Broken promises 2 years on.

Status
Thread Closed: Not open for further replies.
Yawn.

This forum is soon going to overtake here:
salt-mine-visit.jpg
 
Two and a half years ago Bambi (who seems to have left the forum 1 year and 3 months ago) made a post.

Digging through stuff in response to this comment from a well known ED defender made just a few days ago:



I decided to dig that post up, as a reminder and a warning.

I've now highlighted the revelant parts of that post for ease of separation between what game mechanics have been added since that post was made (white) and what is still missing (orange). Commentary from Bambi has been made green, but worth reading as well.

The results are...... well make your own minds up.

Original post follows:


Broken Promises, A Collection

Going through the old dev diaries I noticed how much they mentioned that I used to be excited about, but never turned up in the game. I remember thinking the initial release of the game was quite barebones. And rewatching them all helped me to realize just how little has changed. Here is a collection of every half-truth from the pre-release material I could find. This is not including newsletters, blog posts, and forum posts. Although I would like to do those too, it's quite a bit of work. If you have any examples to contribute feel free to post them in this thread.

TIER 0 - KICKSTARTER PROMISES
Material in this tier has been presented on the kickstarter pitch page and can still be seen there today.




Damage Model
“In Frontier and Elite ships either blew up or they didn’t. In Elite Dangerous we plan to have damage models. You’ll see things spewing out ... also the odd cargo canister which you can scoop up, even from a ship that’s not destroyed.” - Dev Diary 1, 2:00
A picture of a heavily damaged anaconda model is shown. The damaged anaconda shows up again in the “Cobra Teaser” video, responding to missiles fired from an attacker.


Heat
“As you maneuver more and more rapidly your ship gets hotter … if combat goes on too long other people will start coming in because they’ll see you from long range.” - Dev Diary 1, 3:20

This doesn’t seem possible, unless you’re in the same instance to begin with, there’s no way to detect anyone from “long range” regardless of their heat level.

The entire Dev Diary 2 is amazing, I don’t know how to describe it, just watch the whole thing. Pure poppycock from start to finish. The following three examples are all from that video, the first example is a space station being built:


DIY Space Station
“Imagine a super rich colony, trade is booming, they decide to build a space station.”
“Orders go out for parts, things like that.”
“You see the space station as a skeleton (scaffolding) initially.”
“You see it get more filled in.”
“With time, orders for kit that goes inside the station goes out.”
“Dignitaries from the surrounding areas will want to be brought in [when the station is complete].”
“These will all be mission contracts for players to take up.”
“El Presidente will want to do the opening ceremony.”
“There will be assassination contracts out on some of them.”
“You may find you’re carrying one of these dignitaries who is up for being assassinated.”


There was a “build a station” community goal but it had hardly any of these things and was a scripted one-off event. Braben in the video claims that these things will happen “all over the place”.

Famine - Partial - CG manually generated by FDev.
“Imagine a world falls into a state of famine … complete crop failure … humanitarian aid is coming in.”
“Government is putting out contracts for food in large quantities.”
“It’s up to the player whether to profiteer from this or whether to act charitably.”
“All the surrounding systems will be watching.”
“Imagine a large warship arrives and blockades the system because they want the system to capitulate and be annexed.”
“[Players] can choose to side with this invader or they can run the blockade.”

Again while "famine" is indeed a state a faction can have, it has nearly none of these effects.



Trade Disputes
“Imagine you’ve got two very hostile worlds reasonably close to each other.”
“A player discovers a very valuable mining resources … in a system that is currently unclaimed.”
“Both systems will want the new system annexed.”
“As soon as the news go out … they might both station warships in the system and start fighting over it.”
“You can take missions from one side or the other side.”
“There is the third way ... might try and mine them under the guns of these warships, although that might not be very effective.”


You cannot sell exploration data in this way. Factions do not respond like this, and you can't be endangered by other ships while mining because when you drop down into your own spot on a ring it is completely empty. (excpet for occasiuonal NPC pirate thousands of light years outside known space - RAFE)

As a final insult he suggests that looting a convoy may in itself lead to something else happening, which of course, it won’t.

