Elite / Frontier AI or Human? What David accomplished 23 years ago with 400 KB of Code.

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David Braben released Frontier Elite II in 1993. David did an amazing job with only 400 KB of assembly language code. Everything within the game came on one floppy disk drive. For those of you who do not remember or know; It would take approximately 3,263 floppy disks to store the same amount of data that can be stored on one DVD.

The genesis of this wall of words are the many active discussion threads in the forums about adding crew members. Just to be sure everyone knows where I stand; I believe AI crew members should already be part of the core game.

I found a copy of the original Frontier Elite II (FE2) manual online. I read through it and will admit that I cherry picked things that I believe should be part of Elite Dangerous (ED).

While there are a lot of things that need improved; I believe Frontier Development should be working on adding these original core features back in. I believe this work should be completed before we start working on adding new things like human crew members.

Viewing Angles

FE2 has the following screen views:
Front
Rear (With the addition of a sight should a weapon be equipped on the back of the ship.)
Outside
Turret (Can be switched between available turrets.)

ED has these screen views:
Front
Secret Outside (Solo Only)

Autopilot

FE2 had the Robocruise automatic navigation system. Select your target and engage the autopilot. Please note that anything that could be targeted, could also be used as an autopilot target. Autopilot could be used anywhere within a system. Just like cruise control, it could not avoid collisions. It will also automatically request docking permission and dock the ship. This could also be used to target and/or follow other ships as well.

ED has Autopilot that only functions for docking when very close to a station.

Inventory Screens

FE2 Had the following additional inventory screens:

Crew Roster
Passenger Roster
Mining Installations (for your MB4 mining machine, see below)

Communications In Flight

FE2 had the ability to contact the police and settle any outstanding fines by remote payment.

I would like to add that for human crews to work, we will need a much more robust way for players to communicate within ED.

Time Control

FE2 had the options to control time. Settings included Real time, Stardreamer Time Control which increase the passage of time by 10 to 10,000. This also included pause. While pause is impossible to implement, accelerating time passage on long runs would be most appreciated.

Surface Landing

FE2 has landing available on planets with and without atmospheres.

ED added landing at the start of year 2 with Horizons expansion. This is only for planets without atmospheres.

Weapons

FE2 has the following extras:

Laser Cooling Boosters
Energy Bomb
Naval ECM System

Hull Damage

FE2 included an automatic Hull Sealing and in flight Hull Repair but only for larger ships.

Taking on Crew Members

FE2 required you to hire extra crew to fly larger ships.. Without them it will not be able to take off. Please note that these crew members were AI, not other players.

ED doesn’t require a crew to fly larger ships. Crew members are promised within season two, but must be other players, not AI.

Bulletin Board

FE2 included jobs to Carrying Passengers. People may place adds requesting passage for themselves or a group to a stated destination. You need sufficient cabin space installed on your ship to perform these. I'll take this one step further and believe players should be able to request passage from other players in ED.

Mining

FE2 included the standard manual mining of asteroids but did not have limpets. It also included a Surface Mining “MB4” mining machine.

ED has manual mining of asteroids and planetary rings. Collection limpets were added to aid in the collection. Surface mining is performed from an SRV where we drive around using a metal detector looking for rocks.

Trade Items

FE2 included the following additional items; Liquid Oxygen, Water, and live animals.

The first thing I thought of when I saw live animals was the television show “Serenity”.

I believe water should also be mineable from ice rings and planets. I believe there are a lot of mission possibilities that could be built out around water.

Ship Outfitting

FE2 used the gross tonnage method for equipping each ship. There is only so much space in the hull and out of this, room has to be made for the engine, guns, fuel, cabins, cargo and so on. The proportion that these items take up depends on your needs, for example a fast courier ship’s engine will dominate the hull.

Alternatively, if you are interested in having a more deadly ship than a fast one, engine size can be sacrificed for weapons.

All items are rated for weight which is equivalent to the space they occupy, any space left can be used for cargo.

Slaves and live animals required Cargo Bay Life Support. If some items were ejected, they would become meat, fertilizer or rubbish.

ED uses a different method for equipping ships. Space is divided into specific sized compartments and only certain compartments can contain certain items. Left over space is lost instead of being converted into use for cargo.

In conclusion; David accomplished much within 400 KB of code. Why can’t it be done today? Why are we making this harder than it needs to be? We only need enough to make it believable. My imagination filled in what was missing in FE2 and will do just fine in ED.

Even if they are just place holders for content to be fleshed out in the future, please give us what Frontier Elite II originally had within the game. This should include AI crew members at the very least. AI wingmen with their own ships should be added as well.
 
Pretty much yes to all this - although the time control thing isn't really possible due to multiplayer. But yes to everything else. Lots and lots of yes please, in fact
 
I said something similar but not as elegantly in my thread "Frontier Elite 2 as Elie Dangerous, It could have worked...."

