Flight Model: Has FDev Lost Their Way?

Do you guys, as the player base, feel FDev is drifting away from their original design for their flight model? Several design descisions were made in the beginning to avoid combat devolving into high-speed jousting and "turrets in space"... yet that's where I feel we've ended up. Ships like the FDL, FAS, and Chieftain can flip 180 degrees far faster than any ship, including themselves, could possibly hope to match with movement. "Getting on someone's tail" has lost pretty much all meaning because of this. There are still exciting fights to be had against some ships, but then I get into a fight with an NPC FAS and just get irritated. Constantly drifting in reverse, flipping over quickly enough to have no chance of avoiding their guns... it just turns any fight with them into a face-tanking slug fest. Fighting players in the aformentioned ships is even worse, as they know how to utilize the strengths of the ship (and faults of the flight model) even more. Fights feel like they're becoming more and more about just comparing DPS vs. health stats, and less and less about good piloting. The chieftain being released as it is makes me concerned that FDev doesn't even realize this problem. Hell, in the beta, the chieftain's acceleration was even worse than it is now, yet it was still billed as being able to "avoid damage". Am I a dinosaur, or has FDev just lost their way?

I made this request in the suggestions forum, that goes into more detail:
This is something that's been bugging me more and more with every patch, but the addition of the chieftain has finally given me the frustration-induced motivation to write this up:

Take a moment to recall the original design direction of the flight model in ED:
  • Capped top speeds.
  • Heavily limited yaw.
  • Quicker (than yaw), but still fairly limited pitch.
  • Acceleration rates high enough for ships to change their velocity vector as they rotate, like a plane does in atmosphere.
  • Short range weapons, slow projectiles.
  • Weapons doing more damage the more manual they are. Fixed > gimballed > turreted
  • Blue Zone mechanic:
    • Need to be at half speed to get full maneuverability, going too slow or too fast leads to reductions in acceleration, and major reductions in rotation rates.
  • Boost mechanic:
    • Can push you beyond the normal speed cap, and gives you a temporary big increase in rotation and acceleration performance.
    • Fires for a fixed time, so requires good timing. Effectively on a long cooldown, as it draws a lot of ENG cap which doesn't come back that fast.

These various mechanics are not a terribly "realistic" depiction of space combat, but that wasn't the objective. David Braben tried a realistic Newtonian physics approach in some of his previous games, and found it to not be terribly fun. Fights tended to go in one of two ways:
  1. High-speed jousts, where the opponents close at very high velocities, take a few shots, zoom past each other, flip over, and repeat
  2. "Turrets in space" with both opponents easily keeping the other in front of them, floating around fairly fruitlessly, constantly firing on the enemy while face-tanking their shots.
Neither one of these outcomes are particularly exciting. The collection of design decisions above were made specifically to avoid these kinds of combat, and instead lead to more exciting, cinematic, and dynamic dogfights. The idea was to make dogfights more like the ones depicted in movies like star wars- similar to WWII dogfights. And hey, it worked! Getting on someone's tail meant something, as they coudln't just flip over and face you. Vying for position, trying to shake baddies off your tail (or get on to theirs), awesome chases through asteroids, all that cinematic action-packed bobbing and weaving... The flight model did well.

Balance between ships was also pretty good at the time. Consider the cobra III and the viper III: The classic multirole vs. the classic combat ship. The cobra actually pitches slightly faster than the viper in the blue zone, but the viper handles a bit better when at top speed. The cobra has a slightly higher boost speed, but the viper has a higher top cruise speed- and thus a higher blue zone speed. The cobra has more armour, but the viper has much higher acceleration, giving it better control over its physical position and thus has a better ability to dodge incoming fire.

