The jump sequence from the Capital Ship trailer was perfect

I disagree. There's absolutely no sense of scale, movement or danger in the current "warp tunnel" effect.

Well, the scale doesn't matter, because space is being folded and the distances shortened, movement doesn't matter much either, because thanks to space folding you just have to span a small physical distance.

And as for danger: I find crossing over into a mostly unexplored other dimension much more scary and dangerous than just snapping to my destination really fast, which is boring and pedestrian in comparison. Imagine what lurks in those nebulas in hyperspace, waiting to pounce on unsuspecting travelers at any second. I find the hyperspace jump in its current form spooky, mysterious and scary. The jump from the trailer, however, is about as exciting as pressing Fast Forward on my DVR. It's just lame.
 
I hope its understood that this is a cinematic movie. They can do so much more in a cinematic than real game play. Just saying.
 
The thing that really stood out to me was the Comms panel and the easy Accept/Reject option. To be offered missions on the fly, pick up signals/distress calls and have actual audio would be great.

I can imagine being in supercruise, seeing an USS and as I neared it see a pop up with a partial/garbled message that i could choose to acknowledge and therefore have soem sense of involvement in teh USS and WANt to stop and check it out.
 
What stood out the most for me was the reflections on the glass (interior canopy) and the finer lines/less 'heavy' HUD. The former is a big deal to me and makes it actually feel like there is glass there and I much prefer the latter, i.e. sleeker HUD.
In the current build I find the HUD a bit too intrusive, one thing is the bright orange colour and another is the thickness of the lines and general 'weight' of it.

In short; I hope we get interior canopy reflections back in and a more minimal 'fine line' HUD in future (preferably with colour choices other than orange).
 
In short; I hope we get interior canopy reflections back in and a more minimal 'fine line' HUD in future (preferably with colour choices other than orange).

I couldn't agree more. I love the scratches that were on the old Cobra glass in the Alpha. Really added to the I-word for me.
 
And as for danger: I find crossing over into a mostly unexplored other dimension much more scary and dangerous than just snapping to my destination really fast, which is boring and pedestrian in comparison. Imagine what lurks in those nebulas in hyperspace, waiting to pounce on unsuspecting travelers at any second. I find the hyperspace jump in its current form spooky, mysterious and scary. The jump from the trailer, however, is about as exciting as pressing Fast Forward on my DVR. It's just lame.
Imagine they implement some kind of gameplay in hyperspace phase, like players must ensure their ship stays in the inner boundaries of the "tunnel", or else players may cut the jump short and end on void space.
 
I would just love one moment in the final game like that moment in the video where he flew parallel to the Imperial ship as the missiles hit it.
 
There were lot of great features in that video. But we also need to remember that the video was created for cinematic effect to promote the game. Our current visuals and controls reflect the constraints of the mechanics behind the game and the network structure. The video's hyperspace sequence was made to give the scene that WOW factor when looking at it far from the loading screen consideration we currently have in the game.

I agree to remain faithful to Elite's traditional hyperspace graphic a tunnel like representation is what is needed but that doesn't mean that it can't be spiced up to give a bit of that cinematic pop we came to appreciate.

I think that there's no reason why we shoudln't have a bit of both. When you hyperspace out you tunnel through witchspace but as you exit instead of being thrown right in front of the star why not start a bit further out like just inside the solar system and see some of the bodies stream by? for that matter since I presume we are going from a 6th dimension down to a 4th dimension with SC why not slow down to SC? In other words why not jump into a system instead appearing into it? It's been done before and in some pretty old games. If you ever played Mercenary 2: Damocles (by Novagen) you start by essentially supercruising into the system (very quickly) and speed past a few planets to your destination.

What that adds is the element of surprise when a malfunction (or something) knocks you off course... imagine you're tunneling through hyperspace and whoosh suddenly that's not the right system/star/set of planets or worse you're dropping out into nothingness and presumably 8 sided geometrically correct terror/
 
I couldn't agree more. I love the scratches that were on the old Cobra glass in the Alpha. Really added to the I-word for me.

It's actually a shame; all the nice things have been removed:

- The lens flares from other ships engines, these really made the game distinct. (Look how the engines flare in this video: https://www.youtube.com/watch?v=wREQ72QBEFQ&t=22m10s - pure awesome! )

- The dirt on the canopy.
- The scratches on the canopy.
- The lens flares from the suns, along with the dirt on game camera (characters vision)?
- The density of the asteroids in the rings. These used to be very close together and compact. Now they are all spread out. You can fly in a straight line without ever needing to change course.
- The height of the rings. There was a good distance between top and bottom on the rings...this has now been much reduced.

All of these were some of the best graphical elements of the game...and they are now almost none existant.

(Yes I know the lens flare can be changed in the options, but it is nothing like it used to be).
 
The two things I would love to see included in the game from this trailer are the jolt upon arrival (and this is coming from an Oculus Rift user before people start on about jolt sickness) and the frosting on the windows during supercruise/hyperspace.
 
2. It does a lot of background tasks. Removing the old system, generating the new one, loading in assets, establishing connections with other players and so on.

Number 2 creates a problem since you can never know for sure when these things will be finished since that depends on the specific computer you are running on and you internet connection. Therefore having a "animation" with a set "beginning and end" becomes problematic. What happens if you reach the system before the background tasks have finished their tasks? Well...actually we already know that. We currently see it quite often when exiting supercruise somewhere in an area with lots of other players around...shake... ;)

I'm surprised that more isn't done during the actual countdown - yes, it's can be interrupted but I would have assumed the handshaking with potential instances and clients could have been mostly done during that, leaving only asset loading for the jump sequence itself. Maybe that is happening though and it just takes shedloads longer then we think - taking as evidence the fact that dropping out of supercruise (i.e. something done with no countdown) is invariably the biggest culprit when it comes to delays. If it isn't currently being (at least mostly) done during the countdown, perhaps it should be. The trailer hyperjump is 10 times (rounded) more impressive than the current version in the game.
 
The jump sequence from the Capital Ship trailer was perfect. Not just the visual depiction but also the sound design. It felt like you were actually traversing an enormous distance, there was and incredible sense of scale as you the ship approached the star engulfed in a dense cloud of dust.

The sound design conveyed a sense of speed and danger that is currently lacking when jumping and super cruising. We are warping spacetime here and yet it feels and sounds less menacing than accelerating with standard drives. I also loved how the holographic HUD shut down and rebooted after completing the jump and the sound effect of the hyperdrive turning off.

For reference:
https://www.youtube.com/watch?v=VE8B4KptyVI
I want those graphics in game :(
 
That trailer is also the best argument for giving the player an option to reduce, or completely remove the "space dust" velocity vector effect. No dust in that video.

Yes it was absent, but then it wasnt needed as every shot from the cockpit point of view had a point of reference close by to give the impression of speed, ie the capital ship or an imperial fighter. You can immediately assess how fast you are going from this.

The space dust (I presume) is a speed perception assist for when you are in the middle of space or far from any points of reference.
 
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