Call it In
In Dev Diary 3, Braben presents a scenario of trader anacondas being attacked.
“It is possible that these traders were caught en-route and called you in.”
“You came in as an escort for some ad-hoc deal made on the phone, which can also be broken later of course.” - Dev Diary 3, 1:30


You cannot call others from outside your instance to help, only police NPC are somehow able to detect your location and crime report beacon to jump in, even so this rarely happens. He also suggests player bounties will be significantly higher than NPC bounties, which I don't see being the case.

The One
“One of the things we want to do … is to ensure that no one role is a massive generator of cash.
“What I don’t want ... is to be forced to forever asteroid mine or whatever it is.” - Dev Diary 3, 2:30


Very amusing. The balance has shifted slightly over the course of patches but certain playstyles have always been much better at making money than others. It was a bigger problem at launch, long after the alpha and beta I might add, but it is still a problem.

Use the Force
“Groups of players can force the price up.” - Trading Dev Diary, 2:10


While flooding the market to drive prices down is possible (but not useful due to cost), I can’t think of a way to force prices up.

The main body of the pitch text reads "Take part in multiplayer co-op mission alliances, free-for-all group battles and team raids to bring down planetary economies.”

I’m unsure what this means, but I can’t think of anything in the game that it would be right now.

TIER 1 - DEV DIARY DELUSIONS

Now that horizons is out in its most dull, barebones state, it is amusing to note that Braben says “if every planet was just a differently coloured heightmap that would be disappointing.” - Elite Dangerous Development Plan, 1:30

The original concern and justification for not including the feature in the first place is the reality of today.


Use Your Imagination
“This time if you enter a system that is in a state of civil war … you’ll be entering a system where … you are aware of craft fighting around you.”
“Vipers holding off the attacking forces of the planet.”
“By the time you reach a space station you are very much aware this is an oasis in chaos.” - Art Director John Laws, Art Journal, 1:25

“If I go to a system and it’s in a state of peace … a good trade place, then what I want to see there is advertising ships.”
“I want to be aware of traffic, busily going about its place.” - Art Journal, 2:10


Of course, there's barely a way to tell systems apart, the only thing that sets a civil war system apart is a few scattered combat zones and checkpoints (that nobody can force you to go through, making them entirely useless.)

Angle the Deflectors
“The plan is that for the smaller ships there will be a single shield.”
“But as the ships get bigger and bigger, much like with the original elite, the Cobra had a front and a back shield. We’re planning that.”
“It would have two shield generators which would deplete separately.” - Shields Dev Diary, 1:30


“On a very large ship we’re expecting to have as many as half a dozen different shield generators covering different bits of the ship” - Shields Dev Diary, 2:00

All ships now have a single massive shield generator no matter how big.

Q&A Conundrums
Braben also took the time to answer some community questions. His answers are fairly revealing, and sometimes just confusing.


Q: When flying with your friends, can you share nav map information, for example points of interest of where you are heading?
A: Yes.
- Progress Diary #1, 5:00


This is, even after wings, untrue. Signal sources cannot be shared and you probably all know of the issues with horizons points of interest not being replicated properly.

Q: Since space travel will be long at boring (at times)... will there be time wasting activities?
A: No. You don’t design a game to have really long boring frustrating sections in it.
- Progress Diary #1, 5:50


This is just golden, considering that in the starting system of LHS3447 takes some 10 minutes of flying in a straight line to get from the drop point to the stations. Do I even need to mention hutton orbital? The game is defined by long, boring and frustrating travel. (Sadly this is still the same, only worse - RAFE)

Q: Will it be possible to dock with capital/motherships?
A: Yes. We will have various kinds of capital ships. Both giant freighters and also military ships. They won’t have the full function of a space station, but you will be able to dock, repair, refuel, depending on the type of the ship. You will also be able to dock with shipyards which will be separate from the space stations. They will each have different functions, you might be able to trade but in a restricted way. We’re also planning ship-to-ship docking where you will be able to exchange goods.
- Progress Diary #2, 6:45


(untrue as of today - and we have no way of knowing if this will be implemented for squadrons - RAFE)

None of the underlined things are possible or in the game in any way.