-THE PROBLEM-

Now here's the problem: you guys have kept adding ships or changing mechanics that undermine those original design choices.
  • Many ships added later in the game can boost almost constantly when equipped with an grade-A power distributor
  • With engineering, almost any ship can boost constantly, some without even needing a full 4 pips in ENG
  • Ships getting better and better pitch, without corresponding increases in speed and acceleration

What this leads to is it being increasingly impossible to get, and stay, on someone's tail. It is basically meaningless at this point. The chieftain is a fantastic example of this. It's specifically a combat ship, billed as "more manoeuvrable than ships of similar size and weight", and "designed not only to dish out punishment, but to avoid it". In reality though, what are its most stand-out traits?
  • Amazing pitch
  • Pitch rate is barely affected by the blue zone at all
  • Can perma-boost (boost limited only by cooldown, not by ENG at 4 pips) without any engineering
  • Middling speed
  • Poor acceleration, both lateral and linear
This is just everything wrong with how the flight model has moved. There is no challenge to pointing the chieftain at something. It doesn't matter how fast you're going, you just whip around with your godly rotation, and point at the thing. Likewise, if something gets on your tail, it doesn't matter in the slightest; you can flip over-without really changing your velocity at all- in a few seconds and be facing them. There is absolutely no way something can stay behind you because of how fast you can rotate regardless of your speed. In order to draw a circle around your ship as you were rapidly rotating while traveling at full speed, the enemy would have to move absurdly fast, with ludicrous acceleration .It's not all good for the chieftain, though- because of its terribly weak acceleration and mediocre speed, it also has very little hope staying one something's tail. Despite what its description implies, the chieftain's weak acceleration actually makes it horrible at actually avoiding getting shot. Its quick-charge shield and solid armour make it good at absorbing damage, but that's not the same thing.

So let's look at the summary of the chieftain:
  • Can't be avoided, as it rotates far faster than anything could orbit it
  • Can't effectively avoid being shot, as its weak thrusters prevent it from circling and keeping close to even ships with fairly modest rotation rates.
  • Net effect: Excels at either BEING A TURRET IN SPACE, OR HIGH SPEED JOUSTING- those things the flight model was specifically designed to avoid.

The chieftain isn't the only ship that's like this, it's just the most recent and egregious. The clipper was the first one to start pushing this line, but didn't go too crazy far. The FDL when first added was also pushing it a bit, but it's lower and very blue-zone-sensitive pitch kept it in check. Unfortunately, it later got a massive pitch buff and engineers allowed it to perma-boost, eliminating the weakness of blue-zone-sensitivity. The FAS was terrible addition in this regard, which is no surprised considering how similar it is to the chieftain- low cruise speed but high boost speed, very high pitch that's blue-zone-independent, super weak thrusters. Its options are to turret-in-space face tank, or use its high boost speed to do high-speed jousting. Just like the chieftain, there's nothing the opponent can do to avoid the fight devolving into one of these two things, either- the high pitch speed makes getting in the FAS blindspot pointless.

-CONCLUSION-

Please just take a moment to reflect on what makes the Elite: Dangerous model unique and fun, and stop designing ships and mechanics that undermine it. Fighting NPC FAS, clippers, and chieftains is not fun. The fight just devolves into a face-tanking DPS race, and is really lame. Fighting against players in the ships discussed above is even less fun, as player generally know how to abuse the problematic aspects far more effectively. Just take a look at any current FDL vs. FDL fights- they're almost all high-speed jousting, or floating around turrets-in-space. Hell, check this fight that was posted the other day: https://www.youtube.com/watch?v=dIK2d8pl5Cw It's exraordinarily dull.

Please consider reworking the flight characteristics of some ships, and addressing some of the other issues such as perma-boosting. I really want combat to go back to being the exciting, cinematic, "it's like I'm in star wars" sort of experience that it used to be, instead of drifting further and further into the territory it explicitly set out to avoid.

-Frenotx
 
Yes.

And don't worry, with their newest approach "we can't nerf anything, because we might upset players and they won't buy our next pink space sweater", stats inflation is only going to get worse. The original flight model is writhing in agony though its final days.

Welcome to E: D, the latest generic RPG with cockpits.
 