Well said Chummy62 :)
 
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FE2 had the options to control time. Settings included Real time, Stardreamer Time Control which increase the passage of time by 10 to 10,000. This also included pause. While pause is impossible to implement, accelerating time passage on long runs would be most appreciated.

A feature to speed up real world time in the multiplayer game would be great. I'd be able to fast forward to the next newsletter or Horizons update.
 
I remember that crew members were not AI, they did nothing but take your money and complain if you fired them. And landing on planet was easy because you only needed to show a few polygons and pretend they were buildings. Times are changed and so are user expectations - if you now land in a forest on a earth-like planet you expect to see all the damned forest in detail, and that is a bit harder I think :D

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A feature to speed up real world time in the multiplayer game would be great. I'd be able to fast forward to the next newsletter or Horizons update.

"Multiplayer real time" = "time is fixed", by definition. Period. There is no possible way around it.
 
The underlying systems that manage Elite Dangerous must be orders of magnitude more complex, due to the increased fidelity of the game compared to Frontier. The entire simulation is more complex from graphics to physics to sound, and this is failing to mention the multiplayer connectivity which *completely* changes the very core of the game and how it functions. Everything that you try to do in single player is infinitely more complex when simulating in a multiplayer environment. This is why Elite Dangerous does not fit into 400kb of memory, does not have "all" the features of Frontier and quite possibly never will. It turns out that all of the things we take for granted in modern games are wickedly complex to implement.
 
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Some nice ideas in there, and I'd very much like AI crewmen. :) Time acceleration is ofcourse impossible, and I am personally not in favor of automating things too much.
 
While the crew were truly not AI, the illusion that they were was still successful. Currently within ED, turrets can track and fire on targets. I do not care if an active "AI" is performing the work, only the end result.

I must agree that they set the bar high with the release of Horizons and the quality of rendering I'm seeing while running about in my SRV. While I appreciate how good a job the graphics team has accomplished, I prefer quality game play where my imagination can fill in the blanks until the code and/or computing equipment required catch up. This is one of the reasons I enjoyed FE2 back in the day.
 
Improvement to graphics and time compression issues aside, there is nothing in the OP that would be difficult to implement in game and much seems to be deliberately left out for obscure reasons. And yes, the old "AI" crews didn't actually have AI, but how difficult would it to be to add a % bonus to a crew position that is based on their level of expertise. Guns do increase damage (either by firing more often, being more accurate or a damage buff), jump drives go further (power tweaking, "Scotty" like abilities), shields last longer, thrusters go faster/turn better etc etc.
 
Like the OP and others have said apart from the time compression element, there are things there that should have been included in ED from the start.

We have passenger ships but no passenger missions. You can haul slaves and livestock without having any special cargo space requirements.

Also in Frontier and First Encounters were the Video systems when connecting to the stations (though wing commander did it better with full FMV which only came with the cd rom on First Encounters) again there is no reason we havent got this in a 2015 game.

Personally I think it comes down to instead of doing the game DB wants to do in his heart, financial considerations have to be taken into consideration, and hence have to appeal to the widest possible audience and demographic.
Hence we have companies not just FD, who are nerfing games to appeal to a larger demographic rather than making them the way they should be made.

But that aside alot of what the OP should be implemented to improve and enhance the game because I like the OP feel that in some ways Frontier and First Encounters were superior games to ED.

And we had Thargoids back when the game ran on 32K of RAM.
 
FD should invent a real star dreamer device and input a - 1 so they can slow down time, so they can deliver everything everyone wants almost instantly.
 
I don't think fitting should be based on tonnage as it was. FE2 was a single player game and as such, balance wasn't an issue. When I played FE2 I had a Panther Clipper and it had so many shield generators that the only feasible way to destroy the ship was to fly it into a planet or some such. I used to shoot stations on planets then sit there and laugh as the AI police ships would disintegrate against my impenetrable shields all day long. That just wouldn't work in ED.

Other than that, yeah, especially the views. I would also add that in FE2, bounties were automatically credited to your account instead of you having to dock to claim them. This should be brought back also.
 
Personally, I like the fact you have to RTB to collect bounties.
Otherwise, other than the rebuy screen, there's no real risk in bounty hunting. Every occupation in ED needs a risk vs reward system or it will fail and become abused.
However I do like the idea of paying off fines in space. That's just a no brainer.
AI crew should be easy to do. They can buff stats based on their pay grade and skill. From looking at the polls for AI vs Player crews, it looks like almost no one wants player multicrew. FD should be listening to this!
AI wingmen is a must too. FD should be able to develop this. It's been done well in other games.
Time compression is a definite no. Can't be done in multiplayer games.
Atmospheric landings WILL come, we just need to give FD more money.... I mean time. Lol
And Thargoids. Never seen em in FE2. Lol
Still lost of work to be done in ED though, and porting it to the Xbox may have financially been a good idea. But in the long run, that's almost twice the faffing they've given themselves.

We can only sit here and repeatedly ask for the same thing until we annoy them into doing it. Lol
 
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