Why Are Weapons And Sensors Badly Unrealistic?

The Devs are on record as stating that E: D is a game first and foremost - not a simulation - gameplay rules with respect to ship capabilities.

One example: combat at higher speeds was tried by Frontier at an early development stage and was judged to be worse from a gameplay perspective than lower speeds.

So the short answer to "Why Are Weapons And Sensors Badly Unrealistic?" is, again as many including myself have said, because of gameplay.
 
Because realistic long range sensors and weapons would effectively destroy dogfight, around which the game has been built.

Correct. Mach 1 at MSL at STP is about 330 m/sec. So, dogfighting at late WW 2 or Korean War levels is the most the general player base can handle. The "dangerous" set want combat (and everything else) at the limits of human reflexes (95%+ or above on the motor reflex and skills level, standard distribution curve). Roll a "1" on a D20...
 

Jex =TE=

Banned
So the short answer to "Why Are Weapons And Sensors Badly Unrealistic?" is, again as many including myself have said, because of gameplay.

And I already said that the reason that is, is because of the simplistic way they went about making the game. They started with a poor model and were forced to make unrealistic systems to cope with that bad model. Yes it's a "gameplay" thing but only because of the poor decisions made from the start. We could have had systems that work and combat could have been a lot more varied but they had to get the game out quick.
 

Robert Maynard

Volunteer Moderator
And I already said that the reason that is, is because of the simplistic way they went about making the game. They started with a poor model and were forced to make unrealistic systems to cope with that bad model. Yes it's a "gameplay" thing but only because of the poor decisions made from the start. We could have had systems that work and combat could have been a lot more varied but they had to get the game out quick.

In what context is the model "poor" in your opinion?
 
Note: On the deck, with my fixed intake, I could do about 900 KIAS, sustained, on burner. That's about 463 m/sec. Given the average human reaction time of about 200-250 milliseconds (50th percentile), and you can do the math on what is possible.

Hint: I had a friend who died due to G-LOC.
 
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So in the real world, sensors (like radar etc) have a nap of the earth range of 200km or more and missiles an even longer range with satellite telemetry.

Why then is the average scanner on Elite Dangerous ships given a 5km range and weapons a 3km range?

Modern combat aircraft can paint another aircraft from hundreds of kilometres away. Why then is a KWS only valid on average to 2.5km.

Modern combat aircraft can target multiple incoming aircraft and fire against all at once. Why then can we not select targets by order of priority and target weapons to take out multiple targets?

Just saying that from a modern combat perspective, weapons in the 34th century seem very under rated.

Some players have trouble dealing with game consequences, not sure how those could cope with realism too.

For combat realism there is a game called armed assault.....arma3
 
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Jex =TE=

Banned
Quote Originally Posted by Varrag View Post
Because realistic long range sensors and weapons would effectively destroy dogfight, around which the game has been built.

Correct. Mach 1 at MSL at STP is about 330 m/sec. So, dogfighting at late WW 2 or Korean War levels is the most the general player base can handle. The "dangerous" set want combat (and everything else) at the limits of human reflexes (95%+ or above on the motor reflex and skills level, standard distribution curve). Roll a "1" on a D20...

This is not true at all. Plenty of PVP fights in Falcon 4.0 have started with missiles shot first and then ended up in a dogfight except in Falcon, you need to know dog-fighting maneuvers and when to use them. Unfortunately, ED doesn't really have that because we have no atmosphere to fight in but missiles can be evaded. The real issue with most of these "advanced" (they're not, they just require you to practice and learn) ways of fighting isn't that you can't beat a weapon it's that people can't be bothered to learn how and scream for things to be nerfed (PlanetSide 2 is a prime example of this).

Making things faster wouldn't making things better for ED. Having more options open to us wouldn't be a bad thing though like a scale-able radar. The radar works when we're in supercruise at massive distances so why not allow us to scale it how we want to? Better grade sensors shouldn't give longer ranges only, they should provide better data, be more impervious to scrambling or other interference, less chance of losing a contact/target, etc.
 
I suppose if people want realism they can go play SC instead. :p

Oh, I forgot. Yeah, sorry. It's realistic provided you don't mind not have orbital mechanics... or in fact orbits. Or a flight model... or...

At least they can shoot a dot at the edge of scanner range!
 
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What futuristic spacecraft have radars and weapons with less range than modern aircraft do today? Oh and as for laser weapons, we already have them on boats apparently and by 2020 on planes.

http://arstechnica.co.uk/informatio...ll-carry-laser-cannons-cyber-weapons-by-2020/

Once planetary landings exist in an atmosphere, you think your cobra is going to out perform this?

https://www.youtube.com/watch?v=f27nSnMI8FE

It would literally fly circles around it not that it ever would need to since it's missiles can hit you from 30 miles out and it's radar can track you from over 100.

The barrier jump jet would be a better comparison to the cobra.
 
In what context is the model "poor" in your opinion?

I think people with opinions like Jex has miss a simple detail in their thinking. They think higher velocities would mean more action and more action equals more fun. What they miss is simple physics. Velocity is simply distance divided by time. Meaning the faster you go, the more far away you get from things.

This means the faster we make the ships, disregarding all the network syncing issues, we would have to make turn rates equally slower to keep people within their sights! Or we would have to make the ships themselves humongous so they would be harder to miss. If we kept quick turn rates and faster moving ships the same size, we would have to make the weapons effective on longer ranges, more automatic and sensors equally effective on much larger distances. This has the very well known result from modern fighter plane sims: "shooting rockets at targets marked on your HUD but not visible to your eyes". There is no actual dogfight in modern planes. We only have shooting missiles from kilometers away and it hitting or missing automatically.