Honestly, I spend as little of my time engaging in combat as I possible. Yes, sometimes, I need to engage, either to rid myself of a pirate that won't leave me alone, or because I've opted to participate in a CG, but combat is my #3 activity, with Exploration close behind. If I wanted to play a fighting space ship game, I'd play Battlefront.

Elite is more of a multi-role game - and like Multi-role ships, doesn't do any one specific thing exceptionally well, but does a pretty good job at everything.

Jack-of-all-trades, Master-of-none.

I'm perfectly content with that. Right now 3.x is working on getting us closer to as good as it gets, but in the end, with the close of 10.x, I expect Elite will remain just short of stellar in every area, while being incredibly good at every area. It will never be the definitely space-ship-shooter, nor deep-space-explorer, nor space-mining-simulator, but I imagine it will be a far bit better than most anything else out there for giving us so many options at one time.
 
staying on the tail of an enemy ship is still feasible, you just need to learn to fly instead of trying to make the tankiest ship possible... I fly a Vulture, and only this ship since I first bought it (and that's long time ago...) whenever an enemy tries to reverse pew on me, I boost to get close, and use every thruster I have active to stay on it's tail. Learn to fly and fight full FA-Off and it will increase your maneuvering thruster's reactivity and turnrates a lot, in fact, so much that staying behind a ship is only a matter of a few precise maneuvers.
 
The flight model is a compromise to cater for a wide player base, as there are no in game difficulty settings, other than deciding which targets to engage.
Chieftain versus FAS, you can get under them and stay there, but it requires good timing and precise blue zone throttle control, and NEVER down thrust to increase your turn rate into the merge.
For the initial head to head, offset spiral roll will avoid any plasma shots they fire, but you need to take them right down the snot locker and time the turn very accurately.
I tend to end up about 50m away from their power plant.

We have ships like the Vulture that does not bleed speed much, even if turning with throttle well past the blue zone. At the other end, we the Cutter that, well it doesn't do anything other than fly quickly (for it's size) in a straight line.
So I guess to answer your question, sort of, but they need to give every player a chance, no matter their skill level.
 

Deleted member 38366

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Hmmm... Now that you say it, my last PvP Engagement almost felt like an FFE-type rubber-band fight indeed.

Joust, Fire, Joust, Fire. Rinse, repeat.
I think the fighting distance varied digitally like clockwork between 100-200m (close passes @ nearly 1000m/sec Vc) to 4-6km as both Vessels where turned around after each pass for the next attack run.
Ironically, the long fight was decided and ended not even by our Weapons - but by an accidental collision during one of these close passes :p
("anticlimactic" would be the right word I think)

I would have expected that if we both had employed Cutters with their high top speeds but long reversal/stopping distances. Again, ironically, we were both in fast but also extremely agile Ships.
Yet, no dogfight ensued, but that rubber-banding instead...
 
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Hmmm... Now that you say it, my last PvP Engagement almost felt like an FFE-type rubber-band fight indeed.

Joust, Fire, Joust, Fire. Rinse, repeat.
I think the fighting distance varied digitally like clockwork between 100-200m (close passes @ nearly 1000m/sec Vc) to 4-6km as both Vessels where turned around after each pass for the next attack run.
Ironically, the long fight was decided and ended not even by our Weapons - but by an accidental collision during one of these close passes :p
("anticlimactic" would be the right word I think)

I would have expected that if we both had employed Cutters with their high top speeds but long reversal/stopping distances. Again, ironically, we were both in fast but also extremely agile Ships.
Yet, no dogfight ensued, but that rubber-banding instead...
What ships were you using?
 
Whilst I couldn't agree with you more...I'll suspect any suggestions that trend towards emphasizing pilot Skill, making combat less attritional...and making situational Awareness/Positioning/maneuvering etc more important over what we have currently will be met with howls of protest...principally along the lines of "so you want to nerf big ships even more"
 

Deleted member 38366

D
What ships were you using?

