Ship Handling - The death of the game

Challenging and deep games are fun. Not everything needs to be fast food and instant gratification.

i think everyone is blinded by his comments about the controls and MISSED the real point he was making.. ITS NOT FUN if you are fighting the GAME

it saddens me to point out to people that this is a video game, and video games are meant to be FUN to PLAY

this isnt REAL LIFE or a SIMULATION :rolleyes:
 
Sure it's a steep learning curve to take down an escorted Anaconda in a Sidewinder. It should be! That's not something most newcomers at release are likely to attempt with any expectation of success.

I'm pretty sure most newcomers to any game expect to be able to down a small freighter in a dedicated dogfighter. Just like in a MiG-3 I'd expect to take out a Ju-52 every single time short of a lucky strike by a turret gunner.

That's another item to go on the wish list - the game needs a ship database (ala the Tech Room from Tie-Fighter).
 

Mu77ley

Volunteer Moderator
I'm pretty sure most newcomers to any game expect to be able to down a small freighter in a dedicated dogfighter.

Firstly, the Anaconda is not a small freighter. Secondly, the Sidewinder is primarily a scout ship, not a dedicated dogfighter (the Eagle fulfils that role so far).

1402097138381.jpg
 
I'm pretty sure most newcomers to any game expect to be able to down a small freighter in a dedicated dogfighter. Just like in a MiG-3 I'd expect to take out a Ju-52 every single time short of a lucky strike by a turret gunner.

That's another item to go on the wish list - the game needs a ship database (ala the Tech Room from Tie-Fighter).

An Anaconda is not a small freighter and neither is sidewinder a dogfighter :)
re ship database ,have you read the DDA to see if there will be one ?
 
No doubt I will see hate in response to this post. I am an Beta backer so recently got access to the combat scenarios in the game.

[snip]

Finally, on a less important, but nonetheless relevant design note : who chose the (awful) HUD colours? Deus Ex Human Revolution was justly criticised for it's yellow hud, and indeed, yellow tinge to all of the graphics. The awful colour scheme was widely criticised as a "Pish Filter" - please don't follow suit with this in ED. At least give us some options to change it!

I imagine Davod Braben's interest in astronomy informed the choice. Go to an astronomical park sometime- but put a red filter over your flashlight first. :smilie:

But colors may be adjustable at release, make it a feature request.

If I recall, not only do the colors help keep other objects more visible in a dark environment they cause less eye-strain. The best light choice is white and I think blue-green lets your eyes recover faster to normal light. But the center of the eye that provides the best focus and detail for lower light viewing is packed almost exclusively with red sensitive cones, so it is best for low-light viewing and contrast with the background of stars.

But someone correct me if I am wrong.
 
I'm pretty sure most newcomers to any game expect to be able to down a small freighter in a dedicated dogfighter. Just like in a MiG-3 I'd expect to take out a Ju-52 every single time short of a lucky strike by a turret gunner.

That's another item to go on the wish list - the game needs a ship database (ala the Tech Room from Tie-Fighter).

Small? Freighter? :eek:
 
Regarding HUD colors

The color need to be easy to read without drawing your eyes to the display, in combat and stressed situations you will need to see clearly without your view is being deviated from your main focus. One example could be a big blue orbe shining right in the middle of your view, this is really an awful idea. Not saying that anyone would be crazy enough to do that.
 

Viajero

Volunteer Moderator
Make no mistake, I acknowledge that lots of you like the game as is. I'm not asking for the engine to be gutted, but minor changes would go a long way to improving it. I'm not asking for a 90 DPS turn rate in yaw - I'm asking for a bit more to make pitch/roll/aim/fire more sensible. An extra 2-5DPS would be plenty enough. It could be as simple as the sidewinder really isn't the ship for me!

Man, if you had had 1 more yaw DPS for every tine you wrote "Make no mistake" in this thread then the thread would have been over a long time ago! :D

Seriously now. Those kind of decent and modest compromises can always be discussed. But as you probably have realized by now, given the Elite series trajectory and the history of how ED came to be during kickstarter, it is highly unlikely FD may decide to revisit the fundamentals of the flight model, especially the nerfed Yaw concept and rotation rates in general.

I still maintain that almost every dogfight in the game that I've seen so far, degenerates into two ships pitching up continuously, following each other round in demented orbits in order to get a shot off. Breaking off from "the chase" is often a fatal mistake that lets an opponent in on your six.

I am not sure having a faster Yaw will help you here for a better and more fun dogfight experience honestly.