Q: Will we be able to name our ships?
A: Yes. I don’t think it will have a lot of relevance.
- Progress Diary #4, 5:30

You can't name your ship, even cosmetically.

Q: Will we have maintenance or construction yards for us to dock at if we need to upgrade, fix or sell our ship or will that still be done at the port?
A: Yes. They may be connected in big orbital shipyards. You will be able to see ships that are under construction, that’s how you can tell it’s a shipyard. Simple maintenance could be just done in the docking bay. But certainly buying new ships you will have to go to a special place.
- Progress Diary #5, 8:00


Again he is affirming that shipyards will be special places that you go to buy ships. Almost any old station will sell ships currently.

Q: Will space stations have their own weapon systems?
A: Yes. They will have cops that stream out ... but also on the station itself … the reason they weren’t in the original Elite and Frontier is actually from a gameplay perspective, it can very much spoil the enjoyment because it was actually quite fun playing around with the police ships … and also to make sure that the player has a warning if all they’ve done is pressed the fire button by mistake.
- Progress Diary #7, 7:20

Confusing answer, since he apparently knows that adding powerful weapons to stations have made them less fun and impossible to fight near, even though the trailer shows off a fight in and around a station. Even more confusing since you certainly do not have the mentioned warning in most cases of blue on blue.

You're not a cop are you?
“I always felt quite uncomfortable in Frontier that you could just trade illegal items through the bulletin board in full sight of everybody.”
“In Elite Dangerous we want this to be earned. This is a reward, you get more trusted in a place and you can build up a reputation in a place to be trustworthy trading such goods.”
- Progress Diary #4, 6:40


Any schmuck can waltz into any black market and sell whatever they want to anyone.

Passenger Liners
Progress Diary #5’s entire opening is dedicated to the topic of passenger transport, it should be clear that the entire subject is laughable since no passenger transport of any kind can be found in the game. The ships that were supposed to do this as a dedicated task have no real role in the game right now
. (now added to the game - RAFE)

Hand me the hydro-spanner!
Not from Braben this time. Art Director Chris Gregory (why is this a different art director from before? do they have more than one?) says:
“The player might have to take action to solve a problem within their cockpit, such as a fire, a toxic leak from their cargo, or maybe even an outbreak of trumbles.” - Progress Diary #8, 2:47


“Taking damage or running low on power, might well cause your instrumentation to glitch or degrade”. - Progress Diary #8, 3:54

While the cockpit might react with smoke, or by breaking, that is the most interaction you get.

---

"There will be smaller ships going between an orbital station like this and the surface.” - Progress Diary #11, 2:17

I'd like to see them.

---

“I can see myself being chased through supercruise, down into a fight [inside an asteroid field].”
Or maybe I’ve hidden something here, left a little beacon where I can retrieve it.” - Progress Diary #12, 3:40


Of course, there is no way that an interdiction will end anywhere but free space. If you do crash into a ring by accident, you will both be thrown out in separate instances. There is also no way to stash things, if you jettison cargo it will despawn.

---

Finally, in the capital ship battle video the capital ships are shown using large weapons against each other that they do not use in the game.

TODO: Tier 2 - Design Discussion Disasters



So there we have it folks - two and a half years on and that list is still pretty much as it was before.

care to comment Cmdr Eagleboy?

Sorry if its a little hard to follow - I was not going to split it into quotes as too time consuming

Wow, all very serious stuff, man. Uhm, you know that it's about a game, right?
 
I have a suspicion it will be replaced by lashings of humble pie.

Nope I am quite confident that even if FD released exactly what some here want, those Commanders would still find fault with it, even if they had to look really really hard, they would still find something to complain about.
 