It was a G5 Modded Viper and me in a barely modded (basically only Power Dist and Thrusters) Chieftain on its maiden flight.
(the other guy was way more PvP-experienced and better than me (= boring PvE guy), he only lost due to that nasty collision - for which I apologized ;) )
 
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Whilst I couldn't agree with you more...I'll suspect any suggestions that trend towards emphasizing pilot Skill, making combat less attritional...and making situational Awareness/Positioning/maneuvering etc more important over what we have currently will be met with howls of protest...principally along the lines of "so you want to nerf big ships even more"
Because big ships obviously can't also be flown with skill, and don't have things like increased firepower, increased defenses, SLFs (giving them all the advantages of small ships, too) and the ability to just low-wake out whenever they please at their disposal.

It was a G5 Modded Viper and me in a barely modded (basically only Power Dist and Thrusters) Chieftain on its maiden flight.
While the chieftain certainly rotates like a boss, I'd hardly call it "agile." "Agile" to me has always implied a strong ability to change one's velocity. Consider how a person can be very fast, but fail at an obstacle coarse because they aren't agile. Since the chieftain is garbage at changing it velocity vector without using its long (and thus poor for fine adjustments) boost cycle, I don't really think of it as agile.

But I guess that's my point, and my frustration with that ship (and others like it): Even if the other party IS agile, the fight is still forced to devolve to jousting because the chieftain's guns can't really be outmaneuvered, just out ranged.
 
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Versus NPCs? Not much of an issue. I only really get beat out if I'm flying a small ship (Like my Eagle MK II) and I'm trying to kill a large ship with turrets. Sometimes I do get turned on, but that's on me zigging when I should be zagging.

PvP is a little different. While I used to be into it a bit, I really don't get excited for it anymore. For two PvP ships, a fight can take a while if the builds don't hard counter one another.

A) If the other guy wants to reverski with long distance weapons, I'll let him. I'll just boost the other direction (and leave, unless I feel like messing with him.) In this case, I would say that long distance weaponry is more the culprit than the flight model. After all, if you couldn't pull a reverski maneuver at all, combat would devolve into just jousting (which is super boring.)

B) If the other guy wants to joust (and has a better build for it than I do), you don't have to indulge a straight joust. You can always boost off vector so they can't do a tight pass, or bleed speed into the blue zone so you can flip boost on their six when they pass. And of course there are things they can do to counter that, on and on. It's interesting.

Of course it's great if you can get on your enemy's six. But that usually means you're far and away a better pilot than they are, or they made a big mistake. But that's not the goal. The goal is to get out of their firing arc. And you can usually achieve that just by moving laterally along their yaw axis, especially if they are at high speed.

That said, my complaints are all at the feet of engineering. Long Range modifications for hitscan weapons should go, 100%. Hitpoint inflation is completely out of control. Perma boost I'm ambivalent about. It's powerful, but a liability against a good pilot. For that set amount of time after a boost, your flight path is easily determined and your ability to change vector / aim is reduced. It should probably be toned down, but eh. They won't.
 
Versus NPCs? Not much of an issue. I only really get beat out if I'm flying a small ship (Like my Eagle MK II) and I'm trying to kill a large ship with turrets. Sometimes I do get turned on, but that's on me zigging when I should be zagging.

PvP is a little different. While I used to be into it a bit, I really don't get excited for it anymore. For two PvP ships, a fight can take a while if the builds don't hard counter one another.

A) If the other guy wants to reverski with long distance weapons, I'll let him. I'll just boost the other direction (and leave, unless I feel like messing with him.) In this case, I would say that long distance weaponry is more the culprit than the flight model. After all, if you couldn't pull a reverski maneuver at all, combat would devolve into just jousting (which is super boring.)

B) If the other guy wants to joust (and has a better build for it than I do), you don't have to indulge a straight joust. You can always boost off vector so they can't do a tight pass, or bleed speed into the blue zone so you can flip boost on their six when they pass. And of course there are things they can do to counter that, on and on. It's interesting.

