Gunner = Arcade Action Cam for the 12 yr olds?

GUNNER-VIEW Gameplay preview here: -

Wiggle, wiggle, wiggle...lock on, can't fire, "there they are Capitan - those bad guys" - "derrr I know, I have a radar (sarcasm mode)", wiggle, wiggle, wiggle, pew-pew bang, "I was gonna kill them Capitan" - "derr well ya shouldn't have told me they were there huh!", wiggle, wiggle, wiggle...LOST CONNECTION
 
GUNNER-VIEW Gameplay preview here: -

Wiggle, wiggle, wiggle...lock on, can't fire, "there they are Capitan - those bad guys" - "derrr I know, I have a radar (sarcasm mode)", wiggle, wiggle, wiggle, pew-pew bang, "I was gonna kill them Capitan" - "derr well ya shouldn't have told me they were there huh!", wiggle, wiggle, wiggle...LOST CONNECTION

captain jumps to next system, you arrive in another instance of the ship

e: 2 seconds later, "ALL THAT TASTY CARGO"
 
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For the same reason people climb mountains, skydive, or put glass windows on spacecraft.

You have to see it for yourself. As battle goes, more practical concerns come to the fore―like a more effective way to control turreted weapons by human touch.

I think you underlined my issue with long distance telepresence very well ;) Clearly we agree on the larger concept, and only differ in the minor details.

I am in my ship, I would like to accept the premise that my crewmates are too, while glossing over the hard fact that we are all just playing a game. The turret view isn't first person, nor is it a view through a remote camera (as the SRV turret is), it's something else, different from what's gone before. The vanity camera is there because of out of game reasons. For me the turret view serves as a jarring reminder that it's all just a game.
 
I wasn't keeping up with this new development, but just watched Obsidian's vid.

Exterior camera gunning. Wow.

Just. Wow.

I didn't think Frontier could stretch the bounds of reality more than Telepresence... congrats, mission accomplished.

Shark: Officially Jumped.

What shark is jumped? This is a fictional universe with faster than light travel, top speeds in space, air resistance apparently, and instant FTL communication. The only real question that even sorta maters (beyond the most important, does it add to the game and make it more enjoyable), is if its consistent with its own universe's established lore, and yes, everything about the telepresence and gunner cam are 100% consistent with elite lore going back to '84.
 
What shark is jumped?

The shark that went from anything remotely related to a sim, to a game that being aimed toward the console crowd.

is if its consistent with its own universe's established lore, and yes, everything about the telepresence and gunner cam are 100% consistent with elite lore going back to '84.

That is utter, complete, factual nonsense. I owned Elite 84. There was no telepresence. Or anything remotely resembling it.
 
The shark that went from anything remotely related to a sim, to a game that being aimed toward the console crowd.



That is utter, complete, factual nonsense. I owned Elite 84. There was no telepresence. Or anything remotely resembling it.

I'll quote someone elses nice post about this so I don't have to type it all.

Actually, they tend to make really cool and fun lore consistent things, but then people who want to retcon the game lore out of existence so they can play a WW2 flight simulator come along and whine about how they don't like something and then they complain until the Devs have to redesign things and delay releases by months.



The 3PV camera is the most lore consistent solution, given that the technology exists in universe for spaceships to perfectly track objects in space around them (and simulate noises they make), and that a staple of the setting is that realer-than-life virtual reality is a thing. The 3PV camera is literally just a marriage of two already existing technologies, the simulated reality expert system (Arena, Navigational Computer), and the tracking sensors (sound simulation), which, combined, project a perfectly realistic third person view for your gunner to use.

It's entirely lore consistent, and it's also very fun and cool. The demo showed that it has obviously been given a lot of attention and is very consistent with the lore, they've clearly been working on this for a long time. If there are delays, it will be because a lot of people who for whatever reason do not like or understand the Elite series of games want to retcon it into some kind of spaceships-are-submarines-and-it's-1937 style game.

It's okay that you don't understand the Elite canon, because there's a lot of it and a lot of it has been explained through multiple generations of games as easter eggs or in descriptions and so on, but all of the technologies people are complaining about in this update are 100% consistent with the lore of these games.


Or to quote the original elite 1984 manual:
"Flight controls are elegant and simple, and the bridge is equipped with both HoloDirect and ThruSpace Grav Distort communications systems"
 
My first real disappointment about Elite Dangerous. I'm not happy to say that, but my first reaction was : "is it a joke ?".

I was dreaming with the concept art too.. And now it's like the gunner role is nothing for the moment. I really did not expect I would not play this role before the devs stream.

I'm sorry for the devs, I know they are working hard on Elite Dangerous, but where is the immersion ? Pilot role is so good, I can't believe what I saw. I must try I know, but I expected to be in cockpit, with holograms, with something creative (a kind of good mini-game). I expected something that would make me want to play. The actual gunner role reminds me Mario Galaxy, playing as the second player (only to be with a friend).

I'm very happy to see a foundation implemented for multi-crew, but now, I'm waiting for something interesting to play with (sophisticated as the pilot role).

It's frustrating cause I love Elite Dangerous, but only space should be empty.
 
Even using the modern wireframe versions of the Ship would be a far better design - the ones on our game loading screens and situated in our seats. Using full-screen views outside of the cockpit - hahhahahahahahaahahahaha OMG!
 
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Even using the modern wireframe versions of the Ship would be a far better design - the ones on our game loading screens and situated in our seats.

This only makes sense if you also see your friends cockpit as a yellow wireframe when sitting in their co-pilots chair. Remember, you're not actually on their ship, its a virtual reconstruction you're experiencing, the same as the gunner cam.
 
Not really.

We rarely get to see the outside of our ships as it is, and you want to wireframe it.

Just look at the ones either side of the Radar dudes and tell me again.
You got a feature called Camera-View coming out - why the so obvious lack of dev in this gunner is beyond belief!
 
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Just look at the ones either side of the Radar dudes and tell me again.
You got a feature called Camera-View coming out - why the so obvious lack of dev in this gunner is beyond belief!

I don't understand what point you are trying to make.

Because a sort of wireframe is used on the minipanels the turret view must therefore be wireframe?
 
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Do think 'seeing the outside of the ship' will get old pretty quick, when you're mind is on combat.
'vomit cam' ? here's '; the gif' .. https://gfycat.com/FantasticHugeBrontosaurus

2.3 is brilliant imo in pretty much all areas but the camera wants pushing forward in the gunner view, so it's a gunner's view. Some tactical (ship status) indicators, (powerplant module health percents etc) and we're in business. Here's that concept; http://inara.cz/data/gallery/25/25134x4350.jpg
 
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