I'm sure Jex would be the first one to complain about never seeing anyone up close while fighting.
 
Eeek! Actually something similar. I don't know what I was thinking, honestly. It's not a good mistake to make.





So it identifies it as a Viper, but can you make out it's loadout? I know the Cargo and KWS Scanner do work as described..

Yes a full scan includes that.
 

Robert Maynard

Volunteer Moderator
Having more options open to us wouldn't be a bad thing though like a scale-able radar. The radar works when we're in supercruise at massive distances so why not allow us to scale it how we want to?

Supercruise instances are different from normal space instances - they allow the sensors to "see" objects at truly vast distances (and other ships at large distances, related to the speed of the ship at the time).

There is an adjustable scale available on the sensor at the moment.

Better grade sensors shouldn't give longer ranges only, they should provide better data, be more impervious to scrambling or other interference, less chance of losing a contact/target, etc.

That would be good (apart from the longer range - see my earlier comment about instance volume)....
 
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Not really. They were aiming at the FDL next to it......

Which, given that the image of the FDL and the Lakon Type 9 would have been 8 years old when the Commander was taking aim, makes the fact that the shot hit anything at all even more impressive!
 
I understand the issue of gameplay, balance, etc, but the bit I find annoying is being able to see ships visually in the distance and yet they don't appear on my scanner until I'm closer; and no, I'm not talking about the laser bursts, I mean the actual ship, especially large ones, even in dark areas, where you can make out lights, or a silhouette. That's silly. Even on a D class scanner, it should be able to 'see' ships further than I can with a naked pixel, so to speak.
 
Did I mention The battle scenes from Wrath of Khan already on this thread? How many would have enjoyed that film had they used "Modern Battle Techniques" instead?
 
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Railguns then, FTW.

Have *any* idea how *many* objects NORAD has to track every day? How many launches are scrubbed, or debris dropping inconveniently?

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I experienced Harriers shooting down F-15E's in an exercise many years ago. The RAF were quite sneaky about it and in a 4 v 4 against USAF they "killed" three F-15's at no loss to themselves before retiring (low on gas). The surviving 15 survived because he went sub-orbital at speed.

Tactics will always beat technology especially when combined with overconfidence.

Oh, and to address the topic at hand: weapons and sensors work fine in the game.

VFF'ing. And, hanging low, beneath the Doppler threshold?
 
They do, but since you don't recognise it. Little point in further debate.



No drop due to gravity? I think you need to research your Newton a little, there are always forces acting on objects in space. Factor in solar wind anywhere near a star and the trajectory of your munition will be unpredictable after a relatively short period of time. I agree that it will likely be travelling around for quite some time, perhaps even millions of years, but nothing moves in a straight line in space in any frame of reference.



We understand Laser to be Light Amplification by stimulated emission of radition. Perhaps the word has been appropriated by a completely different technology by the year 3300? Clearly they are not lasers as we understand them, as we can see them in the absence of a medium.



Sensors in 'normal' newtonian/einsteinian space are passive, and rely on heat dynamics. Precisely how sensors work in FSD is not so clear. I would agree this needs further work.



Technology has changed dramatically over the time frame of the games. The original was set 175 years before the 'present'. Whilst ship hulls are recognisable in some cases, virtually nothing else has carried over. Huge and dominant organisations have collapsed (E.g. Galcop) to be replaced by newer organisations with different agenda and legislation. Each game is set in a very different era.

Cheers,

Drew.

Well, a couple of your mistakes already pointed out, so I'll touch on the one not touched.

Passive sensors in normal space? Really? Funny, I know on my ships, my sensors are NOT passive, they are sending out an active pulse constantly, I can hear it and I can see it on the sensor display, so maybe passive doesn't mean what you think it means. I've spent a lot of time out in the Black sitting in normal space listening to things, and one of the first things I learned to shut off are my sensors, damn thing is annoying as hell due to the active pulse it puts out constantly, sensors are not a passive system in the game.

Lasers are not what we think they are because we can see them? I know that was covered already, but REALLY? What video game have you played where you do NOT see your lasers? They are always made visible, it's a GAMEPLAY thing, as no one wants to NOT see their lasers firing. Even games using things like X-Ray lasers make them visible for pity's sake. Just like the sounds of the universe in our cockpit, something that's also common in video games, gameplay choice.

I get that you've written fiction for the Elite universe, but that doesn't excuse you from these mistakes in my eyes, matter of fact, it makes you MORE culpable for those mistakes. You say there are lore reasons and then give out not a single lore reason? What?

You claim there are lore reasons and give none, that's not going to work Drew, especially not for a published author of official Elite fiction, not excusable. And tossing bad science out on top of that?
 
This is not true at all. Plenty of PVP fights in Falcon 4.0 have started with missiles shot first and then ended up in a dogfight except in Falcon, you need to know dog-fighting maneuvers and when to use them.

I do. And, my bird was a FY 78 Block 0. That's right. The "C" model corrected most of our deficiencies. Unlike Falcon 4.0, I was pulling 6-8 G's while trying to maintain situational awareness when "PVP'ng".

Real-world experience seldom transfers well to games, and vice-versa.
 
Doylist:
Gameplay. (See above.)

Watsonian (possibilities):
Sensors: Massive advances in stealth technology and ECM have rendered most sensor technology in real space obsolete except short-range IRST. That's why you can't achieve a target identification or lock even though you can see the target with your Mk. I eyeball.

Weapons: See sensors, so you don't shoot stuff you can't identify. Also, kinetic ammo destroys itself at a maximum range to reduce possible collateral damage. (Think living in a Coriolis and suddenly your window gets torn apart by a few hundred multi-cannon shells fired three years ago.)
"That means Sir Issac Newton is the deadliest SOAB in space!" :)
 
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