I can't believe that we have 22 pages now because someone won't pay to get their battle-conda transferred in the shipyard menu.
I can't believe that we have 22 pages now because someone won't pay to get their battle-conda transferred in the shipyard menu.
Just a quick correction it wasn't Sandro that wanted the 3D ship printing, he wanted a more realistic interpretation, what we have now. It was Michael Brooks that wanted instant ship tranfer with 3D printing.True. But what makes a sci-fi setting interesting is often more about what they don't have, as opposed to what they do. Why do you think so many players put up a fuss about Sandro wanting to add in 3D ship printing (which was thankfully killed) and "telepresence" (which wasn't, dang it, but it's firmly in my fanon discontinuity folder) to the Elite Universe? Having well defined limitations makes for a much more interesting setting than one that goes the Kitchen Sink route. The more "big lies" you add to a sci-fi Universe, the more openings you leave for proverbial fridge logic to creep in, and Sandro added enough of those as it is.
Just a quick correction it wasn't Sandro that wanted the 3D ship printing, he wanted a more realistic interpretation, what we have now. It was Michael Brooks that wanted instant ship tranfer with 3D printing.
Just a quick correction it wasn't Sandro that wanted the 3D ship printing, he wanted a more realistic interpretation, what we have now. It was Michael Brooks that wanted instant ship tranfer with 3D printing.
Michael Brookes was responsible powerpants, wanted 3D ship printing instant transfer, introduced the idea of telepresence with SLF and probably multicrew telepresence as he left just before that was introduced and would have been in charge of that too.Do you have any idea how badly some of the things Sandro introduced, due to his Kitchen Stink approach to world building, has damaged the verisimilitude of this game for some players? Yes, he was willing to talk to us, and that is great as a developer, but if you absolutely must make gameplay compromises, don't try to explain it! Especially don't try to explain it in such a way that makes key aspects of the game nonsensical.
Michael Brookes understood that concept. Need to introduce a speed limit due to networking limitations and to make combat more fun? Do it, but don't try explain it away. Players who care about it at all will take what they know about the setting, and will find some way to explain it in a way that makes sense to them, and the setting will appear to be that much richer as a consequence.
Elite: Dangerous under Michael Brookes leadership was a fairly hard sci-fi setting. It had only "one big lie," Witchspace, and the technology that took advantage of that had fairly strict limitations that was not only self consistent, but consistent with FE2 and FFE, and could actually explain certain gameplay compromises as side effects of the applied tech. It was a glorious feat of world building, and the game was better for it.
Elite: Dangerous as it stands today? I'm about one more smelly-presence style stink bomb away from going all meta and pretending I'm a human being from the 37th century, playing a game using the Hollywood History (think Sid Meyer's Pirates) version of what life was like in the late 33rd and early 34th centuries during the Golden Age of the Pilots' Federation, and nitpicking all the anachronisms that the developer added from the late 34th century that finally killed off that criminal conspiracy.
I agree. Engineered modules should be lost with ship destruction.I still say that getting Engineered modules back with a rebuy was a mistake.
I can't believe that we have 22 pages now because someone won't pay to get their battle-conda transferred in the shipyard menu.
From Merope? Damn straight.
My game time is limited, and end-game pursuits pay poorly in many cases (Tharg bothering notably, given hull repair and deaths). Dedicating extra sessions to pay purely for access to events is a poor proposition.
But you're not in my boat, so don't worry about it![]()
Except for the fact that in this case, they've expressly stated that they'll never do it.Yes. Which is why your 'FDev would never do this' argument holds no weight at all as it stands. It's pretty simple![]()
Once you can solo interceptors they pay pretty well. A quick core mining break also helps.
Except for the fact that in this case, they've expressly stated that they'll never do it.
This isn't an argument, it's a simple fact.
My combat 'Vette can jump 29LY and i consider it to be quite fast at going around in the bubble. Not as fast as my 69LY DBX taxi, but still.
If playtime is scarce, then a bit of planning ahead the game sessions and the ship transfers might be required, but still.. Elite is not the kind of Arcade Game that can be played in 30 minute sessions.
You're still going to need a much bigger fuel scoop, then.I think tha math has been revised, so would wouldn't take an extreme amount of energy, but only a few suns worth of energy to move a space ship.
That's certainly true.It's the telepresence explanation that had me almost ready to quit. If high bandwidth, long range, and low latency communications technology exists, then the Elite Universe would look very different than it does in the game.
22ly on my engineered, boosted Conda. Tis a lump...
22ly on my engineered, boosted Conda. Tis a lump...
Stop using Wikipedia as a source. It's not doing you any favours.
I linked you a video by an actual physicist. Hope it helps.
Fair enough.Michael Brookes was responsible powerpants, wanted 3D ship printing instant transfer, introduced the idea of telepresence with SLF and probably multicrew telepresence as he left just before that was introduced and would have been in charge of that too.
Sandro was lead designer, he didn't make the major decisions.
EDIT: I forgot the Michael Brookes was also responsible for CQC too. In fact there is not much Michael Brookes was in charge of that I liked that much apart from the base game at release, and even then it was barebones.