Of course it's great if you can get on your enemy's six. But that usually means you're far and away a better pilot than they are, or they made a big mistake. But that's not the goal. The goal is to get out of their firing arc. And you can usually achieve that just by moving laterally along their yaw axis, especially if they are at high speed.

That said, my complaints are all at the feet of engineering. Long Range modifications for hitscan weapons should go, 100%. Hitpoint inflation is completely out of control. Perma boost I'm ambivalent about. It's powerful, but a liability against a good pilot. For that set amount of time after a boost, your flight path is easily determined and your ability to change vector / aim is reduced. It should probably be toned down, but eh. They won't.
My assertion is not so much that it's impossible to GET on someone's tail, but rather that it's pointless because of how quickly to called-out ships can just filp over and face you again. You don't get exciting chases of one person trying to shake the other; you get the lead person just flipping over in a handful of seconds, then someone boosting past the other to avoid getting shot.
 

Deleted member 38366

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Because big ships obviously can't also be flown with skill, and don't have things like increased firepower, increased defenses, SLFs (giving them all the advantages of small ships, too) and the ability to just low-wake out whenever they please at their disposal.


While the chieftain certainly rotates like a boss, I'd hardly call it "agile." "Agile" to me has always implied a strong ability to change one's velocity. Consider how a person can be very fast, but fail at an obstacle coarse because they aren't agile. Since the chieftain is garbage at changing it velocity vector without using its long (and thus poor for fine adjustments) boost cycle, I don't really think of it as agile.

But I guess that's my point, and my frustration with that ship (and others like it): Even if the other party IS agile, the fight is still forced to devolve to jousting because the chieftain's guns can't really be outmaneuvered, just out ranged.

Well, okay. Fair point.

In a sense, we blasted by each other, I ate lock-breaker PAs (1v1 not as annoying as I expected) and we exchanged blue PA balls at each pass.
Then several km out, we both kept turning around. Quickly, but the velocity vectors naturally took a while to point back at each other indeed.

Quick to turn but not quick to meet again (assisted only by the boosts to get back at least in weapons range).

If anything, it had nothing like the conventional dogfight or trying to get into the other guy's six. FA OFF aside, not really the type of fight the flight model would normally suggest to ensure to some extent.

IMHO the G5-modded Thrusters and resulting attainable high speeds (compared to i.e. non-Engineered Meta of old times) play a great role in that.
Our rigs build up very high speeds far exceeding the pre-engineers era, but they also take their due time to stop that vector then. All while often allowing to rotate the Ship 180deg nonetheless.

From old times, I can't recall ever turning the Ship back towards an opponent (FA ON) and see my Trail now ahead of me - but still going some 250-300m/sec backwards.
 
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I cannot decide if this is just your personal crusade or truly a drifting away from "their way", do you have a link to official statements of that "way"?


Ships like the FDL, FAS, and Chieftain can flip 180 degrees far faster than any ship, including themselves

how can a ship flip 180 faster than itself? thats the kind of logic you throw around making it look more like said personal crusade than a true intented topic.

What I feel is an issue is the way how engineers affect ships in an way more exponential way entirely changing the relations between the ships as they existed before.
 
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I cannot decide if this is just your personal crusade or truly a drifting away from "their way", do you have a link to official statements of that "way"?




how can a ship flip 180 faster than itself? thats the kind of logic you throw around making it look more like said personal crusade than a true intented topic.

What I feel is an issue is the way how engineers affect ships in an way more exponential way entirely changing the relations between the ships as they existed before.
That's a typo. It should read: Ships like the FDL, FAS, and Chieftain can flip 180 degrees far faster than any ship CAN HANDLE, including themselves. I mean't that no ship can avoid getting pointed at by those ship, not even those ship. The top-end fighting ships have far more control over their orientation than they do over their position, so fights degrade into jousts or face-tanking DPS races.

