What takes you out of the game?

Fighting against a Clipper in a clearly superior combat ship only to be rammed and lose all shields and half hull and be out of the fight. Seriously, fix the GODAMN Clippers ramming mechanic. Fastest ship in game, 3rd most armorable, SCB stack machine, AND the damn thing can ram ANY ship in this game and insta-win??? Seriously FD, blow me.
 
it's a video game about spaceships travelling from one star to another in seconds. I never expected any realism out of it.

Maybe try to enjoy it as fiction...because that's 100% what it is. I mean putting an asteroid every hundred km in a belt would make it boring visually and also gameplay wise.


Personally i wish the game was less "realistic" in some ways. this game replicates really well how space is just boring blackness. Most space sims try to be more visually interesting (like having you fly through colored nebula clouds and such). They're less realistic, but somehow to me more immersive... reality in general, is pretty boring. I'd kinda prefer to be more wowed visually even if it meant being unrealistic.
 
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My wife. Nothing is more immersive than...
"Commander! we're being interdicted."
"Prepare to make the jump to light speed."
"Preparing? You're always preparing. Why don't you just go?"
"Commander, what's that noise?"
"Sounds like it's getting closer."
"Hey honey. Mind if I vacuum in here?"
 
The feeling in Supercruise is my biggest immersion breaker (not the mechanic itself):

- AI always spawns after me, I never jump into already crowded places
- really crowded systems do not exist anyway, it would be great if the biggest and/or most important systems have plenty of ships around all the time, a ton of security following into every low wake etc
- not enough variety in spawning, it often doesn't look natural. control systems seem to spawn 95% pp ships, being on a mission guarantees a ton of spawns what you're looking for
 
Lol- that's my favourite bit! I am a bit of a grimdark fan, though... ;)
Good point about the Alcubierre drive. I was going to say that you're pushing relativistic when not in supercruise, but they don't really give you a speed do they? Now I need to figure out how fast you're going on regular thrusters at max. Time to get my stopwatch. The AI chatter is pretty crappy and is probably the easiest thing Frontier could change to make the game more immersive.

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There is a cloud of shiny chaff bits between you and a hostile ship you're trading fire with.

If it came from the hostile, your gimbals or turrets aim like a drunk and your scans pause in progress. But his wingmates can scan and target right through it to hit you.

If it came from a friendly, you get to ignore it even though it's made of the exact same stuff launched by the exact same modules as your enemies use.

And although I've never seen an ECM jamming module in use, I'm pretty sure they'd have the same no-friendly-fire mechanic too.

That's a good one. I've always wondered how I'm able to shoot through my own chaff.
 
My main bug bear is not being able to play the game such that I can pause it, not even in solo mode where there are only npc's.

Perhaps they should have a 'solo no switch' mode which does allow you to pause the game but you cannot then switch to open.

As far as realism goes, I would say hyperspacing only allowed to the sun and no trading tools seems unrealistic.
Also no people in the towers on the stations, that is very unrealistic.

Not seeing people never bothered me. Actually I was pretty impressed when I flew in to my first station and there were trucks driving around in there.
 
That fact that there is not a beer vending machine on the right side of my HUD and a coffee machine on the left, that kills it for me.

Its 3301, obviously these would come as standard in any ship. I have had to move both these machines onto my office table just to make this game even remotely playable.

I also think its lame that the A2 wall map we received does not include all the stars (their names and maybe a little info on each one) in the Galaxy. That's just being lazy FD.
 
1. This is just a game with a P2P multiplayer and sever data base environment, time dialation would be another layer of complexity that is not feasible in a P2P game like elite. As well as the many database and physics calculations that go haywire.

1.a. the very concept of FTL travel is still inpossible to create in real life, thus a science fiction concent in a game doesn't have to abide by real life physical limitations. Such as gamma ray death going using warp drives ( theoretical )
Yeah, I realized my mistake on this after posting. It's not really any different than warp drives in Star Trek.
5. Not sure what you mean here? Are you talking about procedural densities in the galaxy map as displayed in elite dangerous? Be advised that these are all approximations outside of around 20 lightyears where our telescopes can't see any better. However if you have better understanding of white dwarf density, perhaps you can contact FD And give some advice for their procedural generation engine to do a better job?
I definitely can't give them advice on how to make their procedural generation better and I think having a whole galaxy to explore is wonderful. It just seems weird that if you look only at white dwarf star types in the galaxy map there are many near earth and then very few outside of the earth/inhabited bubble. I understand that it's because we know more about white dwarves nearby earth than elsewhere, but there should be no reason for them to drop off in density. Another way of putting it is that there isn't any reason for there to actually be more white dwarfs around earth than elsewhere in the same part of the galaxy. There's also the "roads" of 2MASS objects near some of the nebulae close to the bubble. Then again, I am neither an astronomer or astrophysicist or programmer so I could be totally off base.

6. Your proposal of realism would further nerf mining in asteroid belts and they can't be represented in any other way otherwise you will clutter the solar system UI with lots of asteroid bodies.

Another solution would be to display " asteroid belt orbit" and droppi g any where in this orbit would yeild a single large asteroid, however again, mining from this asteroid would only yeild 15 scoopable rocks max, which is nothing time spent/profit wise.
Haven't tried mining yet. I totally understand there's a tension between gameplay and realism and I actually think rings and belts are a lot of fun to play in/look at. Fighting in a CZ above the plane of a planet's rings is pretty breathtaking. I'm really just nitpicking little things that bug me.

7. Yes this is pretty cool but very annoying when trying to go back to a station, but i bet thats part of the rush to get back and repair your ship or you will self destruct after you ran out of oxygen.
This happened to me for the first time recently. I managed to dock with a platform that had outfitting with 10 seconds of oxygen to spare.

