I was expecting space flight operation to be more procedural

The irony of the replies in this thread when put into comparison with the "mah immershun" crowd in the ship transfer threads is astounding.
 
Rogue System looks great, thanks. I know that ED cannot be like that for a variety fo reasons but it could go some of the way. I personally really dislike the Space Air that slows you down after boosting etc.

Yeah, I always get annoyed about space drag slowing me down in E D.

Rogue System is fully Newtonian with full orbital mechanics.

EDIT: For example Delta-V is present, along with gravity wells.
 
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Hahah, yes I have also done this a time or two. :D

And while out in deep space exploring, I also did the systems shutdown when I completed a session. Sort of my own "docking" out in the black.

I do too... and i find it pretty fun... I check in with my appropriate callsign, use roger, over and out and 10 Code... :D. Once you get used to it, you really forget, that you arent talking to nothing and it is just awesome...
 
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OP, so can we assume you do not wish instant ship transfer to be put in the game?:)
Do you want 5 minute or a 100 minute flight turn-around too?
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ED is a 'fictional space simulator': a game that simulates a fictional universe based on previous Elite games and the lore built up around it.
 
Personally I don't see any downsides, it is in development. It already has funding to complete the Core Game which covers your concerns. The two Expansions will get made, with more sales the sooner they will be in play.
The next update will add elements for the component bay and EVA, both are elements that are needed to carry out repairs.

Fingers crossed. I'm happy with what it's like right now, so no criticism here, and if it does go further, all the better. It's just that single dev games can easily slow down or fall on the wayside due to burnout or personal issues, Limit Theory a case in point. I think people should make sure they know what they get into if they join the party.
 
also, Flight Assist off does help the flight model significantly. I REALLY feel the gravitational forces on planets with it turned off.
 
Ships Onboard Intelligence (SOI) has not been implemented in Rogue System yet. For now we must pilot with hands on.
It is worth doing and learning it the 'old school' way, if your SOI is damaged then you have a better survival chance knowing how to fly 'old school'.

Oh, I don't disagree. I've been playing through the tutorials of Rogue System myself. I'm just saying that using the terms 'realism' and 'simulation' for things that don't actually exist (and probably cannot exist) is somewhat problematic. Every argument round here seems so polarised recently - you can't like 'realism', without having to "accept TOTAL realism in all things or else shut the Henrietta up", or accept gameplay compromises without being a "filthy casual who just wants an I-Win™ button" these days. :)
 
I'd rather have a larger playerbase than have the game get even more sim-y. I think it's in a pretty good place on the simulation right now. Going any more granular is likely to turn off new people.

New player experience could still use some work, to be honest.
 
Am I the only one who shuts down every module before I log out and goes through a full start-up procedure every time I log back in?

Probably, although I think I may start now you've put the idea in my head.

Regarding the OP, Microsft Flight might be a good example of how things could be done as that had a default easy mode where you could basically ignore all the manual operations but there was the option to turn stuff on to make it harder if that's what you liked (apologies to any FSX purists who I've just enraged :D)
 
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You can always turn on pre flight checks if you want a little bit extra to do on take offs

His original post says he knows about that.

I must say, I agree with the OP's basic premise that it's all a bit gamey, but it has always been this way even in the original Elite. Unfortunately, to introduce more realistic detail in even something like a start-up or launch sequence requires player time and, it seems, there are many playing Elite (and commenting in these forums) whose "free time is valuable," so they would howl with derision if the ideas were implemented.

What I don't understand is, if players' free time is so valuable, why they are even playing Elite in the first place. :rolleyes:
 
The building blocks are already there — we need more stuff to do using the left and right panels.

I've been thinking this for a while too, but for a different reason...

Many people complain about a lack of things to do. And particularly about long supercruises to stations etc with nothing to do but keep the crosshairs in the centre. If we had more stuff to do to keep our ship flying, systems to check, procedures to complete, maybe even the odd system failure, then we'd have stuff to keep us occupied on those journeys.

That said, I have no real problem with the current system - I enjoy the game for what it is.
 
His original post says he knows about that.

I must say, I agree with the OP's basic premise that it's all a bit gamey, but it has always been this way even in the original Elite. Unfortunately, to introduce more realistic detail in even something like a start-up or launch sequence requires player time and, it seems, there are many playing Elite (and commenting in these forums) whose "free time is valuable," so they would howl with derision if the ideas were implemented.

What I don't understand is, if players' free time is so valuable, why they are even playing Elite in the first place. :rolleyes:

Dammit somehow missed that.

Id say im in one of those whose time is valuable but doesn't mean i dont love playing the game but wouldn't mind if stuff like this was added as long as its optional as it isnt everybody's cup of tea.
 
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I enjoy the flight mechanics as is. I'm not a simmer, and would shy away of flight becomes more like DCS.
On saying that, I don't have a problem with an on off switch for Arcade v. Sim.

How would that work with Elite Dangerous being a shared BGS and multiplayer.

War Thunder has a similar thing, but separate servers for each level of arcade/sim.

Ita really down to the direction FD are going in. Watching DBOBE get animated about certain aspects of gameplay, it's not the actual flight mechanics, but the galaxy and space itself. I would rather see more content in space that effects flight mechanics and gameplay as opposed to more complex flight systems.
 
I don't see why it couldn't work like flight assist. It is always going to be harder to use a realistic flight model so why not just have a button to turn it off and on at will. Everyone's a winner. Personally just loosing the aerodynamic braking would be enough for me.
 
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