Independance War (1 and 2) and the Evochron series.So which game out there does it 'right'? I see all this yapping about arbitrary mechanics, poor decisions, etc... yet no one cites any examples of how it's actually been done 'the right way'.
Independance War (1 and 2) and the Evochron series.So which game out there does it 'right'? I see all this yapping about arbitrary mechanics, poor decisions, etc... yet no one cites any examples of how it's actually been done 'the right way'.
ED just needed to get rid of speed limits, introducing, instead, acceleration limits in proportion to human limitations (better thrusters would allow for improved acceleration). Also, removing artificial yaw limitation wouldn't destroy fun gameplay, because it would add new ways of controlling your ship, not subtract to them. And allowing for slightly better scanner ranges, with limited BVR combat, to multiply the playstyles.
FDev just lacks the courage to do it.
So they payed for a WW2 flight sim model in space? :SThe reason to implement theses mechanics were that the backers wanted them.
The high level backers(DDF) wanted a flight model, based on the pitch/roll model of of Elite.
Those that payed, got to vote. Simple as that.
You also seem to have contradicted your observation about space combat in TV series: There's no evidence in any of those shows of rotational dampening. It's not the flight model's fault if you can't manage your rotation.
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Wrong. The exact opposite. If, in a combat situation, you have two ways to solve a problem instead of one, isn't it better? More flexibility instead of less? More control instead of less?There is even less need to have as much yaw as pitch on a spacecraft as their is on a modern aircraft.
That is precisely the problem. Just because the flight limitations of a plane flying in an atmosphere is what planes do on Earth and we are familiar with it, it does not mean that such a model should be adopted in the total different situation of space flight.Heck: When was the last time you flew a plane that yawed as hard as it pitched?
As I have said before, both are not mutually exclusive. They can be used to complement each other and improve gameplay.Hardly an arbitrary design choice. It was made to enable dogfighting. Because firing missiles at blips on RADAR is dead boring.
So they payed for a WW2 flight sim model in space? :S
Although I have a full HOTAS setup I've learned to fly all my ships using the keyboard only (which is particularly useful when travelling with a laptop when I don't have access to a joystick) and the only reason it is feasible to fly entirely with the keyboard is because of how well they have implemented gimbal tracking. If they ever severely nerfed this, i.e, by doing something like what they proposed with the gimbal sensor nerf that they suggested last year, I would probably lose interest in ship combat in Elite as I don't find the flight model to be enjoyable if I have to manually aim fixed weapons with poor weapon convergence and artificially nerfed yaw control.
So they payed for a WW2 flight sim model in space? :S
That game's purpose is not to compete with ED. It's a hardcore space simulation game. ED is not one and was never intended to be so.*Googles*
Oh, the next game that does not yet exist which people are going to spend a year loudly and gleefully shouting how it will destroy ED.
Let's wait until release before doing that, shall we?
Independance War (1 and 2) and the Evochron series.
3. Artificially limited boost mechanics and top speeds further limits the gameplay,
Flight models cool bro...
You are exaggerating.So you want a slower game, with more sluggish ships?
Yes. But humans can deal with extreme Gs for short periods. Nothing new there.If you do the maths, there is enough g delivered by the thrusters to physically challenge pilots to extremes already.
Putting the "extra set" is what allows him to properly utilize the ship.And - as I said above - putting a heavier extra set of engines on a vehicle just because the pilot doesn't want to properly utilise the controls is not 'realistic'.
If it gives the pilot the edge in combat, you can bet it is.Piling mass on because a pilot wants to use a rudder as effectively as elevators when they could just spend a quarter-second rolling first is *not* realistic in engineering terms.
Band aids are just that. They don't solve the inherent problem of gameplay, like the lack of proper BVR combat.And we already have slightly better scanners... up to 50-sih% extra range on long range mod, isn't it?
I guess it is, but catering to the lowest common denominator isn't a solution for excellence in any company.Easy for you to say that from the comfort of your sofa, with no company and nobody's jobs to risk on the basis of your personal consumer desires.
So, have you played Elite Frontier? Because if you lust for realism, that one has you covered. And it is not a lot of fun.
Wrong. The exact opposite. If, in a combat situation, you have two ways to solve a problem instead of one, isn't it better? More flexibility instead of less? More control instead of less?
Planes don't yaw well because of they way physics work in a planetary surface with an atmosphere. Planes use wings and tail-plans to create lift for them to be able to change direction and, you know, fly...
In space there is no air to create pressure on wings and tail-plans. And since there is no preferred direction, thrusters should operate equally on all directions of movement for increased efficiency and flexibility.
All good points but:ED was always tuned to be fun and arcade like. From its inception it was always going to be this way. This was explained in detail many times in Kickstarter and elsewhere.
While I War was good, I don't really know if it would make ED any better- examples:
With the BVR missiles available in I War it would be a case of who runs out of chaff or missiles first, as missiles were extremely powerful.
Sniper PBCs would be worse than what long range mods are in ED.
Closing speeds would be a problem in multiplayer.
I'd love an aggressor shield though.
I think for ED the flight model is fine, it simply(?) needs for other mechanics to be tweaked to bring other mechanics in line. One of the reasons I War flopped was because of its flight model; its not as accessible to the masses while EDs is more like Freespace and X Wing.
All of these weapons could be regulated not to be unbalanced. That is feasible.With the BVR missiles available in I War it would be a case of who runs out of chaff or missiles first, as missiles were extremely powerful.
Sniper PBCs would be worse than what long range mods are in ED.
Initially in the combat, yes. But, eventually, all combat would break down to a "knife fight" or to a fast escape. IMO, it would be no trouble.Closing speeds would be a problem in multiplayer.
A very bad one, I must say...Jepp.
Most of them had played both Elite and FE2 and found the full Newtonian model of FE2 to be boring in combat. Pitch/Roll was choice.
You are exaggerating.
Yes. But humans can deal with extreme Gs for short periods. Nothing new there.
Putting the "extra set" is what allows him to properly utilize the ship. If it gives the pilot the edge in combat, you can bet it is.
I guess it is, but catering to the lowest common denominator isn't a solution for excellence in any company.