Engineering affects the flight characteristics of a ship uniformly, so it isn't the cause of that particular problem. That is, their ability to rotate is boosted just as much as their ability to control their position- the ratio is heavily in favor of rotation irrespective of engineering.

As for knowing what their way was, there is plenty of stuff out there for that. The desire to avoid "turrets in space" / jousting came up in many interviews with Braben and / or the other devs. It's been a well known design decision since the beginning.

Edit: Just reread my post. It wasn't a typo. Read the whole sentence:
"Ships like the FDL, FAS, and Chieftain can flip 180 degrees far faster than any ship, including themselves, could possibly hope to match with movement."
 
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That's a typo. It should read: Ships like the FDL, FAS, and Chieftain can flip 180 degrees far faster than any ship CAN HANDLE, including themselves. I mean't that no ship can avoid getting pointed at by those ship, not even those ship. The top-end fighting ships have far more control over their orientation than they do over their position, so fights degrade into jousts or face-tanking DPS races.

Engineering affects the flight characteristics of a ship uniformly, so it isn't the cause of that particular problem. That is, their ability to rotate is boosted just as much as their ability to control their position- the ratio is heavily in favor of rotation irrespective of engineering.

As for knowing what their way was, there is plenty of stuff out there for that. The desire to avoid "turrets in space" / jousting came up in many interviews with Braben and / or the other devs. It's been a well known design decision since the beginning.

Edit: Just reread my post. It wasn't a typo. Read the whole sentence:
"Ships like the FDL, FAS, and Chieftain can flip 180 degrees far faster than any ship, including themselves, could possibly hope to match with movement."

But engineering affects firepower relations between ships. Also Shield relations. so it does break the old balance in thei time when ships have line of fire at each other.
 
OP, strongly agree. FDev completely destroyed its own flight model.

They also failed to create any difference between different classes of ships, but that's another story. :)
 
staying on the tail of an enemy ship is still feasible, you just need to learn to fly instead of trying to make the tankiest ship possible... I fly a Vulture, and only this ship since I first bought it (and that's long time ago...) whenever an enemy tries to reverse pew on me, I boost to get close, and use every thruster I have active to stay on it's tail. Learn to fly and fight full FA-Off and it will increase your maneuvering thruster's reactivity and turnrates a lot, in fact, so much that staying behind a ship is only a matter of a few precise maneuvers.


I think this is probably the issue. The 'flight model' with fa on...is very different than it is with fa off. I don't fly with fa off much..but what little I have done with it...the way the ships handle becomes very different.

When I go back to fa on...I can see where the Flight Assist is actually fighting against the pilots desires.
 
IMHO one root of the issue is that bigger ships don't sacrifice speed or agility. In some aspects (like the ability to permaboost, or turn rate outside of the blue zone), they often *gain* it over their smaller counterparts.

This is compounded by engineering.

I think it's far too late in the game to contemplate the ground-up rebalance you'd need to fix this. But if it weren't, and I were in charge, here's where I'd start experimenting:

* Medium ships would have reduced turn rates. Large ships would have *greatly* reduced turn rates.
* The bigger the ship, the more critical it is to use the blue zone (Not less, like it tends to be now. pre-engineering FAS and Anaconda turned faster outside blue than an Eagle and it's only gotten worse).
* The bigger the ship, the less extra agility it gets from boosting. (On the other hand: larger ships would have *longer* boosts to use instead).
* Likewise, the bigger the ship, the less you can perma-boost.
* Chop top speeds down to roughly the scale they were at pre-engineering.
* For that matter, engineering becomes a lot more side-gradey, with more costly tradeoffs.
* Turrets would be a lot more effective. Rather than being too low-damage to be useful, they'd do the same damage as gimbals but take too much power to be practical on smaller ships.


Lucky for you I'm not in charge, since basically all of these would be wildly unpopular. :p And they may not even work, but if I got to design a flight rebalance beta, that's the sort of thing I'd be looking at. :)
 
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