Having yaw DPS similar to pitch DPS would simply mean that, using your same words, "dogfights degenerate into two ships either pitching or yawings continuously, following each other round in demented orbits in order to get a shot off"

Having faster yaw rates would not help you at all in avoiding those situations. You ll simply have the choice between pitching or yawing in order to perform those most fun "demented orbits". You need in principle just a two dimension move in order to aim at any point of space around you. Weather you do it via roll + pitch or via yaw + pitch (or a combination) is pretty much irrelevant from the point of view of this potential "demented orbits".

The real value of a good space sim is not really in offering you an additional, but technically redundant, way (yaw) to get to aim to the same point of space, no. The real value of a good space sim is in allowing for balanced alternative dogfighting options other than "demented orbits", in the first place.

And that is where ED excels at, as those alternatives are built in by way of several aspects, among many others:

- True 6DoF, including namely strafes, that allow you to seek other positioning vectors wrt your opponent as real alternatives to "demented orbits".

- Flight Assist Off, which allows you the option to stop "demented orbits" by turning while maintaining your momentum if you so wish. This can allow slow turning ships to open a gap with faster turning ships with which to be able to bring weapons to bear. A round of death will get those slower turning ships destroyed. Flight assist off gives them an alternative choice to that scenario. "Make no mistake" though :p , FAOFF requires skill (ref Isinona).

- Ship differentiation: Different ships will turn at different rates, will have different firepower and different hull/shield characteristics. All of which add to the depth and complexity of the above alternatives to the "demented orbits". Dogfights usually never start already in a "demented orbit". They star typically from afar, you may or may not see your opponent coming, but it is that level of early awareness that, combined with your ship differentiation, can make the difference between ending up in "demented orbits" or not.

- Slower turning rates overall and long (ish) time to kill, enabling the rock-paper-scissor philosophy in ship build/weaponry, energy management and damage states take full effect, and enabling for example actual escape/exit as a potentially viable estrategy aswell.

- Silent running gameplay

etc


But I have to question the Spitfires in space logic. Since when did a Spitfire operate effectively only in two axes? Any pilot worth his salt would exploit gravity, spins, and any other advantage you can get. In three dimensions. In ED, with no appreciable external forces on the ship, fights become very 2-dimensional, not helped by the 2-axis control scheme. That seems like an expensive price to pay just to get the "cinema look" of spitfires in space.

This kind of comment stems most likely from a lack of experience with ED... ED is probably one of the least 2 dimensional space sims out there. Seems to me you really need to get some more use and experience out of strafing and of Flight Assist Off.

In space 3 equal rotational speeds would probably make a lot of sense, and would be probably agreed as very realistic. Nerfing Yaw, g's discussion notwithsatnding, is widely accepted as a gameplay requirement in ED to make the game as fun as it is. It can be rationalized via the g's discussion and suggesting lateral thrusters may not be as big or pwerfull, but the fact is it is a gameplay compromise. Much like the fact we have capped top speeds etc.

As mentioned in multiple posts above FD has extensive experience with both models, and have settled for a nerfed yaw and relatively slower rotation rates and acceleration rates overall compared to other current space sims, because they believe this model offers the most complex and rich opportunities for dogfight.

I mention specifically the turn rates because you seem to have mentioned that the Star Citizen model seems to cater better for your views (I am also a backer of both games), and turning rates is one of the aspects that differentiate the most both games dogfight models, among others.

One of the main reasons why FD settled for a nerfed yaw and slower acceleration and turn rates in general is that fast rotational rates of, say, under 2-3 seconds for a 180 in any axis (as in SC) allow for those ships to aim at any single point of space in that same short time. A dogfight system that allows for such quick turnaround to face anyone around you under 2 or 3 seconds, in any axis, is simply anihilating the maneuevering and piloting aspect of the game in favour of aiming and gunning skills.

Also, in a flight system where you can turn in any axis equally fast, and also accelerate/decelerate equally fast, maneuvering mistakes will never be punished harshly as you can just simply correct in under 2 or 3 seconds.

Not so in ED. In ED you really need to sweat your positioning vis a vis your opponent, and if you overshoot or get too short, you will be punished for it (assuming your opponent is of decent skill too!).
 
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I completely disagree with the thread starter.

I've just got into flight sims (DCS, because of ED ;)) and I really like to fly ships in ED and planes in DCS. Elite feels very well done, while I didn't like I-War that much when I played it recently. But I can't understand how somebody who claims to play flight sims for years can struggle with ED.
 

Yaffle

Volunteer Moderator
But the center of the eye that provides the best focus and detail for lower light viewing is packed almost exclusively with red sensitive cones, so it is best for low-light viewing and contrast with the background of stars.

