Well put. Though I'm assuming that it is Elite: Dangerous that you are hopeful will achieve the ideal? Not Frontier.![]()
Yeah
Well put. Though I'm assuming that it is Elite: Dangerous that you are hopeful will achieve the ideal? Not Frontier.![]()
My impression was that the main issue was tracking player speeds and positions at ridiculously fast relative velocities. The "jousting in space" seemed like more of a secondary concern. Wasn't there something about an upper relative speed that the network code could handle?It's a shame when a game is dumbed down to suit a perception of what "most gamers" can handle. In Frontier the problem was more of a presentation one than an actual issue with the combat. There was no way for pilots to learn the abstract concept of fighting in a properly newtonian space.
I agree. If we want realism, we have real lifeI am so glad it's being done this way - Frontier was a great game, but I really hated the combat. Every time that damn attack klaxon went off, I'd roll my eyes, lock on to the target, blow it away, rinse and repeat. Boring. Now we're going to have some proper dogfights! Who cares if it isn't 'realistic'? Sometimes realism can be very boring.
My impression was that the main issue was tracking player speeds and positions at ridiculously fast relative velocities. The "jousting in space" seemed like more of a secondary concern. Wasn't there something about an upper relative speed that the network code could handle?
The relative speeds on network seems to be the issue that is conveniently ignored by those wanting the game a specific way.
In every region of interest you are in small bounds in velocity space. For example longer trips on planets and almost all interplanetary travel is not feasible within such bounds. Call it a region of interest, I call it a (very tiny) map. There is in principle nothing wrong from a programmers point of view with such an ansatz, if you would not always feel these bounds.
I read that already before somewhere. Drop out relative to the speed of what? Can someone elaborate what this means exactly?
If we have this when traveling in SC at constant speed relative to something, than this is what I meant a post before, it would not be immersive.
It's a shame when a game is dumbed down to suit a perception of what "most gamers" can handle. In Frontier the problem was more of a presentation one than an actual issue with the combat.
If you're going to limit linear velocity then it makes just as much sense to limit rotational velocity. The same rationale, whatever that is, can be applied.
I agree. If we want realism, we have real life![]()
So are you guys in the alpha, and are you happy with the flying mechanics?
but that phase has passed and now I just wanna get in, shoot some stuff, and do something more fun than worrying about acceleration, turn rates, blah blah.
In other words, I want to turn my brains off. Fly-by-wire FTW! Let the on-board computer handle those! Just lemme point my ship where I want and it should go there, magically (or technologically).
For you guys who like Newtonian flight, I believe it has been mentioned time and again that you can turn the Flight Assist off. Feel free to leave it off. For me I'll leave it on and play my arcade ED and fly it like an atmospheric craft![]()
It would be fun though, if the single player offline mode had possibility to ditch all MP/online restrictions. Newton all the way, no limits on velocity - you accelerate long enough at 20g, you get to 42c, no time dilation or causality paradoxes etc.![]()
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Do I smell cannon fodder?...![]()
So are you guys in the alpha, and are you happy with the flying mechanics?
What makes you think "newtonian" will win over "arcade"?
In any case, point is moot. I'm an SP-Offline player.
I'll guard your six any day commander!
(well, not every day. But often, if you need it)