And here we go again. The only thing I can really ding FD on is removing off-line play and when I look into it in depth, I can't even really ding them on that. Looking back, I think to myself, "Why would they even promise that? It's clear it would make the game a static, basically dead place. You're going to devote resources to that? Are you daft?"

The rest of it were goals. Things they wanted to put in. Well, guess what? Not everything is doable. You may not like that (I sure as hell don't), but that's the way things are. There's a technical term for that; It's called life!

Take what they get and enjoy the game. If you play the "Oh but we could have had this, and I want that" game, you 'll drive yourself crazy. You want something, ask for it. If they can do it and enough people get behind it, and it doesn't conflict with their vision of the game, it will get patched in.
 
I know that these statements were plans and those change. And I also very much enjoy Elite as it is today.

But one thing I want to point out: There is imho one big difference between the game they described and what we have now. The former sounded much more alive. What we have instead are those isolated experiences, each hidden within its own USS, etc.

Right now you don't see much difference between a system in famine, war, Thargoid attack, boom and so on.
 
Looking at it ... some progress in some areas since the original post. Not everything, though ... and of course a couple of things reflect the difference between the current player base and the less representative KS backers (and the extremely unrepresentative DDF) and would be really unpopular to implement nowadays as originally described.

The entire Dev Diary 2 is amazing, I dont know how to describe it, just watch the whole thing.
The station damage+repair mechanism introduced in 2.4 (and the ability to prevent Thargoid attacks added in 3.0) is probably the only current case of this sort of thing in the game - and that's "maintenance" rather than "progress", so it feels a bit different. 3.2 - in the ability for the Colonia engineers to upgrade their capabilities over time without direct dev intervention - may be an important (if small) step in this direction as well ... we'll see in a few hours.

Some of the interactions around Famine and the like are there - the famine will affect influence levels in the system and potentially in surrounding systems, which could lead to an inbound expansion or a war for control starting - but the cause and effect are both a lot more abstract and not highlighted in-game.

I think this ties into two major things, though, which led to a big gap between initial ideas and the current implementation:
1) The size of the bubble. A lot of these ideas feel like they'd work a lot better in a ~800-system bubble like FE2 (or maybe even a 70-system bubble like Colonia). Managing all the interactions between this stuff in a 20,000-system bubble I think just got way out of hand, and wouldn't have had enough players to support it ... even four years later, the bubble is probably still about twice as big as it needs to be for the number of players.

2) The one big thing that went completely missing from the DDF - as opposed to being implemented differently or partially - was the "Events system" that would have driven that kind of mid-level stuff between a hand-crafted CG and routine BGS effects. I wonder if Powerplay was supposed to be the first step on that route, and for various reasons just didn't work in that way.

Seriously, everyone wants "space legs" or "atmospheric landings" or "a nice reliable 500 MCr/hour earning method" ... I want that Events framework implemented :) But I suspect we'll get space legs and atmospheric landings first, since they're easier...
... and the realisation that people will actively play the BGS with a long-term goal in mind (and Events, if they could) rather than just watching it unfold and participating in passing events has probably added a lot of extra complexity to the planning, too.

Call it In
In Dev Diary 3, Braben presents a scenario of trader anacondas being attacked.
It is possible that these traders were caught en-route and called you in.
You came in as an escort for some ad-hoc deal made on the phone, which can also be broken later of course. - Dev Diary 3, 1:30
Interestingly all the *bits* for this are in place - just not put together in this way.
- you can get mission offers to your inbox while in space
- distress call USSes exist
- mission-specific USSes exist

So all it needs is an inbox mission that if you accept it immediately generates a distress call mission USS nearby, and sends you the reward once all hostiles are destroyed.

Similarly all the bits for the capital ship video exist - CZ massacre missions, CZs with capital ships, mission offers in deep space, etc. They're just not put together like that yet...

Very amusing. The balance has shifted slightly over the course of patches but certain playstyles have always been much better at making money than others. It was a bigger problem at launch, long after the alpha and beta I might add, but it is still a problem.
It depends what you're balancing *for*. The "casual" earning potential of most professions is relatively even - the min-maxed potential is wildly uneven. That's probably unavoidable, and there are some professions which could still use adjustment on the casual side.

