The only truly passive sensor in this game is the Mk1 eyeball...
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.
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.
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.
That would be good (apart from the longer range - see my earlier comment about instance volume)....
You want realism, go and drive your car or learn to fly a real plane. You don't deserve to play this game.
In what context is the model "poor" in your opinion?
That kicks me out.
Indeed, let the Thargoids go full Terry Nation on the player base.Brits *hate* happy endings.
Note: The title theme for "Downton Abbey" is called "Is This How It Ends?"![]()
Missed this, sorry.
I think they rushed the game for the 30th anniversary but the combat is lacking something. We all know there are weapons in the game that are entirely useless. Targeting is simple but we already talked about that. You're basically fighting in an empty yard, almost like COD on an empty map if you can imagine that except you have a shield. Fights are basically turning as fast as you can, add a little thrust (or just continually thrust, it makes no difference seemingly), maybe boost here and there and toggle flight assist, maybe. Oh course, the main thing to do is always use those SCB's before your shields go down.
I'm wondering if there are any options for stealth in the game and going back to scanners, this could make an interesting game on itself but then scanners would have to be reworked and also ship travel times. The game feels to quick for me. In the space of 2 minutes I can leave a space station, jump across 2 systems and land at another space station - that just seems to quick to me and maybe if it was a lot slower we'd have a lot more options when it came to combat as well as smuggling.
I get what you mean about making things slower (and I wouldn't be against it), but I can hear the screams now from the forums from players who think what we've got *already* isn't fast enough.
Again, I am mostly witholding a lot of opinions on ships and gameplay mechanics until Horizons hits because I have it in my head that battles on planetary bodies in space-craft are going to be way more interesting then out in space. You're mostly right in the sense that, battles at the moment are pretty empty. They're fun, pretty, and well presented but the presence of a chunk of empty space with nothing in it doesn't add much.
Fights in asteroid belts are more interesting thanks to the asteroids chunks themselves and a competent pilot can use this to his or her advantage. The mere presence of obstacles changes everything (hence many find CQC a great platform for PvP).
The more environments we get, the less stale combat will become.
Add in the future of multi-crew (other players perhaps controlling turrets) and a wing suddenly becomes well defended.
Now to do something with all that empty space....![]()
A CG against a Thargoid invasion would be fun.
That already has been explained.The gameplay argument feels like a very lazy answer. Being able to identify and shoot someone from more than 3km away wouldn't destroy gameplay at all, as it would get exponentially harder to hit your target at a greater distance. Furthermore, it would add a whole new layer of combat tactics to the game in addition to what we already have.
If you're to use the gameplay argument, at least explain why you think it would affect gameplay in a bad way. Because I don't think it would.
That already has been explained.
No it hasn't.
No it hasn't.
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.