It just isn't.

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


This actually sounds like a really good idea. Add some interactivity and some way for a players knowledge and skill to reward them with reduced travel time. It doesn't have to be much, perhaps maintaining a certain trajectory through some winding path as in Andromeda. Something, anything, other than waiting for my FSD to come off cooldown so I can teleport again.

I think it would add a lot, it certainly would for someone with an attention span similar to mine.
 
Not while Supercruise is this boring.

An 84'er, Elite ranking, Thargoids, keyboard only, floppy disc, waited 30 years blah blah blah.
Alpha backer, couldn't wait, so excited, losing sleep etc etc etc...

Supercruise is a complete game killer though isn't it? Bored bored bored.
Everyone here seems to have just accepted it. Yes it somehow mirrors reality and yes it is "a good game mechanic" but christ it's bloody awful.

I know I'm not going to change anybodies mind here but I really can't get into this game until SC is gone.

Gutted really, even bought a new PC for this but as someone with limited game time I just can't be bothered.


I disagree completely. Supercruise is a great mechanic to get around space without losing touch with it's enormity.
I do generally avoid traveling to stations many thousands of Ly away though. But that is a choice I make.
I hope FD will make these stations more attractive in the future with extra features, like very good prices for goods, special rare ship modules, and other special stuff. I want FD to lure me to those far away places.



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

Good ideas. Want it.
 
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Not while Supercruise is this boring.

An 84'er, Elite ranking, Thargoids, keyboard only, floppy disc, waited 30 years blah blah blah.
Alpha backer, couldn't wait, so excited, losing sleep etc etc etc...

Supercruise is a complete game killer though isn't it? Bored bored bored.
Everyone here seems to have just accepted it. Yes it somehow mirrors reality and yes it is "a good game mechanic" but christ it's bloody awful.

I know I'm not going to change anybodies mind here but I really can't get into this game until SC is gone.

Gutted really, even bought a new PC for this but as someone with limited game time I just can't be bothered.

i bought MS Flight Simulator last week, all this flying around in a plane. WHAT DID THEY THINK!

deinstalled it instantly.
 
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?

Time dilation. Read the thread. RedWizzard said FE2 had time dilation. I replied that it didn't but that it'd be cool.

Outside of:



[*]Making it run slower
Utter nonsense. T=T+n, where n is the deviation due to dilation. Even a Z80 wouldn't notice, much less a modern processor. You have no idea what you're talking about.
[*]Require more bandwidth
No it does not. It's nothing to do with bandwidth, either of the memory bus or network. What on earth are you talking about?
[*]Require even more jumping through hoops just to meet up with a friend in the same system
If you're incapable of understanding when to meet people as well as where then you must have a pretty dry social life. I mean what if you had a job or school to go to, or a dentist appointment? I think most people can actually navigate the complexities of basic timekeeping with less difficulty than you think.
[*]Be even more difficult to approach for new players
Same answer as before. We're talking digital clocks here - you don't even need to be able to read a clock face.
[*]Be more complex and therefore have more bugs and issues
If you need simplicity go and play Pong! DB coded Elite and FE2/FFE in pure assembly; i think he can manage integrated timezones.
[*]Remove any sort of persistent storytelling unless done to a meaninglessly small degree
You mean open up the possibilities for emergent procedural generation.
[*]Prevent any sort of dynamic player driven economy
Same answer as before. Never heard of the Butterfly Effect?


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?
If you undertook greater acceleration changes than me, your clock would slow relative to mine, which would advance relative to yours. So no, you couldn't kill me in my past, and besides, i've already outlined a solution to the Grandfather Paradox.

And it's P2P, not server-based instancing. Clients select their own peers.
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
Yes it would be simpler to implement in a single-player game, but my point here has been to challenge the preconceptions that it'd be intrinsically impossible in a multiplayer environment, or inimical to fun gameplay, both of which i find short-sighted. And also, the belief of some posters that it's already been implemented since FE2.

It's NOT a feature request, or something i ever expect to see in ED. But like i say, i think it would be possible, and cool, for all the same reasons it would be in real life.

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.



