In game travel - the critical flaw?

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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.
 
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.
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.
 
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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 ;)
 
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 ;)

Once you can solo interceptors they pay pretty well. A quick core mining break also helps.
 
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.
 
Yes. Which is why your 'FDev would never do this' argument holds no weight at all as it stands. It's pretty simple ;)
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.
 
Once you can solo interceptors they pay pretty well. A quick core mining break also helps.

Alas I have not those skills. It's hit and miss whether a Cyclops gets clobbered even in co-op, and then it's a half mil payout due to hull costs.

It's just something I do periodically, hence the transit annoyance ;)

A central point would be: I do what's fun, not necessarily what earns. And I object to said lower earnings being wiped out purely by the act of getting to the next fun thing. It's either a rubbish credit sink, or just simply overpriced, from my perspective.

(Yep I earned good dollar from mining. But it has lost its lustre. Not going to grind it to beat some other grind ;))

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.

Well you should have said Void! It would have saved you several thousand words of terrible a priori reasoning... ;)

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.

22ly on my engineered, boosted Conda. Tis a lump...
 
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.
You're still going to need a much bigger fuel scoop, then.

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.
That's certainly true.

But then again, the FSD basically was already providing the same for physical matter anyway.

In the FE2/FFE universe, moving a heavy fighter between Federal and Imperial space would have taken weeks. In Elite Dangerous - even 1.0 - it would take maybe an hour. That should already have broken pretty much everything. An entire warfleet - regardless of its current position - could be deployed to any inhabited system in an hour, with very little ability to intercept it en route even if you knew where it was going. Borders would become virtually non-existent, if you can go from Alioth to Achenar considerably faster than my morning commute into work - and that should have seriously shaken up the political structures of the superpowers especially, when systems can change allegiance overnight then go back the next week.

In peacetime, the ability to move huge amounts of cargo between any two points in less than an hour (or an hour and a half, if it's Hutton), should have reduced trade profits to basically zero.

The ability to travel thousands of LY into deep space in a few hours - even with the early FSDs and a loaded ship, 20 LY a jump would get you 1000 LY an hour safely enough - should have led to uncontrolled human sprawl as every corporation, government, clan, baron, down to the rich kid with two Anacondas to their name rushed to stake their claim and be ruler of their very own system. Sure, most of that sprawl should have been obscure ghost towns, failed settlements, junk outposts which are just two converted T-7s stuck together, etc. - but it just didn't happen at all. And the reappearance of the Thargoids should have set off another massive wave of it, not just a few hundred thousand (out of a bubble of trillions!) deciding to move to Colonia.

Compared with the impacts the FSD didn't have, the impacts telepresence didn't have are relatively minor, I think...
 
Cheers y'all, but yeah I mentioned it's boosted already. (I forget which size, but seem to recall it was a 10ly addition).

(Problem is doubtless that it's stacked with kit & armour etc, but again it comes down to: Do I want to leave a trail of rare modules everywhere / wait for them at the other end because I need them etc. Damn SLF bay is a fixture to avoid having to restock the Guardian SLF. Coz, more redundant traipsing round interstellar shops is not the gameplay I want ;))
 
Stop using Wikipedia as a source. It's not doing you any favours.

I have better ones, LOL. Like this one: http://hermes.ffn.ub.es/luisnavarro/nuevo_maletin/Einstein_1905_relativity.pdf
This is Einstein's original 1905 paper (about SR). Count how many times he mentions the curvature of spacetime in it. Like... zero?

Here's another one about SR:
http://physics.mq.edu.au/~jcresser/Phys378/LectureNotes/SpecialRelativityNotes.pdf
It mentions the "curved nature of spacetime" only once - when it briefly mentions general relativity.

For comparison, here is another one, Einstein's original paper on general relativity: http://hermes.ffn.ub.es/luisnavarro/nuevo_maletin/Einstein_GRelativity_1916.pdf
Check it out, and - surprise, surprise! - you'll find all the "bend-the-spacetime-ish" things like gravity and tensors and suchlike in this latter one. :)

I linked you a video by an actual physicist. Hope it helps.

Yeah a physicist who never once mentions "bending" or "curvature" of spacetime in any of his SR videos. Which is not very surprising, since he talks about, you know, special relativity.

Edit: Oh, and I've almost forgotten the best one, Miguel Alcubierre's paper about his hypothetical warp drive (this is why you were talking about SR in the first place):
https://arxiv.org/abs/gr-qc/0009013

The very first sentence of the abstract is: "It is shown how, within the framework of general relativity and without the introduction of wormholes, it is possible to modify a spacetime in a way that allows a spaceship to travel with an arbitrarily large speed."

:-D
 
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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.
Fair enough.

Plenty of blame to go around for the gradual degradation of this game's setting all around, I guess.

Here's hoping that the current team can turn this beast around, and that the last update wasn't a fluke. :)
 
To get a bit back on topic, there is a very recent video of the German Youtuber David Hain. He criticises in his video, the massive scale of game worlds and the resulting travel times, where nothing significant happens. That even lead to auto-pilot like travel systems, where the player doesn't need to do anything.
Also side quests, that tend to be arbitrary and meaningless, due to them not being designed well enough, probably due to the sheer size of the game world. he also mentions that those games stretch so far, the fun and interest vanishes and become more like a job instead. This also goes hand in hand with some parts of a game being behind a massive time investment, that players might miss due to that.

Even though he didn't mention ED specifically, a lot of his finding actually apply to it, too.

Here is the vid:
Source: https://www.youtube.com/watch?v=s9rIemSuc0g
 
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