In supercruise your ships sensors are able to detect ships that are billions of kilometres away.
But they can't detect a massive star that's right under your nose and frying your ship
In supercruise your ships sensors are able to detect ships that are billions of kilometres away.
Jex =TE=,
I think you're asking the wrong question. The question isn't why sensors in Elite: Dangerous so poor. The question is why stealth in Elite: Dangerous is so good. After all, every ship in the game comes equipped with its own signature suppression system, as a standard feature.
You don't like the gameplay reason in the first place, no one is going to be able to give you the answer you want due to that fact alone, it was answered already and you simply don't like the answer.
REAL space combat, you'll never lay eyes on your targets, combat will take place at thousands if not millions of kilometers distance. It will be either drone combat or computer controlled, no need for humans to be anywhere near that, the distances are too great for us to be able to deal with them effectively. THAT'S realism for you, makes for a pretty boring game too.
You want excellent descriptions of possible space combat, read the Honor Harrington novels by David Weber, they aren't just scifi by someone without a clue, it's hard science and real military tactics. Elite and Star Citizen are video games, meant to entertain us, so their combat is stupidly unrealistic because that's fun.
Speaking of enjoying SF writer/handwavium explanations to circumvent things. I like how the Gundam series made close quarters combat viable again:
https://en.wikipedia.org/wiki/Universal_Century_technology#The_Minovsky_particle
I wonder if there'd be a way to tie that concept into supercruise technology somehow? Make it so that the residual charge left around a ship that has entered or exited supercruise or hyperspace (since they use similar technology) causes interference at long ranges, and gets exponentially more difficult to counter, to the point that long range targeting beyond 7km is all but impossible.
I like my handwavium served hot![]()
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.)
Actually space is a really cold place and the sensors in ED work based on detecting head radiated by hot things. Stealth by cold running is as simple as covering the radiators of your ship with some kind of insulated reflector aka metal cover with some ceramic on the outside.
Small problem with that, we can target some things at over 7km out, it's a combat enhancing gameplay mechanic, pure and simple.
In Elite, that's why our sensors are so short ranged in normal space. While in Supercruise however, the distortion of spacetime around your ship cancels out your ECM for 'this makes no damn sense but sounds good!' reason, therefore we can detect ships at billions of kilometers while in SC.
You don't like the gameplay reason in the first place, no one is going to be able to give you the answer you want due to that fact alone, it was answered already and you simply don't like the answer.
REAL space combat, you'll never lay eyes on your targets, combat will take place at thousands if not millions of kilometers distance. It will be either drone combat or computer controlled, no need for humans to be anywhere near that, the distances are too great for us to be able to deal with them effectively. THAT'S realism for you, makes for a pretty boring game too.
You want excellent descriptions of possible space combat, read the Honor Harrington novels by David Weber, they aren't just scifi by someone without a clue, it's hard science and real military tactics. Elite and Star Citizen are video games, meant to entertain us, so their combat is stupidly unrealistic because that's fun.
True, but what exactly can you lock onto over 7km away? Stations, sure, but they're huge, so they pick up on radar at greater distances. Nav beacons? They don't have the supercruise interference going on, and probably put out a strong enough pulse to punch through it, since it registers right into Supercruise even though ships in normal space don't.
The idea of residual SC interference akin to Minovsky particles might still work.
Only you can't. You literally can only see other ships in SC while in SC. The most likely reason would be that it's that very distortion you're picking up, but not the ship.
Ah, but you see, we can seea lot more than just other ships in SC, we can see planets, stars, moons, asteroids and stations, and even pick up signals from objects in normal space, the XSS's. With the quantum state bit, that all fits, everything but the XSS's show up via quantum state mumbo jumbo, while the XSS's register but that's it, their quantum states aren't 'fixed' enough make out what they are, just enough to register on the QS sensor. Our standard sensors, which we use in normal space and include ECM, don't function in FSD, we use the QS sensors, et viola, it's all covered from why we get a sensor lock on ships in normal space at range and why we can see so far in SC.
Simple reasoning that's JUST realistic enough to get past most people's natural cynicism, and those who know something of the field..well..it IS quantum physics, there's a poor cat somewhere...or is there?
While I have no problem with the idea of QS sensors being used to map out a solar system and everything in it, and why ships not in SC don't pick up on it (your explanation for all that is fine, by the way) remember this started because of the fact that our normal space radars are hamstrung to 7km or so (depending).
Sure you could say we all use ECM standard, but then, we also ECMs in game for use against missiles. It also doesn't explain why we can't choose to turn the ECM off so that we can see more distant objects in a neutral non-hostile situation. The idea of SC causing some kind of residual interference that takes forever and a day to wear off similar to M-particles would provide some consistency.
Heck, with a bit of work, that residual SC field concept might even be used to explain why there is "drag" in space, even for stationary objects like cargo canisters (that spin away once hit, but eventually slow and stop). I had toyed with the idea that there is a kind of inertia caused by the SC/Hyperdrive field that makes objects coming out of SC/Hyperdrive try to reach a stationary position relative to whatever the nearest significant gravitation well is (star, planet, station, depending on where you are). That charge can even be passed on to objects it makes contact with (such as a bumped cargo canister). Eventually the charge can wear off, but it's too long to be of practical consideration in-game.
I love realism, but your is the point. With realism you should eat, sleep, quarrekl, have parents, son, become old etc etc....For good gameplay. People crying about realism should think about what they ask again. Then answer if its what you actually want.
*snip*
1. Elite spacecraft are not fighter planes. Yes, they can fight, but they are actually more akin to cars, or perhaps privately owned yachts. They are technologically 'dumbed down' to make them accessible to the common man or woman who wants to travel. We've had this discussion already in relation to the weird way they handle in space... eg. slowing down when you throttle back. They've been designed and built to act intuitively, hiding the tedious realism from the owner/user by layers of automation, simulation and flying 'aids'.
*snip*
You don't like the gameplay reason in the first place, no one is going to be able to give you the answer you want due to that fact alone, it was answered already and you simply don't like the answer.
REAL space combat, you'll never lay eyes on your targets, combat will take place at thousands if not millions of kilometers distance. It will be either drone combat or computer controlled, no need for humans to be anywhere near that, the distances are too great for us to be able to deal with them effectively. THAT'S realism for you, makes for a pretty boring game too.
You want excellent descriptions of possible space combat, read the Honor Harrington novels by David Weber, they aren't just scifi by someone without a clue, it's hard science and real military tactics. Elite and Star Citizen are video games, meant to entertain us, so their combat is stupidly unrealistic because that's fun.
I would expect that the Developers wanted a close-up combat system rather than a stand-off sniping contest.
Also, for long range combat to be possible, instances would need to be very large - therefore the maximum 32 players in an instance would be spread rather thinly on average.
Actually space is a really cold place and the sensors in ED work based on detecting head radiated by hot things. Stealth by cold running is as simple as covering the radiators of your ship with some kind of insulated reflector aka metal cover with some ceramic on the outside.
REAL space combat, you'll never lay eyes on your targets, combat will take place at thousands if not millions of kilometers distance. It will be either drone combat or computer controlled, no need for humans to be anywhere near that, the distances are too great for us to be able to deal with them effectively.
Not sure what you mean by this. Falcon 4.0 uses peer-2-peer and works across hundreds of miles though most engagements start at around 30-40 miles.