While flooding the market to drive prices down is possible (but not useful due to cost), I cant think of a way to force prices up.
On the supply side, buy the cargo out. On both supply and demand sides, for most goods there's a BGS state which will have higher prices.

Im unsure what this means, but I cant think of anything in the game that it would be right now.
Most surface mission types are bad for the target faction, so the surface wing missions coming later today will probably count.

(Or just the old "have a wing blowing up NPCs until the system goes into Lockdown" play)

Group battles have occurred around Powerplay ... and free-for-all battles are available in CQC.

This time if you enter a system that is in a state of civil war youll be entering a system where you are aware of craft fighting around you.
This - and a lot of other bits like that Anaconda rescue mission - would have made far more sense and also been easier to do if they'd stuck with the original microjump plan, rather than implementing supercruise.

I really wonder just how badly switching to supercruise messed up their original plans.

If I go to a system and its in a state of peace a good trade place, then what I want to see there is advertising ships.
I want to be aware of traffic, busily going about its place. - Art Journal, 2:10
Top 1% of liners :)

All ships now have a single massive shield generator no matter how big.
This is one of the few original plans I'm really happy to see gone. We've already got the power distributor to shift sliders around in a fight ... adding multiple shield generators would be another less-interesting layer on top of that.

Either you can't or don't efficiently shift shields to the side your enemy is on, in which case you've basically just got weaker shields ... or you do as in X-Wing or Freespace in which case you've basically just got a single shield that you have to micromanage. Didn't like it much in those games, glad it got dropped here.

I can't imagine it would be popular to bring back the other early idea which is that point-blank shots, especially on the bigger ships, would have a good chance of just going straight through the shields. Watch those Anacondas fall in seconds to ram-and-frag tactics...

(untrue as of today - and we have no way of knowing if this will be implemented for squadrons - RAFE)
Dockable megaships have been in the game since 2.3 - both permanently-placed and moving ones.

Again he is affirming that shipyards will be special places that you go to buy ships. Almost any old station will sell ships currently.
The original idea to have separate shipyards for buying ships, commodity stations for buying goods, black market stations for smuggling, hangars for storing the ships you've bought and so on ... did all get largely dropped in favour of having all the services available at single stations.

They stuck more to the spirit of that plan when placing engineers, tech brokers, material traders, and so on which you have to go somewhere special for ... or as it's called on these forums by the "all in one" fans, "a time sink". :)

(Again, an idea which works better in smaller bubbles than 20,000 systems, I think)

Any schmuck can waltz into any black market and sell whatever they want to anyone.
But the cops are much less likely to scan you on the way in if you're Allied. Now that fines block market access, that's actually relevant too.
 
I'd guess most of this is down to not being able to get things to work dynamically in multiplayer. These would all be things Braben would have thought about when he was thinking about a single-player sequel, without knowing the complexities of achieving the same stuff reliably in multiplayer. You can see the same struggles in the development of Star Citizen.

That's my guess anyway.

EDIT: All this stuff is probably feasible but you'd be debugging it for years as all the weird emergent MP things went out of control.
 
Definitely agree with your comments and like you I hope FD continue following their project plan and not become reactionary and rush to implement features just because a vocal minority here on the forums start demanding it. People here are often pleading to the heavens for FD to do 'something' for the game, but 99% of the time that 'something' is what that specific player wants to allow they to play the game their ideal way. We as a community couldn't agree on anything, definitely not which new features should be added or what features should never be added. Just look at the continuing Elite Feet threads, some quite clearly state they don't want EF, they would rather Atmo planets first, others couldn't care about flying under a blue sky and beg to be allowed to wander around their ship. Then we have all the requests from left field, the new ships, new weapons, new gameplay like auto pilots and the such.

All I can say is thank god FD doesn't act on what we want, if they did the game would still be in a never ending Alpha …..