So far nothing in a realistic sense ruins the game for me because it is still a game, this game is more of a civilisation in the year 3300 simulation game rather than realistic space flight simulation game.
Fair enough.
 
To answer the OP, generally removing the Oculus rift kills it for me.. science stuff - The insane maneuvers you can pull in a massive ship like the clipper & many other ships, it would be instant death in reality

Do you mean because of the g-forces it would put on the pilot? This is why all the cockpits should be filled with water. An incompressible fluid would protect the pilot from forces from acceleration.
 
When I plot a course through several systems, and after a jump I have to do a 180 because somehow my next destination is exactly in the direction I just came from, and the system I just left is directly in front of me.
 
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That fact that there is not a beer vending machine on the right side of my HUD and a coffee machine on the left, that kills it for me.

Its 3301, obviously these would come as standard in any ship. I have had to move both these machines onto my office table just to make this game even remotely playable.

I also think its lame that the A2 wall map we received does not include all the stars (their names and maybe a little info on each one) in the Galaxy. That's just being lazy FD.

I assume that my pilot does all of his/her "business" (eating, drinking, sleeping) while I'm logged off. This game needs a better bodily function sim! I demand my ship have a realistic bathroom!
 
When you disable flight assist and apply full forward thrust. Your ship still hits a magical speed limit barrier. Should just keep accelerating until I either apply thrust in the other direction or turn flight assist back on.
 
Bill Clement - you got this partially correct...
1) A "thrust vector" is the ability of aircrafts (eg F22 or Harrier), missiles, etc to manipulate the direction of the thrust from its engines.
2) If your FSD were an alcubierre drive you would have no velocity at all. The 'warp bubble' contracts space in front of your ship & expands space behind it pushing & pulling space around your ship. Your ship doesn't move - space does (that's the bit you got right). In the game you can clearly see your ship accelerating/decelerating proving your not using a 'warp drive'. The FSD drive is not even theoretical - its make believe. Any object with mass would get heavier and heavier as it approched the speed of light (eg we see this in atoms travelling along a particle accelerator). Furthermore, you couldn't actually control, steer or stop your ship using a 'warp drive' as there'd be no means to send a signal to the bubble.
Sorry for being pedantic.
 
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I assume that my pilot does all of his/her "business" (eating, drinking, sleeping) while I'm logged off. This game needs a better bodily function sim! I demand my ship have a realistic bathroom!

Do you mean because of the g-forces it would put on the pilot? This is why all the cockpits should be filled with water. An incompressible fluid would protect the pilot from forces from acceleration.

I assume my super duper cool super suit takes care of all of that for me, including cleaning itself. I like to think the whole inside has these tiny soft bristles that wick away dead skin and moisture and can massage my back when I want.

The things that take me out of the game are the speed limit (gameplay necessity but it still kills me every time), the lack of any sort of workable autopilot (again, gameplay reasons but still....it should be there to at least drop you out of supercruise at your targeted destination) and the extremely finite weapon range(more valid gameplay reasons but still makes me sad that I can't see projectiles and lasers streak endlessly through space).

Oh, and police response! "You scratched my car! DIE!!!!!"
 
What takes me out of the game is the fact I have to get up at 7:15 in the morning. Fortunately, that means I get to come back home early too :)


7:15 in the morning? I used to DREAM of getting up that late... *cue Monty Python 'cardboard box int middle orood' etc sketch...*

On topic -

For me, its the artificially restricted speeds in normal flight. Ships should have different thrusts according to their drives etc, but I hate the speed-wall. Even in FA-off, really? I'm forced to stay down at 200-odd m/sec when I have MN of thrust at my supposed disposal?

CMDR's should have their speed unlocked - you would soon learn when and when not to apply that thrust! Speed-tanking would actually become 'a thing' in ED although kamikaze-sidey's might be an issue.

In comparison, 2001's I-War 2's flight model felt great - battles could be fought over 100's of kilometres (while not requiring 64-bit precision, ahem), missiles could be dodged or out-run and even heavy fire from capital ships could be dodged if you held enough speed and maneuvered effectively.
I-War 2 (Edge of Chaos) is definitely worth a look, if only at the Let's Play video's on Youtube. The graphics a re little dated, but they were very good for the time, and the FTL drive/autopilot is very well done.
FD could take a leaf out of I-War 2's well-done mission scripting too.
 
Bill Clement - you got this partially correct...
1) A "thrust vector" is the ability of aircrafts (eg F22 or Harrier), missiles, etc to manipulate the direction of the thrust from its engines.
2) If your FSD were an alcubierre drive you would have no velocity at all. The 'warp bubble' contracts space in front of your ship & expands space behind it pushing & pulling space around your ship. Your ship doesn't move - space does (that's the bit you got right). In the game you can clearly see your ship accelerating/decelerating proving your not using a 'warp drive'. The FSD drive is not even theoretical - its make believe. Any object with mass would get heavier and heavier as it approched the speed of light (eg we see this in atoms travelling along a particle accelerator). Furthermore, you couldn't actually control, steer or stop your ship using a 'warp drive' as there'd be no means to send a signal to the bubble.
Sorry for being pedantic.

I suppose for 2 the FSD is supposed to compress space (uniformly in a sphere around you and interfered with by massive objects like planets) and your thrusters propel you across the compressed space (if you've ever tried to AFMU your thrusters in supercruise you'll know it does more harm than good), your speed is of course, relative, you may still only be going 200m/s, but space is compressed so you get more bang for your buck, so to speak.
 
The graphical stuttering for me. I build a gaming PC and it is stuttering like my laptop. I would play the game more if it was smooth.
 
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