First post here. Glad to see the forum is picking up after so many years of quiteness. Where is the Elite specific forum btw? Oh well, better answer this post as it cought my attention as something I have strong opinions about.
I had to choose old-school, because I feel the discussion is not about how you control how the craft changes attitude, but where the craft goes. It's like a discussion about newtonian physics (Elite II Frontier) vs arcade physics (X like games).
I strongly tend to prefer the strict newtonian flight model. However, I believe the "where the ship points" input should derive from classic FPS games. I would expect fly-by-wire in future spaceships instead of direct aileron and elevator control, which also doesn't make much sense in space due to lack of airflow over the control surfaces. With computerized control, it feels more natural to tell the computer which attitude you want (FPS; pitch, yaw) instead of telling it how to achieve it (Old-school; pitch, roll).
If the discussion is actually about attitude control (indepandantly of movement directions), I would say letter pilot decide; mode 1 has pitch and roll with "rudder thrusters", mode 2 has pitch and yaw with "aileron thrusters". As long as these control attitude only in a strict newtonian way, enemy behaviour should not be an issue.
Bigger ships have more inertia but also stronger engines, but should feel more or less heavier on the controls anyway. But no way even a light fighter can quickly change to the opposite direction of flight simply by changing his direction of view, if the initial speed was 10km/sec in forward direction.
I'll even be as blunt as going for retroburns for braking (aerobraking anyone?
), and fuel restrictions by shutting down engines after a certain speed had been accomplished.
I never played Elite, but Frontier was/is the best computer game ever comprehended. On minimal storage available, it had a full galaxy with named systems, political and economic setups. It was pretty realistic in terms of scientific value. The game is to "blame" for getting me seriously interrested in space in real life. I mean, a lot of systems are pretty correctly named compared to star databases found today. And those random ones, well they feel quite natural as well. Distances varies a little though but no biggie.
I have played Freelancer, X2, and X3 too. Although I really like their complexity in terms of trading, fabric building, and ship management, their completely unrealistic flying modes keeps putting me off. Add in overly colored systems with loads and loads of floating asteroids and "fog" (?), jumpgates in mostly four corners of the "systems", weird distances, unlandable planets, "exploration" done on the internet in a couple of days, and no suprices, makes these games a real disaster for me. Yet, I do play them... They are sort of entertaining but there is no wisdom to be gained, compared to all that stuff you can potensially learn from Frontier (like myself).
No, give me proper sense of exploration, with visuals added in as surprises instead of standards. Give me landable planets. Give me slingshotting. Give me fuel scooping when far away. Give me orbiting planets and moons. Give me scientific accuracy. Give me need to figure out stuff on the net (without going to a game site); naah, no way there could be something special going on in Cygnus X1
Give me gorgeous graphics, but only quite rarely as space is a very dark dark place. Give me a realistic flight model and control system. Give it all in Elite 4 
Oh and keep the classical tunes as well (mp3's though) -- they simply rock!
Yep, post became a little longer than anticipated... Oh well.
I had to choose old-school, because I feel the discussion is not about how you control how the craft changes attitude, but where the craft goes. It's like a discussion about newtonian physics (Elite II Frontier) vs arcade physics (X like games).
I strongly tend to prefer the strict newtonian flight model. However, I believe the "where the ship points" input should derive from classic FPS games. I would expect fly-by-wire in future spaceships instead of direct aileron and elevator control, which also doesn't make much sense in space due to lack of airflow over the control surfaces. With computerized control, it feels more natural to tell the computer which attitude you want (FPS; pitch, yaw) instead of telling it how to achieve it (Old-school; pitch, roll).
If the discussion is actually about attitude control (indepandantly of movement directions), I would say letter pilot decide; mode 1 has pitch and roll with "rudder thrusters", mode 2 has pitch and yaw with "aileron thrusters". As long as these control attitude only in a strict newtonian way, enemy behaviour should not be an issue.
Bigger ships have more inertia but also stronger engines, but should feel more or less heavier on the controls anyway. But no way even a light fighter can quickly change to the opposite direction of flight simply by changing his direction of view, if the initial speed was 10km/sec in forward direction.
I'll even be as blunt as going for retroburns for braking (aerobraking anyone?
I never played Elite, but Frontier was/is the best computer game ever comprehended. On minimal storage available, it had a full galaxy with named systems, political and economic setups. It was pretty realistic in terms of scientific value. The game is to "blame" for getting me seriously interrested in space in real life. I mean, a lot of systems are pretty correctly named compared to star databases found today. And those random ones, well they feel quite natural as well. Distances varies a little though but no biggie.
I have played Freelancer, X2, and X3 too. Although I really like their complexity in terms of trading, fabric building, and ship management, their completely unrealistic flying modes keeps putting me off. Add in overly colored systems with loads and loads of floating asteroids and "fog" (?), jumpgates in mostly four corners of the "systems", weird distances, unlandable planets, "exploration" done on the internet in a couple of days, and no suprices, makes these games a real disaster for me. Yet, I do play them... They are sort of entertaining but there is no wisdom to be gained, compared to all that stuff you can potensially learn from Frontier (like myself).
No, give me proper sense of exploration, with visuals added in as surprises instead of standards. Give me landable planets. Give me slingshotting. Give me fuel scooping when far away. Give me orbiting planets and moons. Give me scientific accuracy. Give me need to figure out stuff on the net (without going to a game site); naah, no way there could be something special going on in Cygnus X1
Oh and keep the classical tunes as well (mp3's though) -- they simply rock!
Yep, post became a little longer than anticipated... Oh well.