But someone correct me if I am wrong.

The centre of your eye's sensitive bits is the retina behind the pupil (the fovea). That is bursting with cone cells, and the layout and proportion of red, blue, green cells varies from individual to individual. You can do a rough test on yourself by looking (one eye) at a dot and pull a red pen away from the dot. At some point you'll lose the colour. Repeat in different directions. Now do it with a blue then green pen. You'll have a map of the back of your eye. Try not to freak when you go through the blind spot, the pen will vanish.

Cones need more (this next word is wrong, but makes it easy to see the point) photons to fire than the binary "rods". So they tend to fail in low light. Rods are better in low light, and are across the retina but prevail in the periphery.

So, you see colour and fine detail very well where the lens causes light to focus on the colour cells.

At night those cells are less use, but your rods work. As they are more prevalent in your periphery, you see more there. If you look at the night sky, you'll see more by looking slightly to the side of where you are interested. This comes at a cost, it's not focussed.

Can't comment on the actual question though - the use of orange in the displays. My guess would be any colour would do as long as it's not so bright as to bleach receptors, or cause your pupil to constrict.
 
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Personally, I like ED's flight model and I enjoy SC's flight as well. I can see how the gimped yaw rate would annoy someone, especially someone that just bought expensive rudder pedals:D

So I would like to propose a compromise solution. How about making the yaw rate a curved response. You could have a faster yaw rate for a couple degrees, in order to line up a shot, but it degrades rapidly past three or four degrees of yaw.

What say you.
 
I'm pretty sure most newcomers to any game expect to be able to down a small freighter in a dedicated dogfighter. Just like in a MiG-3 I'd expect to take out a Ju-52 every single time short of a lucky strike by a turret gunner.

That's another item to go on the wish list - the game needs a ship database (ala the Tech Room from Tie-Fighter).

Anaconda - a small freighter?:eek:
Zorgon Peterson Hauler is a small freighter
If we consider your comparison then Anaconda is something like B-17, B-24 or B-29. Is it that easy to take them down using MiG-3?
 
Anaconda - a small freighter?:eek:
Zorgon Peterson Hauler is a small freighter
If we consider your comparison then Anaconda is something like B-17, B-24 or B-29. Is it that easy to take them down using MiG-3?

Imo, using planes as a comparison for relative power and roles (vs ED) is wrong. navy ships, not planes, would make a more sensible comparison.
 
I agree that a speed indicator and some indication of optimum weapons range on the HUD would be useful (maybe the target bracket could change colour when you're within effective range for energy based weapons, or something)
 

Mu77ley

Volunteer Moderator
Imo, using planes as a comparison for relative power and roles (vs ED) is wrong. navy ships, not planes, would make a more sensible comparison.

Exactly. Sidewinder vs Anaconda is like this:

slightly-tired-gunboat.jpg


Trying to take down this:

US_Navy_100528-N-3136P-207_An_Italian_Navy_visit,_board,_search_and_seizure_team_returns_to_the_Italian_Navy_offshore_patrol_vessel_ITS_Comandante_Foscari_(P-493).jpg
 
Personally, I like ED's flight model and I enjoy SC's flight as well. I can see how the gimped yaw rate would annoy someone, especially someone that just bought expensive rudder pedals:D

So I would like to propose a compromise solution. How about making the yaw rate a curved response. You could have a faster yaw rate for a couple degrees, in order to line up a shot, but it degrades rapidly past three or four degrees of yaw.

What say you.

Makes sense - inertia wheels or similar plus rotational thrusters would behave much like this.
 
"' Ship Handling - The death of the game."

The sensationalism present in your title discredits your post as well as your motives. People everywhere are raving over the feel of Elite: Dangerous.

Terribly sorry you don't like it but, there is another game being worked on where turning on all axes is practically unlimited. Perhaps you might be happier with that?

It's very hard to take your post seriously at all since the death of most games is time with the usual relevant question being how much of it. Considering what I KNOW of Elite fans, most of whom are deliriously pleased with Elite: Dangerous, I would have to say your title is complete tripe as we've been playing the originals for nigh on 30 years. So, have fun tilting at this windmill.
 
"' Ship Handling - The death of the game."

The sensationalism present in your title discredits your post as well as your motives. People everywhere are raving over the feel of Elite: Dangerous.

Terribly sorry you don't like it but, there is another game being worked on where turning on all axes is practically unlimited. Perhaps you might be happier with that?
Not to mention the inflammatory topic is nearly identical to one posted on said other games forum. I don't know if it's the same guy or a copycat, but it sure reads like an attempt to stir up trouble.
 
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