You can just accept the realities of networking in 2016 and not take it as a personal affront to science.
It's an affront to the
Elite marque.
And noooo, no, no no. I categorically do
not accept that the relative nature of motion, time and velocity are inherently inimcal to network logistics.
In time, other games will come to pass, proving this point. I'm no comms expert but i have a good grasp of physics and information theory and there's nothing terribly complicated about the fundamentals - FD have implemented velocity in an amateurish and ham-fisted way, as rate of change of absolute position WRT coordinate space, and
this is why they came up against latency vs relative velocity - because they pitted those limits against one another from the outset with poor design.
It's
Elite - it was always the premier space sim game. Without space flight it's utterly emascualted and eviscerated, i'm a paying customer and lifelong fan so no, i cannot just accept it. I spent 85 quid on a spaceflight game incapable of basic spaceflight, and now i'm left playing the same games i've been playing for 20 years (FE2 & FFE), still daydreaming about the long-awaited E4, and right now it seems further away than ever..
Sorry if that bugs you, but if only more fans had resisted these game-destroying compromises when they were first announced, maybe we'd've had to wait a little longer, but we'd also have less bloat and a more fulfilling core game, and fewer bored players two years in.
FE2 and FFE have rubbish GFX and sound compared to ED, and the latter is still hobbled with awful bugs and terrible design decisions despite the recent facelifts, but the reason they're still fun after 20 years of doing the same thing is that
nobody - no one with any interest in space or science, anyway, could ever grow bored with the awesome spectacle of realistic spaceflight.
You can bolt yer pew-pew biplane handling over the top, no problemo - the more accessible, the better - so long as we have the option to take the training wheels off and configure our own 'blue zones' or handling response envelopes, speed limits etc.
But an enforced, global speed limit in a modern remake of the game that defined the genre is just totally weak, lame, and robbing Peter to pay Paul - setting up exactly the kinds of malcontent airs we've seen grow with every kludgy attempt to bolt more 'game' onto the hulk by attempting to wallpaper over the absence of freedom of movement and all the other networking compromises that fall out as a consequence of that (RNG spawns, the interdiction minigame, escape vectors, mammoth 'supercruise' dot-tracking sessions w/o autopilot, having every single star, planet and station repeatedly smashed in your face on every jarring supercruise transition, yet while still being unable to simply choose which star in a multiple system is going to get rammed down my throat at relativistic speeds, etc. etc.
The truth is i'm not even playing ED. I update it occassionally, check out the 'Incursion' demo, realise there's still no game there, and go back to FFED3D. Which is horribly buggy, and keeps switching your engines off every time another ship approaches, and worse, when it does this over land, say, while attacking or photographing a base, it
also applies full downwards thrust. So one moment you're flying along stable and level, all in control, then suddenly your engines are off, except the top thruster which is throttled wide open, and before you can react you're dead.. (chears DB, fantastic, that.) But i
have to play it becuase if you love playing
Elite, that's currently your only option. Pioneer doesn't have laser combat, Amiga FE2 only runs at 288p - apparently DB has some 480p dev builds that could run sweet on WinUAE, but fat chace we'll ever see them).
Last night i actually stayed up to around 04:30 trying to come up with a decent SweetFX filter for Amiga FE2. It's crazy, you can add bloom, edit the hues, contrast, saturation, add an HDR effect, but there's not much you can do about the jagged blocky resolution.
Why would i be doing all this if i could persuade myself ED was playable or fun? I'd love to be able to tag along. No one wants to feel left out or short changed.. I'm not grumbling-but-getting-on-with-it.. It's a
speed limit. A speed limit,
in space. All space, everywhere. A 'space speed limit'. In
Elite.
In a
modern Elite. That we waited 20 years for the technology to catch up for. A space speed limit, built into the ships themselves. "faster" ships just set a higher self-imposed limit on their speed. Slower ships simply set a lower self-imposed limit on their own speed. And we
pay for that privilege, to boot.. because in a game with space speed limits, but separate self-imposed space speed limits for different craft, it is not 'speed' that is the premium, but 'absence of nerfing' that is the real currency. Pilots gain skill not by improving their ability to handle their ship's performance, but rather by learning how to compensate for its lack of performance.
The core game design is a work-around. The supposed gameplay offered instead is another workaround. Most of the threads of discontent are due to this workaround ethos for everything, in place of solid core game design.
Frontier reached their zenith with FE2. FFE added full thruster mapping but broke almost everything else, and ED has just followed it down that same path, so
i won't shut up about it, and neither should anyone who cares about the game, and what it could be, and should be..