No, 'trolling' would be elbowing into a thread calling other posters "amazingly dumb" while demonstrating a profound ignorance of the subject matter. I'm also not a Trekkie (that was just a throwaway comment) and from what i recall the series' interpretations of the practicalities of time travel have been questionable at best (ie. travel to the past in IV: The Voyage Home).

In fact one of my biggest objections to MP has been that it's hauled in combative trolls such as yourself. This place was an oasis of intelligence and civility before the influx of antagonistic MP fans. Posts such as yours above would've received moderator infractions...
 
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We could also skip supercruise and go to our destination with just jumps and then you have to fly from the star to your station, in normal mode.

Takes days! Good Luck :)
 
Clearly you've never played Elite before. Supercruise is FD's alternative to space travel. In other words they've got rid of space travel.

Space travel is what made Elite and FE2 / FFE such great games, yet FD have ditched it entirely, in favour of "supercruise".

Elite and FE2 / FFE had interdictions and piracy, in spaceflight, in a way that ED just so does not.

It just doesn't.

I 'fly' in ED without weapons or shields. You think that'd fly in any 'Elite' worth its name? Nooo. Nuh-huh. Nope.

It just wouldn't.

You seriously believe what you're doing in ED is fun, i mean really, truly, exhilarating fun?

Sorry dude but you've no idea...


It just isn't.

Words words words = Wut?
 
I remember whenn I was a lad, playing Elite. J button + J button .. ooh eeks 3 of them .. run away. J button does not work (mass locked), 45 minutes later - might just make it to the station.

The above when you had a crap Cobra, and met multiple pirates.

Do not even get me started about taking Medicine to whatever plant it was in FFE, eek too many pirated back track ,make sure I junp further away at a different time past the hour (the seed for pirate ships in FFE). No got my self started, even with time acceleration, Alpha Centuri was a place to avoid. FFE had a much better system, integrating system map, pirate/ship positions with tim acceleration, wheras FFE just seemed like random encounters in comparison. ED at least has the sense of FE2, you can see a pirate attack/Fed attack coming a mile of and try to avoid it.

Simon
 
Good points

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

Good points. I see no reason why there shouldn't be an option to select an object and then the distance at which to orbit it. It would make extended periods of fuel scooping and mining allot easier.

Oh hang on...No...definitely Not! it's been done in another game called E..

Phew! Almost said the E word, who said other games have good ideas!
 
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.

In elder scrolls games it is worth walking as there are always things on the way to your destination worth investigating. It's only of worth it here if you are exploring and you can nullify a lot of the need with an advanced scanner if you choose.
 
The last 60 seconds or so of supercruise is what really is the big bore. Waiting FOREVER to close in to the right distance and speed. It's like watching the last 2 minutes of a basketball game. The rest of the game was 46 minutes and the last two minutes drag out for another 15. They ought to increase the safe dropout range to 1 LS.
 
SC is a brilliant idea to solve the conundrum of travelling large distances but while keeping to real time. It has to be real time due to the multiplayer aspect of the game. Its also right that the engine reacts to mass and slows down near it, as it's warping time and space around it.

Not going to change.
 
Gutted for you Brad but you didnt say what you want in place of SC?
How else do you time accelerate in a multiplayer game?

Part of the reason I think multiplayer killed this game. Time dilation is so better as a game mechanic in a game that simulates travels that, even in fiction, tend to take hours or days.
 
OK, let's get this into perspective. As an 84er myself, I played the game a lot, to the point where I always knew where the best deals could be found, the best ships and so on.

Normal space flight was I guess, the equivalent to SC but instead of being interdicted and popped out of SC, you fought battles at extremely high speeds with weapons that had considerable ranges for that reason. All weapons in the original were energy based, there were no projectile weapons and a good commander could pop a pirate when they were no more than a single pixel on the screen. there were no gimballed weapons either and turrets had to be manually turned. Buzzing past each other at high speeds and using Newtonian physics to turn and fire in one direction while flying in another was normal, there was no flight assist. The autopilot would dump you into manual control if you got into combat, otherwise it would fly for you and alter your course to get to your destination even after combat had you flying at who knows what speeds in hell knows what direction.