Exactly. Frontier had still been a relatively small game company and now they are just coming into their own as a more major player. They were also fairly new at the MMO genre and still seeming to learn their way about it. Consider how detailed the galaxy and system simulation is with so many factors of the stellar forge. Just slapping on colored textures similar to how it was done in FFE would be quick to be ridiculed and heaped on with a deluge from the salt shakers. Making atmospheric worlds and spacelegs of fidelity into the already complex backdrop structure of ED is an enormous never before done task. (NMS has it much easier because their space sim aspect is just show filler with simplistic modeling, which allowed to fill up their ground walking game which is essentially the same as most other survival games (ex: Ark Survival, Conan Exiles' bases, etc. ) just dressed up to look space fantastical. ) The order of complexity of atmospheric dressed worlds ED could be approaching closer to FSX and Prepar3D, so quite a significant undertaking. I think Frontier couldn't plan to add as much additional resources to dev until after JWE was successful and Frontier could keep expenses covered for the year.

Hey seems to be a very profitable business solution for at least one other software developer … lol

Yep, a lot of us know which gaming boondogle is being refererred to, hehe. Quick to keep on givin'.. er I mean sellin' .jpgs and concepts. Every week a "verse" video showing they are trying and demoing this idea and that idea , oops don't mind that engine scripted movie making console screen leak.. and that one too that this other game has and ED has, and EvE has, and it's all coming next year, or the year after...babble, babble. Just keeping fundin' the 7+ shell companies & buildings round the world of CRobbers & fam with yer next ship concept purchase and be sure to sub$cribe to higher "tier" dev-peeking access also..putputty-ing "PTeeUu" 3.1 will drop just before ED's 3.1!.. oops, couldn't preempt ED 3.2 this time...ad nauseum.
 
Last edited:
The Don was essentially insane and Sancho got regularly injured by the normal citizenry.

There are fair bigger windmills/giants to tilt at in games development or outside it, than the state of Elite Dangerous...
 
Always good to see how far they have morphed away from their own basics design thoughts.

And now we are here in no mans land...
 
No man's land? I have tons of fun every time I play the game. Doesn't seem like no man's land to me. But then I don't worry about what I don't have and just go with what I do have. Less stress that way. But maybe you like stress. If so, knock yourself out.
 
Right now you don't see much difference between a system in famine, war, Thargoid attack, boom and so on.

This is may main gripe with the BGS. You enter a system in famine or outbreak or war or thargoid attack and you will be hard pressed to notice the difference with a system in boom.

In my view, if they change that and make it visually obvious what state the system/station is in, then the game will become far more "alive" and give more of a reason to do missions. You will actually see the changes happen in system. System state need to have consequences too which the commander can help overcome via missions.
 
Looking at it ... some progress in some areas since the original post. Not everything, though ... and of course a couple of things reflect the difference between the current player base and the less representative KS backers (and the extremely unrepresentative DDF) and would be really unpopular to implement nowadays as originally described.


The station damage+repair mechanism introduced in 2.4 (and the ability to prevent Thargoid attacks added in 3.0) is probably the only current case of this sort of thing in the game - and that's "maintenance" rather than "progress", so it feels a bit different. 3.2 - in the ability for the Colonia engineers to upgrade their capabilities over time without direct dev intervention - may be an important (if small) step in this direction as well ... we'll see in a few hours.

Some of the interactions around Famine and the like are there - the famine will affect influence levels in the system and potentially in surrounding systems, which could lead to an inbound expansion or a war for control starting - but the cause and effect are both a lot more abstract and not highlighted in-game.

I think this ties into two major things, though, which led to a big gap between initial ideas and the current implementation:
1) The size of the bubble. A lot of these ideas feel like they'd work a lot better in a ~800-system bubble like FE2 (or maybe even a 70-system bubble like Colonia). Managing all the interactions between this stuff in a 20,000-system bubble I think just got way out of hand, and wouldn't have had enough players to support it ... even four years later, the bubble is probably still about twice as big as it needs to be for the number of players.

