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Is that a reason now to put even more limiters on top of it or rather remove them all. Guess the answer would be very much prone to personal preferences...
And I thought, FA Off was meant as a challenge in the first place.
To me it always was a fascination (and in the beginning quite hair pulling) challenge. I actually needed about 3 month to dock in FA Off until it slowly stopped looking like a controlled crash. A true challenge of my perseverance and stubbornness, I tell you.
Btw, I didn't mean to nitpick on the word "dampening". I genuinely wondered if it's probably more than just a typo as so many are using the word in that way. For a non native speaker who still struggles to improve his understanding of the language these things aren't always quite easy to assess, especially with all the other non natives, dubious spelling and street slang around.
Learning it is the beauty though. Relearning it isn't.But isn't that the whole beauty of FA Off? Since I don't like PVP that's the only remaining challenge that still keeps me playing after 5 years. I'll never get the approach of so many modern gamers who are always longing for the chickenway. Don't they know that's the highway to boredom that potentially kills all games in the long run?
The current system is difficult to master but yields higher gains. If we corrected rotational velocity for you the game would become a FPS in space which wouldn't be difficult to master at all.
Indeed, a request is just that. We don't have to do anything if we don't want to but that doesn't mean we didn't read and consider the request. Suffice to say a low yaw rate is a fundamental part of our games aesthetics and a corner stone to our flight model that we at frontier like the way it is. We're not changing it, for to do so would be to compromise our own vision for what Elite: Dangerous is and what it's going to be. I don't give a damn what all the other space games have done in the past, nor do I care that our yaw rates are apparently even slower than a plane's is (though every time I've tried doing a pure yaw turn in IL-2 I've stalled my plane before I got anything that even resembled a steady and fast turn rate). Fast yaw and pitch in a space game is a video game trope of the highest order along with banner arrows sliding around the screen and compasses telling you where to fly all the time. I'm almost certain that other developers just implement those features because they've been so prevalent rather than actually reassessing whether the game needed them or could be even better without them! We found for example that the compass that pointed you towards your target at all times made combat too easy to end in stalemate of circling. As soon as we tried removing it all of a sudden it was more exciting to fight someone because they could give you the slip whilst you weren't glancing at your sensors and even if you did pay attention to the sensors the difference in the way the information is presented can still mean you don't quite stay on the target's tail perfectly, again providing more opportunities for them to turn the tide of the battle.
Suffice to say we wanted Elite to feel like star wars in terms of how the ships move by banking/rolling and pitching through manoeuvres opposed to the yaw and pitch based FPS style movement most other space games offered (where roll plays little or no part). That limitation to having to do your main directional change manoeuvring by pitching makes the flight path taken to be more cinematic and means a skilled player can predict the manoeuvres of an opponent in advanced by observing their current roll position relative to themselves only. So long as they match the roll quickly enough they can always follow through the inevitable pitch manoeuvre effectively and maintain the chase. If the target could yaw or pitch effectively then it's much harder to assess what they're going to do as they're current roll position doesn't really matter any more.
Finally realism has played no part whatsoever in any of our design discussions about the flight model. We don't care what would be realistic as we only care what the game play experience is when flying these ships and so far we feel we're hitting the right notes for the majority of our audience.
FE2/FFE combat only worked because the NPCs were so incredibly bad at it, would try to fly at you as if you were their autopilot target, and would never ever try to decouple the way they were moving relative to you from their facing. So you could take a more agile ship, close quickly, then flip and get behind them where they just couldn't shake you. And let's not talk about what happened if there was a planet nearby.Frontier Elite II and First Encounters modelled this really well, along with planetary landings; not to mention being able to set up your own (albeit clunky) orbits - but ED couldn't have any of that cool stuff because apparently people didn't like having to 'joust' in combat.
Though that always struck me as something that kind of solved itself once you clicked onto that exact principle: that the only measure of motion that mattered was your vector in relation to the other ship. All the other thousands of kilometres per second you might both be doing barrelling towards the planet were completely irrelevant.
The quotes from Mike Evans are interesting.
FA Off isn't a flight model - it's a control method. And it sucks.All I can see in this thread is:
"I am bad at FA-off and I don't want to learn, plz fix"
And some others that actually praise the FA-off mechanics and are willing to put in time to learn it.
The current flight model is set in stone, so to speak, and no suggestion or feedback will change that.
Get over it.
The only thing that needs fixing in this game is a rebalance of ship statistics and weapons as well as a sever nerf to defense stacking.