Gunner = Arcade Action Cam for the 12 yr olds?

He is right though. Your point is mostly moot.



I paid for this content and expect to be able to use it within the scope of the game and how it was marketed - i.e in first person. I feel the same about the SRV turret. Both need to be reworked and this third person nonsence put to bed. I'd even be happier with a screen in the cockpit used for the turret views in both inship turret role and srv than a slapped on "becuase its quick" third person camera.



I feel the same about yours. I have played games with multicrew ships with first person turrets and can't see any valid point in your arguments. Yes, a god cam turret is better than an enclosed first person one. But hell a god cam in any situation is better than a first person one... doesn't mean its the right camera for the job, particuarly in a a first person focused game.

Pro tip: no every feature of every patch will be tailored to your specific desires. If you want that you need to buy FD, not a copy of the game.
 
Tbh, you're argument here makes no sense.

It's about the relative motion of objects travelling at fast speeds, each with a full 6 axis of rotational motion and direction in which they can travel. Any human that can operate a fixed turret on one of these objects and reliably shoot a target on the other with more time-on-target than the standard solo-mode AI turret is cheating and using an aimbot.

Humans simply don't have the manual dexterity to track a fast moving target on a fast moving fixed platform that are both bobbing and weaving and rolling trying to evade each other's fire.

May I suggest you try something to prove this? Go and buy the last Battlefield game on PC, log-in and get in a tank and try to use the fixed FP turret to shoot down a fast moving aerial target. You will quickly see how difficult it is... not imagine that your tank isn't a stationary ground target, but another fast moving aerial target but instead of being in a planetary battleground with a fixed frame of reference (i.e. ground and sky) you're in a 3D space with no fixed FoR, therefore both you and your target are able to pass each other from every possible direction and angle imaginable. Now add in more complex flight mechanics like FA-off and lateral/vertical thrusters for circle strafing... now tell me how easily you think you'll be able to hit anything with that FP view?

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Limitation to the extent that they make something unworkable aren't good or even reasonable game design. Your point is moot.




Don't play BF, however what you are suggesting I can do in ARMA, DCS, IL-2 next.
Nothing complexed in ED sorry your references are a bit wrong here. You got no clue of what its about I can clearly see that.
 
He's got a point though. Fixed beams are very useable when according to your theory on relative speed it should be impossible.

Usable -as I have said before- does not equate to the intent of Multicrew. It has to provide a tangible boost to ship turret controlled performance. Being equal to fixed beam perfomance does not tick that box. It would give worse time on target and lower DPS, how does that fit the design ethic of a boost for multicrew?

His point does not contradict mine, which is why I keep raising it, looking at it as an isolated system and saying "you can shoot the enemy sometimes" is not the same as saying "it provides a tangible boost from ship computer controlled aiming".

This is why FD have rolled out the system they have. Why would you fly multicrew if it ended up with less performance because the computer can track targets better than a human with FP turret view - back to my point, it makes no sense.

If it makes ya'll happy I'll bow out though :)
 
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Jex =TE=

Banned
It would have been nice for Frontier to go the extra mile and put in some clues clearly marking this as some virtual/enhanced reality mode (relying on ship sensors to create a 3d respresentation of the world around the ship but as such entirely blind to anything the ship's sensors cannot pick up) or explicitely make it a camera drone thing, succeptible to being shot down or jammed ala MWO.
But that would be depth and we can't have that.

I think the issue here is that without the external camera and being sat inside a turret which is exactly where players should be, the whole experience would be amazingly boring. They probably tried it internally at first and it didn't work. Realising they're lack of planning once again and too late to go back, they had to go 3rd person and now firmly pushed the reality of the game into a more arcade game.

If FDev wish to push away al lthe people that want immersion which is pretty much most of the original backers I would guess, then be prepared to see Elite in the bargain bin in the next couple of years. Forum participate around here as massively dropped and since FD decided to try and cater to everyone, eventually they'll drive one half of the player base away and that half seems to be the one that likes immersion and reality in their games of arcade shootem ups with magic pips.
 
Pro tip: no every feature of every patch will be tailored to your specific desires. If you want that you need to buy FD, not a copy of the game.

To my desires? That is not what I am saying at all. I am saying the game was marketed as a first person title and any feature there after should meet that criteria. People purchased this game due to the no third person game play camera policy it once had.

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May I suggest you try something to prove this? Go and buy the last Battlefield game on PC, log-in and get in a tank and try to use the fixed FP turret to shoot down a fast moving aerial target. You will quickly see how difficult it is...