2) The one big thing that went completely missing from the DDF - as opposed to being implemented differently or partially - was the "Events system" that would have driven that kind of mid-level stuff between a hand-crafted CG and routine BGS effects. I wonder if Powerplay was supposed to be the first step on that route, and for various reasons just didn't work in that way.

Seriously, everyone wants "space legs" or "atmospheric landings" or "a nice reliable 500 MCr/hour earning method" ... I want that Events framework implemented :) But I suspect we'll get space legs and atmospheric landings first, since they're easier...
... and the realisation that people will actively play the BGS with a long-term goal in mind (and Events, if they could) rather than just watching it unfold and participating in passing events has probably added a lot of extra complexity to the planning, too.


Interestingly all the *bits* for this are in place - just not put together in this way.
- you can get mission offers to your inbox while in space
- distress call USSes exist
- mission-specific USSes exist

So all it needs is an inbox mission that if you accept it immediately generates a distress call mission USS nearby, and sends you the reward once all hostiles are destroyed.

Similarly all the bits for the capital ship video exist - CZ massacre missions, CZs with capital ships, mission offers in deep space, etc. They're just not put together like that yet...


It depends what you're balancing *for*. The "casual" earning potential of most professions is relatively even - the min-maxed potential is wildly uneven. That's probably unavoidable, and there are some professions which could still use adjustment on the casual side.


On the supply side, buy the cargo out. On both supply and demand sides, for most goods there's a BGS state which will have higher prices.


Most surface mission types are bad for the target faction, so the surface wing missions coming later today will probably count.

(Or just the old "have a wing blowing up NPCs until the system goes into Lockdown" play)

Group battles have occurred around Powerplay ... and free-for-all battles are available in CQC.


This - and a lot of other bits like that Anaconda rescue mission - would have made far more sense and also been easier to do if they'd stuck with the original microjump plan, rather than implementing supercruise.

I really wonder just how badly switching to supercruise messed up their original plans.


Top 1% of liners :)


This is one of the few original plans I'm really happy to see gone. We've already got the power distributor to shift sliders around in a fight ... adding multiple shield generators would be another less-interesting layer on top of that.

Either you can't or don't efficiently shift shields to the side your enemy is on, in which case you've basically just got weaker shields ... or you do as in X-Wing or Freespace in which case you've basically just got a single shield that you have to micromanage. Didn't like it much in those games, glad it got dropped here.

I can't imagine it would be popular to bring back the other early idea which is that point-blank shots, especially on the bigger ships, would have a good chance of just going straight through the shields. Watch those Anacondas fall in seconds to ram-and-frag tactics...


Dockable megaships have been in the game since 2.3 - both permanently-placed and moving ones.


The original idea to have separate shipyards for buying ships, commodity stations for buying goods, black market stations for smuggling, hangars for storing the ships you've bought and so on ... did all get largely dropped in favour of having all the services available at single stations.

They stuck more to the spirit of that plan when placing engineers, tech brokers, material traders, and so on which you have to go somewhere special for ... or as it's called on these forums by the "all in one" fans, "a time sink". :)

(Again, an idea which works better in smaller bubbles than 20,000 systems, I think)


But the cops are much less likely to scan you on the way in if you're Allied. Now that fines block market access, that's actually relevant too.

Rep for having the energy to address each significant point. Well said.
 
Games change and what features they want developed change as well.

A good number of the features on your list would never make it to the game because its not user friendly or would be tedious (although that being said... *cough* guardians *cough*)
For example angling shield deflectors, though an interesting idea, would probably make combat lose its flow, and be difficult to implement correctly
Same with fires and stuff in the cockpit, it would probably be more annoying than anything else

A lot of the stuff mentioned is from early on in development, and designs change all the time (kickstarter era stuff especially, at that point its more a drawing board with ideas than any promises being made)

see this would be where npc crew would come in.. dont want to do it yourself, have an npc crew member (or human multicrew member of course) do it as part of their job.
if the crew person is elite rated they would practically do it at the most efficient way possible - like a human would - anything less and they are not as good but improve with practice.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom