Will Elite Dangerous have Atmospheric Landings, Space Legs or Procedural Cities by 2019?

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Some say, GTA VI is just going to be a mini game inside a city, in one of Elite Dangerous many billions of planets inside one of many billions of star systems. It has been confirmed Subnautica is going to be imported as just one scenario in one of the water worlds, and Ark Survival is going to be imported at some point in one of their pre-historic jungle worlds.
 
Yes, because all 300 people working at FDEV concentrated on route plotting and nothing else. They also didn't develop planetary landings within one year.

If you find some sarcasm you can keep and learn from it.

300 ? Oj, i knew you were an optimistic but here...
yeah planetary landing on beige bugged potatoes. That s impressive.

don t you have a patch note to copy/paste today ?
 
300 ? Oj, i knew you were an optimistic but here...
yeah planetary landing on beige bugged potatoes. That s impressive.

don t you have a patch note to copy/paste today ?

What's your contribution? Let's hear it from Deareim, his master developer and designer, he will show us how to do things :)
 
True. It was just yesterday when I thought: "Hmmm, which one of the space games that simulate a 400 billion system galaxy based on the one we're living in am I going to play this evening?"

Some man sky? We might not live in it but still! Space legs, base buildings, cool rovers. Yeah pretty much fun. Also you can plot 200 000LY route or something.
 
We don't know when they'll release those things to the general public. But when they finally do and ED has no proper response to their mind-blowing features then it'll cause an exodus of the ED player base to some degree.

when they will do, ED will allready have a natural death, like most of us.
 
List them.

If by any chance you call yourself SC fan then don't if not here are few:

First true 64bit position precision that allow insane accuracy without loading screens and allows seamless transition between planet and space while keeping distances really big.

Face over IP: another useless feature IMO but still kinda new at least in game

Cell server architecture that allows insane amount of players in one giant instance that covers player connection to server like cellphones are connected to towers in highly populated areas. This server architecture was tested ONCE in some tech demo (not by CIG) by some people that made 1000vs1000 player battle. Maybe CIG hired them after? Who knows. Dual universe seems to be working on same or simmilar server architecture.

Can't think of more stuff but i'm sure that one or two more things can be found if we tried.
 
If by any chance you call yourself SC fan then don't if not here are few:

First true 64bit position precision that allow insane accuracy without loading screens and allows seamless transition between planet and space while keeping distances really big.
Well, ED can already do this, it's just very slow. You can fly from planet to planet, from station to planet, from planet to station in a seamless environment. So not sure how that is new. Also ED's star systems are at a huge 1 to 1 scale, unlike Star Citizens which are massively reduced in size.

Face over IP: another useless feature IMO but still kinda new at least in game
This is something that has come from another company that they have bought the licence for. But I agree, looks like a waste of money and time.

Cell server architecture that allows insane amount of players in one giant instance that covers player connection to server like cellphones are connected to towers in highly populated areas. This server architecture was tested ONCE in some tech demo (not by CIG) by some people that made 1000vs1000 player battle. Maybe CIG hired them after? Who knows. Dual universe seems to be working on same or simmilar server architecture.
I will wait until it is implemented first, but as of now, the network infrastructure is shocking, and as we know someone else is already doing this.

Can't think of more stuff but i'm sure that one or two more things can be found if we tried.
Generally becasue there isn't much, if anything.
 
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Atmospheric Landings is the only thing I'm genuinely looking forward to.

'Spacelegs' will be a nice to have but I don't think it'll be more than that. After reading Elite : Legacy by Michael Brookes (which is excellent btw) I don't find the idea of clanking around my ship, or a station wearing heavy space boots too enticing.
 
Well, ED can already do this, it's just very slow. You can fly from planet to planet, from station to planet, from planet to station in a seamless environment. So not sure how that is new. Also ED's star systems are at a huge 1 to 1 scale, unlike Star Citizens which are massively reduced in size.

Actually you can't in ED. You still have to exit and load instances.
 
Spacelegs would break the Cockpit VR experience. (No one has really cracked the VR transport nausea issue for walking). I don't want it. Not if its an activity required to achieve any goals. I'ld rather keep the VR experience intact...

I want to play my video games sitting in my comfy chair the way God intended.

No thank you.
 
Actually you can't in ED. You still have to exit and load instances.

how can you think SC will put you into an instance when you arrive at destination?
multiplayer instances have to be created even if the engine is seamless.
Courios how the fiew seconds needed by ED to put you into a multiplayer instance is called loading screen and the 8 minutes in which you remain in a straight line in QT waiting to reach you destination isn't.
 
Short - No.

Long - If you think that cities, legs and atmospheres are some miracle features that will "save Elite" (from whatever you think it needs saving) you're mistaken. These things are yet another eye-candy. We don't need more eye-candy at the moment, nor in near future. Beyond is FAR more important for Elite than legs and cities.

Absolutely...

IMHO, the core gameplay is (still) generally three year old placeholder mechanics, much of which is not as involved and deep as is should/could be.

Simply opening up on an Eastern front with space legs etc, potentially suffering from all the same short comings seems dangerous to me.

Let's get the core content fleshed out to something becoming of a 2017-2018 space game.


That said, I'd see atmospheric landings as more of a logical next step than space legs. If 2018's paid content was atmospheric landings (note1), along with at least a modicum of associated/interesting gameplay, that would be good IMHO!

Note1: Lifeless/simple plant life. Not complex life forms etc etc...
 
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Each game has its own charm and goal. I've been a Chris Roberts Fan since wing commander 1, I wet myself at the star citizen announce my.
But the thing is I'm tired of being let down from being excited by super attractive visuals and promises of deep emersion due to pushing the technical realms of what is achievable on tomorrow's computer system. Sure the system demanding visuals that Roberts has delivered in the past in cutscenes or full motion video falls short by complementing it with boring with grinding pew pew that is far far away from implementation as possible from the cutscenes dialogue (I slipped in behind that freighter and slipped a missile up the tailpipe and boom lots of kitty litter)
Where as at the same time, Braben delivered a galaxy of meaningless money grind with planetary bases, star systems, atmospheric flights and solid 3D on a 3.5 floppy.
When listening to both pitches, I opted to trust the boring nerd that delivered a boring number crunching game but actually gave you the world to immerse yourself in.

Beyond is gearing up planets to have better and better detail for more complex geometry leading up to better terrain for atmospheric gameplay.

With all the tech being developed for planet coaster and Jurasic world it's not hard to imagine Braden's team knocking out some procedurally generated jungle planets with dinosaurs via the tools and asserts of those other games.
 
If by any chance you call yourself SC fan then don't if not here are few:

First true 64bit position precision that allow insane accuracy without loading screens and allows seamless transition between planet and space while keeping distances really big.

Face over IP: another useless feature IMO but still kinda new at least in game

Cell server architecture that allows insane amount of players in one giant instance that covers player connection to server like cellphones are connected to towers in highly populated areas. This server architecture was tested ONCE in some tech demo (not by CIG) by some people that made 1000vs1000 player battle. Maybe CIG hired them after? Who knows. Dual universe seems to be working on same or simmilar server architecture.

Can't think of more stuff but i'm sure that one or two more things can be found if we tried.

64 bit precision is used by a lot of game engines (trying to add 64 bit precision to Cryengine is not exactly an innovation). Elite 2 had space to planet transition like 20 years ago. Infinity battlescape, KSP, dual universe, space engine, space engeniers, NMS and a lot of tech demo created by one single person have it.
Face over IP is made by another company and it has been used in everquest 2 like about 5 years ago. It's not so famous because, you know, is usless and almost nobody use it.
their magic netcode doesn't exist. Talking about it it's an easy task but doesn't make it real.
 
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I've no doubt that Frontier want to see Elite Dangerous improve and become even more awesome, but there are tons of considerations prior to legs and atmo planets being introduced.


Yeh more combat, more weapons, more more more.... of the same thing different name. Meanwhile, legs and atmosphere offer new possibilities of gameplay and mechanics.
 
I just checked out DU. Funny how it has strong parallels not telling full picture to backers and media and thus making it appearing better than in reality.

Fact is FD is using concentration of players in same system - just transfering them during jumps between systems - for 3 years. It is basically same system.

However both DU and SC won't have seamless one shard appearance. If somewhere will appear too many people, it will create multiple instances to handle them. Way people are transferred between servers will be different.

Also for DU don't expect fast paced action and one shard. It is not technically possible. There's lot of speculation going on with this 'miracle' network tech, and neither is miracle, nor really will solve everything.

And ohh to make it work without bugs will take literary years. Yeah, I don't expect DU to have 1.0 next year either.
 
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