched a bit of video from FFE (I'm having trouble getting it to run). It took several DAYS to reach a planet after jumping into a system. Granted it didn't take that much player time because of time acceleration, but you can see how that mechanic would be problematic in multiplayer space. You can weep about the inclusion of multiplayer, but that ship has sailed. Long ago.
 
Maybe some top level armour/bulkheads could be built from some kind of new composite anti-interdiction material, make them super expensive though? simple.
 
If we had some more interesting navigational and plotting tools in SC gravity overlay plots, a decent orrery view WITH navigational slingshot Gravity well reading .. And of course buttons to press it might feel like the high seas rather than racing around a pond. Kerbal Space has some cool tools to navigate and drop you into an orbit around bodies.

Set sail, plot a course captain, get the maps out on the table
 
I don't see a great deal wrong with SC. For now it seems the best way to transit systems whilst still keeping in sync with everything (and everyone) else. Also the idea is not necessarily to fly direct from A - B. If you do in a busy system then you're asking for trouble (interdiction).
MP is here to stay, Offline is gone...'Let it go...let it gooooo'.
 
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Im really not sure I want multiple clocks on board, it sounds like a complete convoluted mess. If every player was located not only in a different space but time also, how are you going to simulate an economy when technically I can arrive at port after you but buy the stock you just bought, before you got there. My head hurts just thinking about it.
Ow! I tink u broke mah brain.
:)

Found the old C64 manual of hte game. the J key was called Space Skip.
Man does seeing that bring back memories.
https://archive.org/stream/Elite_1985_Firebird_Software#page/n11/mode/2up
 
I think SC is absolutely fine. I would prefer if players and AI came out of SC a minimum of 5 minutes fight away from the station. Ships emerge from SC far too close to space stations. There'd very little distance or time to have player interactions other than jockeying for position to fly through the letterbox. Why it's been shortened so much that you can ask for docking permission almost instantly baffles me. Was it purely to pander to gamers with short attentions spans?
 
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