Not to be confused with yet another person complaining that the game is too hard, but wondering if implementing as many features and requests as possible might be currently - or will potentially in the future - lead to things becoming overly complex.
I didn't play the original Elite - well, I did for a little bit, but was too young at the time to appreciate it - but fell head over heels in love with Frontier. It was a massive game, bloody difficult (try docking in Newtonian physics without autopilot!), and hugely immersive. But it was also, for want of a better way of putting it, "right there". Everything you needed in Frontier was accessible via two mouse clicks, if not one. When approaching a station, you could just click the wee phone icon or press F4, and you're cleared to dock - cue Strauss' Blue Danube. Now you need to look to your left, tab to communications, find the relevant station, scroll down to it, click on it, and then request permission from there. And am noticing other things are often similarly... not difficult, that's the wrong way of putting it, maybe cumbersome?
I'm assuming that down the road, there'll be hotkeys galore for many of the functions, and as such started working on a little arduino-based control panel (there's a separate thread banging about on these, won't get into it) but am already well over two dozen keys for the various functions, and that's not even getting into any potential new things that are added, like different scanners, etc.
Is it possible that the massive, massive level of functionality currently on the table is sacrificing gameplay for simulation?
I didn't play the original Elite - well, I did for a little bit, but was too young at the time to appreciate it - but fell head over heels in love with Frontier. It was a massive game, bloody difficult (try docking in Newtonian physics without autopilot!), and hugely immersive. But it was also, for want of a better way of putting it, "right there". Everything you needed in Frontier was accessible via two mouse clicks, if not one. When approaching a station, you could just click the wee phone icon or press F4, and you're cleared to dock - cue Strauss' Blue Danube. Now you need to look to your left, tab to communications, find the relevant station, scroll down to it, click on it, and then request permission from there. And am noticing other things are often similarly... not difficult, that's the wrong way of putting it, maybe cumbersome?
I'm assuming that down the road, there'll be hotkeys galore for many of the functions, and as such started working on a little arduino-based control panel (there's a separate thread banging about on these, won't get into it) but am already well over two dozen keys for the various functions, and that's not even getting into any potential new things that are added, like different scanners, etc.
Is it possible that the massive, massive level of functionality currently on the table is sacrificing gameplay for simulation?