So let's add magical unicorns.It is a game.
So let's add magical unicorns.It is a game.
And bouncing pineapples.So let's add magical unicorns.
Is it just me, but wasn't it said once a long while back that we were supposed to be able to interact with the Thargoids in more ways than just shooting at them?
That would be because they are mostly lifeless planets. What else would you interact with?
Or do you think none-atmospheric planets to be teeming with life to interact with?
And...?It is a game.
Did someone find out what the underlying geological model does in terms of gameplay? Or is it only for creating believable planetary bodies?
That's fine and good, but what are the odds of discovering something like that in the galaxy? I can imagine it being extremely slim unless there are millions of those thing scattered around, and even then it's gonna be extremely tough to find. Why do you think FDev added things to find around nebulas, because it's far more likely for people to find it.No but discoverable features don't have to be alive do they?
I don't want ED to turn into a second NMS, more stuff to interact with doesn't equal NMS's way of doing things as the only option.
Crashed ships, mysterious civilisations since the Thargs and Guardians are already there anyway or a combination of the two, mysterious crashed ships, stuff that leads to other stuff, you know make it more enticing to go out there and explore or investigate.
In reality we know squat of what's out there or what you could find on liveless planets.
Fdev was smart enough to come up with the Guardians, I'm sure they can come up with more like that and make it interesting.
I don't doubt Fdev's capabilities, I just can't understand why they're not doing it but either leave it at that or fill it up with one or the other kind of grind.
Oh I have pretty much watched everything since the Kickstarter announcement. I was merely highlighting the disparity between what was promised early on compared to what we have now. This was Braben's exact quote “if every planet was just a differently coloured heightmap that would be disappointing.” - Elite Dangerous Development Plan, 1:30.Maybe you missed some of the actual Horizon release dev posts and vids explaining the actual geology principles behind the proc generation in planets? including tectonics principles, crater physics and distribution etc etc.
Source: https://youtu.be/-Et5Ivi_yIg?t=47
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Spend some time experimenting with how space works in game. For example, target a station in the game, fly into its orbital path about 5 mega-meters away from station, then drop into normal space, and set throttle to zero. Observe what happens to the station: depending upon the body its orbiting, it'll either approach you rapidly, or move away from you so rapidly even a high-speed iCourrier wouldn't be able to keep up. If it's approaching you, at one mega-meter, you enter its "sphere of influence*" (assuming everything works correctly, of course) and you'll come to a complete stop relative to the station.
Oh I have pretty much watched everything since the Kickstarter announcement. I was merely highlighting the disparity between what was promised early on compared to what we have now. This was Braben's exact quote “if every planet was just a differently coloured heightmap that would be disappointing.” - Elite Dangerous Development Plan, 1:30.
I can't really think of another implementation that would work.Great & detailed reply, and you've nailed what I was thinking of when I said there was a lot of "fakery" involved - spheres of influence.
The thing is though, aside from playing silly sausages like the scenario above, I can think of only one instance where it actually impacts gameplay. If I have more than 3 bodies to scan in a system, I'll use the orrery to check the current orbital positions & plot the most efficient route to the various bodies. That's it.
Beyond that, the whole thing is just an intellectual curiosity, and doesn't really add much to the game part.![]()
I guess it really depends upon what you enjoy doing in the game. I enjoy flying my simulated space ships, and the detailed orbital mechanics ensures that even familiar systems will vary, sometimes wildly, between visits. For example, my character’s home is on Emerald, and is currently* based out of MacKenzie Relay, which orbits Emerald. Emerald is part of a binary with the Venus-like Jade.Great & detailed reply, and you've nailed what I was thinking of when I said there was a lot of "fakery" involved - spheres of influence.
The thing is though, aside from playing silly sausages like the scenario above, I can think of only one instance where it actually impacts gameplay. If I have more than 3 bodies to scan in a system, I'll use the orrery to check the current orbital positions & plot the most efficient route to the various bodies. That's it.
Beyond that, the whole thing is just an intellectual curiosity, and doesn't really add much to the game part.![]()
Currently. That may change in the future.Elite you just drive your ship around. You can't walk, run, build anything.
That's fine and good, but what are the odds of discovering something like that in the galaxy? I can imagine it being extremely slim unless there are millions of those thing scattered around, and even then it's gonna be extremely tough to find. Why do you think FDev added things to find around nebulas, because it's far more likely for people to find it.
While I would like more interaction on the planet surfaces like getting soil sample and bio samples, what would equally be needed is good reasons to get those samples. That would be a huge other facet to the game that would need developing.
For all we know there may well be millions of downed ships and stuff, but as it will be PG, nobody will know where it is until discovered including Fdev.
I'm in the very same boat. This is actually one of the reasons I want my space legs, so that I can walk over the the big glass window of the bridge of an Orca or the big glass dome of a Beluga and take in the view (something you VR folks already have), or walk out onto the forward deck of my Anaconda and sit there and watch the moon rise on a newly-discovered planet, or walk around an abandoned base and experience it close up and personal, all while under a realistic (not NMS) alien sky.I guess it really depends upon what you enjoy doing in the game. I enjoy flying my simulated space ships, and the detailed orbital mechanics ensures that even familiar systems will vary, sometimes wildly, between visits. For example, my character’s home is on Emerald, and is currently* based out of MacKenzie Relay, which orbits Emerald. Emerald is part of a binary with the Venus-like Jade.
My approach to MacKenzie Relay, changes between visits, especially between sessions. Sometimes the more massive Jade is closer to Cemiess, sometimes Emerald is. Sometimes MacKenzie Relay is on the opposite side of Emerald from Jade, sometimes it’s between the two. And of course, there are many more configurations for the four relevant bodies than that.
The former is an ideal situation if you use gravity braking like I do. It’s one of those situations where “ETA 5s” can really be five seconds if you thread the needle successfully. The latter is one that can cost you the most time if misjudge your approach. The others vary in difficulty and the price of failure.
As I said above, the reason I play this game is to fly simulated science fiction space ships (or flyve SRVs) in a simulated Milky Way Galaxy. Everything else is just an excuse plot. Frontier’s decision to model their FTL system, combined with their detailed simulation of the Milky Way, is what makes flying this game such a pleasure. YMMV
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* As soon as life-bearing worlds become landable, I intend to shift my whole base of operations to Fort O'Brian, or another scenic star port if that city isn't carried over from FE2. Fast landing approaches require different techniques than station approaches, which also makes for interesting flying.
NMS is a bit buggy right now on PS4, so once it's patched up, I plan on finding that perfect ELW, building a base, and thoroughly exploring the planet. This means I'll be using NMS more as a flight simulator rather than a space simulator.I’m having fun with no mans sky. The trick is to pause playing elite while doing it.
It was never intended to be realistic, expecting nms to be real is like expecting frontier to communicate or fix bugs or release more than first pass tools. There are better ways through it![]()
And...?
I still have no idea what you are trying to say.They can be compared.