Gunner = Arcade Action Cam for the 12 yr olds?

Ok, got your attention. :) (Apologies to all the 12yr olds out there)

There are several parts I do like about multicrew, but I think I should adress
what bothers me about it at the first glance:

Its clear that FD takes the route here to an Arcade sort of gameplay which breaks
a lot rules of the ed universe, and one of them is that cam view.
I am not against the 360 view, what bothers me is that its not immersive in
the sense of being physically possible in any way. If FD would have
made it more schematic, so that the ship itself is a rendered wireframe and the spacebackground is replaced with something else, I would be able to believe
I have some sort of tactical view which is rendered by the ships computer.
But having like a "real" 360 degree cam which is not even existant (or can you shoot it down?) is by all means totally destroying any immersion (for me)
Sure, many of you will like it, but I had hoped FD would somehow maintain
some consistent ingame rules with their features.




Update:
In the thread I gave an example why for some players the fun can be spoiled be unlogical gameplay features:

In a movie, you expect when a person leaves the screen on the right side that it would appear after the cut on the left side. That`s a learned logic of how films work in general. If that doesn´t happen you might not really be able to put a finger on it, but it nudges on the back of your brain, and you might feel slightly irritated. Of course, editors use that in certain cases to make a movie more dramatic.

I think the same thing is happening in ED when certain rules are being ignored or put aside in favor of "fun-gameplay". Some (a lot?) players, get that uneasy feeling when the logic of the gameworld is compromised with certain (mostly new) additions which breaks ingame rules and therefore their fun is spoiled to some extent (some other compromises to gameplay have been accepted and are learned like instatransfer after death, etc.)

The solution would be for FD to find a compromise, where you still can have fun, but it won´t give you that nudge in the back of your brain.
In regard to the gunner view, it wouldnt hurt the fun, when you have a more holographic (however this is implemented - there were some nice ideas already mentioned in the thread) style of view, where you actually see a difference to the "normal/real" view of the universe. That would IMHO restore the immersion (still not solving the cmdr hologram transfers across the galaxy, but thats another story).
 
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Frontier, at least reuse the limpet asset as a visible external camera that matches the gunner's movement. Do I really have to use that dirty word again.. immersion.

Please don't make Elite into mario cart.
 
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Ok, got your attention. :)
There are several parts I do like about multicrew, but I think I should adress
what bothers me about it at the first glance:

Its clear that FD takes the route here to an Arcade sort of gameplay which breaks
a lot rules of the ed universe, and one of them is that cam view.
I am not against the 360 view, what bothers me is that its not immersive in
the sense of being physically possible in any way. If FD would have
made it more schematic, so that the ship itself is a rendered wireframe and the spacebackground is replaced with something else, I would be able to believe
I have some sort of tactical view which is rendered by the ships computer.
But having like a "real" 360 degree cam which is not even existant (or can you shoot it down?) is by all means totally destroying any immersion (for me)
Sure, many of you will like it, but I had hoped FD would somehow maintain
some consistent ingame rules with their features.

Millenia in the future and you want wireframe and cheap cgi bluescreen? :( Really?
 
Millenia in the future and you want wireframe and cheap cgi bluescreen? :( Really?

Well.. however, the "tactical" gunner view IMHO should look different from the actual "real" view (because in the ed universe a cam view without an actual physical cam cant exist - FD is using here the concept of an"external cam" which doesnt belong to the game universe per se blending together with game mechanics ). The biggest difference would be full cg to wireframe. If you know another solution to distuingish "real" from "a generated tactical view" then Im glad to hear it. :)
 
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Gosh you guys are tiresome. This feature will single handly make me convince some more people to play elite. I mean this game has some of the best ship models in any game to date and now someone can finally appreciate them in full glory while playing it. Also it looks like a lot of fun.
 
Well.. however, the "tactical" gunner view should look different from the actual "real" view. The biggest difference would be full cg to wireframe. If you know another solution to distuingish "real" from "a generated tactical view" then Im glad to hear it. :)

how about a hologram? those are canon
 
Im OK with it I can definitely imagine a composite view put together by external cameras/sensors that can be manipulated in side the ship/visor. Its the holo me, being inconsistent with other game elements, instant transfer nonsense that bothers me.
 
Ok, got your attention. :)
There are several parts I do like about multicrew, but I think I should adress
what bothers me about it at the first glance:

Its clear that FD takes the route here to an Arcade sort of gameplay which breaks
a lot rules of the ed universe, and one of them is that cam view.
I am not against the 360 view, what bothers me is that its not immersive in
the sense of being physically possible in any way. If FD would have
made it more schematic, so that the ship itself is a rendered wireframe and the spacebackground is replaced with something else, I would be able to believe
I have some sort of tactical view which is rendered by the ships computer.
But having like a "real" 360 degree cam which is not even existant (or can you shoot it down?) is by all means totally destroying any immersion (for me)
Sure, many of you will like it, but I had hoped FD would somehow maintain
some consistent ingame rules with their features.

Honestly I'm not sure why there's such a hub-bub about turret view - even the immersion crowd should realize that turreted views are always trying to be improved upon for better tactical use. Iron sights with MKI eyeballs, to telescopic views to camera views to POV missile angles, etc... this seems like a logical extension of making turrets useful.

I just don't see it as an "acutal" view (ie there's no camera floating around out there providing the perspective) but rather a virtual view based on sensor data, not unlike fighters and SRV turrets, only in this case it's providing 360 degree information, and backing the virtual camera enough to include the ship in sight for tactical awareness.
 
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