I've shot moving aircraft out of the sky with nothing more than a RPG. Many times.

If FDev wish to push away al lthe people that want immersion which is pretty much most of the original backers I would guess, then be prepared to see Elite in the bargain bin in the next couple of years. Forum participate around here as massively dropped and since FD decided to try and cater to everyone, eventually they'll drive one half of the player base away and that half seems to be the one that likes immersion and reality in their games of arcade shootem ups with magic pips.

I totally agree. Anyone in this group is going to think twice about blindly handing over cash for Season 3 pre-orders when the current content isn't inline with why they originally purchased this title. This isn't going to help fund further development.
 
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This is why FD have rolled out the system they have. Why would you fly multicrew if it ended up with less performance because the computer can track targets better than a human with FP turret view - back to my point, it makes no sense.

Because it's fun to fly with friends? Or maybe turrets under manual control could have received the fixed-weapon stats rather than the turreted ones? Just like fixed vs gimbal/turret/seekers, there's a small portion of slight dps increase, and a large portion of getting more enjoyment by doing it yourself rather than let the AI do it for you.

Imho, the "noticeable boost" is a very questionable design decision. But well, that's what we've got so...
 
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.

Funny you should mention mariokart as a negative example here.

Mariokart had lakitu carrying lap count cards & waving the chequered flag i.e. the UI elements floating mid-air, these were attached to a tangible avatar presence even back then.

Later on, mario64 arrived and introduced gamers to control of a third-person camera for pretty much the first time in video games.. That 3ps camera was manned by guess what - a lakitu. The game actually starts out with a shot of the lakitu which turns into the game's camera. If you later switch to fps view, you can still see the lakitu floating round.

So if you dislike the idea of disembodied invisible cameras, you should actually be looking to follow in mario's footsteps.
 
I wouldn't blame FD if they canned development of this game & moved onto generic FPS etc. They must feel like thier peeing into the wind right now.
 

Jex =TE=

Banned
Whilst running, jumping, bobbing and weaving perhaps?

And he did it in an arcade shooter so it wasn't an RPG because it fired nothing like a real life RPG. Replace RPG with "noobmode gun" and you're getting closer to what they actually give you in those shooters.
 
Two things:

1. I would say that this gunner mode is a perfect match for the already arcade non-newtonian flight model and very much arcade weapons. Good job FD.

2. Actually, the gunner mode is more realistic than the arcade flight model and many weapons!

Because the gunner mode requires just very good sensors and a very good situational simulation (basically doable even today). On the other hand, both the flight model and weapons require altered laws of physics and some incredibly bad and unrealistic weapon designs.
 
Or look at chess, the mother of all games. Imagine someone would seriously question the limitation of how the bishops are allowed to move. Nobody sane in its mind would seriously even consider that.
.

No...

Knights are way op though. They seriously need to be nerfed!!
 
But where you bunnyhopping while doing it?

Sorry - your point is? Your ship bunny hops? I'm not sure.

And he did it in an arcade shooter so it wasn't an RPG because it fired nothing like a real life RPG. Replace RPG with "noobmode gun" and you're getting closer to what they actually give you in those shooters.

Wow someone who can see what I have done and played when they were not even there - fantastic skill right there dude. Will you be getting your own Marvel movie?

Real life RPGs being compared to a games scifi weaponary? Really.... Sci-fi beam laser with a 0 second fire to hit could carve up a ship flying in its fire range.... mmmmm.
 
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As I've mentioned elsewhere I was a little disappointed that we weren't getting an X-Wing Alliance like turrets but the more I review it, the more it grows on me. I don't know if people were expecting something more like Pulsar or Artimus.

It reminds me of the gunnery station in I-War and I-War II but that wasn't 'arcadey'.

The fact that have kept the line of sight for the turrets will require good communication between pilot and gunnar in order to get the best firing solution on a target and if you factor in some kind of camera drone that the gunner uses, it's not that immersion breaking.
 
I see we're back to realism being the only/right way to achieve immersive gameplay again.

In my view the features look fun and immersive by virtue of being responsive, pulling back the curtain and getting more effective mileage out of the ship assets, and allowing for new coop experiences that were before not possible in the game. It punches way above its weight comparatively to numerous features added to the game thus far.

If you need an explanation to let go and just enjoy those things on their merits, there's a million trivial explanations for what really is a trivial and unexamined dogma. Camera drones! CGI composited together from ship/turret cameras! Sensor triangulation (ships, vapor trails, rocks, redshift from stars, etc)! Computer prediction and simulation! Any and all of the above!
 
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