Now, lets port that over to SC. Improve acceleration and deceleration and top speeds so we can travel at higher speeds to get places. That removes the need for the 2x, 3x, 4x time dilation that the single player game had. Allow weapons to be deployed at superluminal speeds and allow missiles to reach the same speeds. This makes combat far more enjoyable because you now have to match your targets speeds or go blasting past them with no chance of catching them. While in SC combat, you have no flight assist. You have an Autopilot instead, but while it will not fly you all the way to your destination, it will alter your course and speed, creating the flight assist we now have in SC. The autopilot can be the same as flight assist we use in sub-luminal speeds and therefore use the same keybind. However, it is automatically OFF when in combat and cannot be turned on until the combat alarm no longer sounds.

In this manner, there is no interdiction as such, more of an interception that was part of the original elite. It also takes more skill to intercept a ship, no more of this 'hit a button and pull them out of SC'. Both players piloting skills are put to the test. the interceptor must keep their ship within range to shoot and the other player must use their skill to escape or fight back. Dogfighting in SC can be a lot more fun than the current method.
 
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If you undertook greater acceleration changes than me, your clock would slow relative to mine, which would advance relative to yours.

Which would place me in your past
.

But no, talk more about processor speeds and buss-whatever. You sound smart. Why would it require more data to be sent? I dunno, because your system is more complex. You do understand what more complex means, right? Made of more information.

I'm not being simulated by the server. Nor are other people. The server exists in the real world, right here. That means everything that happens in game, regardless of how abstracted or clever you think some system that emulates time travel could be, must be related to events in this universe where they may not be changed after they have happened because the effects of entropy are irreversible. Thus, in the game universe I am in your past, but in reality we are relatively close to each other and share a 'present' relative to the distance between us and our velocity. The effects of relativity on Earth are therefore reduced to such that they are undetectable to human senses. Since cause precedes effect, when I run into you in the game in your 'past' and I kill you, it should interfere with what you are doing now in the present in the game world. But because you are in the real world, and not a process in the game, this is not possible.

If you were an NPC with a simulated frame of reference this could be accomplished to some extent, but because you are a person with a frame of reference common to mine in this example it is in principal impossible to do any of what you are suggesting. Put another way, if there were no absolute frame of reference - and really pay attention here; not 'if we didn't use an absolute frame of reference i.e. GMT' but 'if there existed no other, absolute (from the game perspective), common to all, frame of reference - it would certainly be possible. And it is. In the real universe where there is no 'other', absolute frame of reference. Happens all the time. ;)
 
If you were being mass-locked by a tailing ship you could just spin round and go blast them... if OTOH you were outgunned and running for your life then there was a suspensful air of make-or-break to it that mitigated any possibility of boredom.

Sure it got a little tedious sometimes but back then it was still state of the art so you took the rough with the smooth. FE2 improved on this aspect considerably, and in both games you had the rear and side views from which to fight with lasers and missiles while still pelting towards the safety zone.

The real issue here however isn't comparisons to other games but simply the paucity of stuff to do while waiting, if such long waits are even strictly necessary given the abilities of today's technology. What might've been passable compromises in 8-bit 32K are less acceptible in a 32-bit 4Gb environment.

Well, we'll just have to agree to disagree on what is boring, I guess. While I rather enjoy the way things are, I'm not arguing that you have to enjoy it too, merely stating that there were cases in the original Elite that were incredibly boring, and that the mechanism used for travel within system was one of them. I personally prefer what we have now to what we had then, but you are welcome to your opinion.
 
The last 60 seconds or so of supercruise is what really is the big bore. Waiting FOREVER to close in to the right distance and speed. It's like watching the last 2 minutes of a basketball game. The rest of the game was 46 minutes and the last two minutes drag out for another 15. They ought to increase the safe dropout range to 1 LS.

1 light second? Are you insane? Do you know how long it would take you to travel 1 light second at 350m/s? I do, I calculated it. 1LS is 297,600 km. That's 297,600,000 meters. 297,600,000 / 350 is 850,285.71. 850,285 seconds. Divide that by 60 and you get 14,171 minutes. Divide that by 60 and it is 236 hours. That's almost 10 days. 1 LS (light second) is way too far.
 
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