The Krait 's got espresso machine and cups! (oh it's time for a real coffee actually! )Intravenous feed directly into your remlock suit?
The Krait 's got espresso machine and cups! (oh it's time for a real coffee actually! )Intravenous feed directly into your remlock suit?
It was fun in X3, tho. But that was SP.Trouble with ED is that it (usually) allows us to take everything to extremes.
If combat ships were like real combat aircraft, you'd have a variety of different weapons for different jobs.
In ED, though, we can just fill up every slot with HRPs/MRPs/SBs/SCBs/MCs/PAs/whatever.
BVR combat wouldn't be terribly entertaining if somebody in a T10 could just fire 9 missiles at you from 20km away, and then another 9, and then another 9 etc.
Not least of the problems being that, presumably, it'd also be possible to detect incoming missiles too, which would mean that, from 20km away, you'd have time to simply jump back into SC to evade them.
Yay! Fun for all the family. \o/
We could add this to the never ending list of features that everyone expect (and will be mad if not included) for the New Era!I have been playing Infinity Battlescape and I have to say for such a small dev team I really love the job they did on the ship physics in that game, the bigger the ships the more they fly like bricks, and the seamless netcode for lots of players in Infinity Battlescape is also 'very impressive'! I wish ED could be mixed elements like IB has, of course I am a open player that is why.
Doesn't one of the Fed ships have 2?The Krait 's got espresso machine and cups! (oh it's time for a real coffee actually! )
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MY large ships do feel like they have some inertia, because I undersize my thrusters on ships like the Anaconda for this very purpose. It's the NPC large ships that whip around like they are Eagles that I ruins my combat experience (T9s and Cutters notwithstanding). And then there are the G5 player Godships that defy all manner of physics and biology (as you yourself point out). Compare this to a game like Infinity Battlescape or Space Engineers, where large ships FEEL large, and you'll see where ED is lacking in this regard.But it's all simulated though. That's why you have Flight Assist with all thrusters around the ship. If you want to feel the inertia you have to fly AF OFF.
Then one should play Children Of A Dead Earth
I think Elite really missed the mark on combat, and it mostly has to do with sensor & weapon ranges.
A 1960's MiG-21 can pick up radar contacts at 40+ miles, scanning through dense atmosphere, but my futuristic spaceship from the year 3300 with A-rated sensors can only detect contacts inside 8 km in the void of space? That's just bizarre to me. I can visually detect contacts before my sensors can! And my weapons are only good for half that distance, while the 1960's MiG can launch missiles at 3 times that distance. My starship is outclassed by old soviet tech! All of these weapons should be able to travel infinite distances through the void, but they vanish at ~3 km.
Imagine if you will, a scenario set in the image below where you start picking up faint contacts at 100 km and you have to sneak up on them, using asteroids for cover and minimizing your own detection signature. Imagine launching surprise missile attack at faint dots 25 km out, while closing fast behind your missiles for the close-quarters kill. I just think Elite left so much on the table by making all fights happen within 3 km for weapon deployment. All fights feel the same, and I quickly got bored of combat in the game. Too arcade-like in my opinion. Not that there's anything wrong with a good close-quarters dogfight, it's just that all fights are this way. How cool would it be to drop your targets shields and start pounding away at their hull outside 8 km? Or to be able to stalk a target 20 km ahead stealthy in order to setup a proper ambush. Instead we have corvette-sized Condas turn-fighting like spitfires.
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Imagine how exciting combat would be if all it involved was a target lock, beyond visual range, then spam them with missiles, until the target disappears off radar, and you can safely assume its dead or ran away.
But there's no pretty explosions to witness, or materials to gather because they've despawned by the time you find out where the explosion actually happened.
Yep, they apprently replaced it with some energy drink!Doesn't one of the Fed ships have 2?
I was most upset when I realised they'd lightened the Krait Phantom by throwing the Espresso machine away
Yes I agree that some thrusters are too much powerful.MY large ships do feel like they have some inertia, because I undersize my thrusters on ships like the Anaconda for this very purpose. It's the NPC large ships that whip around like they are Eagles that I ruins my combat experience (T9s and Cutters notwithstanding). And then there are the G5 player Godships that defy all manner of physics and biology (as you yourself point out). Compare this to a game like Infinity Battlescape or Space Engineers, where large ships FEEL large, and you'll see where ED is lacking in this regard.
I've done surprisingly little combat in ED since switching to PC, because I've grown bored with it, so I understand where the OP is coming from. But to be fair, ED is light years ahead of most space arcade games like Everspace, NMS, and RGO. I'm not sure the average casual gamer would want the more realistic combat system that OP yearns for, though I personally would enjoy it if implemented correctly.
Even worse, Newton's Laws are optional.I think Elite really missed the mark on combat, and it mostly has to do with sensor & weapon ranges.
A 1960's MiG-21 can pick up radar contacts at 40+ miles, scanning through dense atmosphere, but my futuristic spaceship from the year 3300 with A-rated sensors can only detect contacts inside 8 km in the void of space? That's just bizarre to me. I can visually detect contacts before my sensors can! And my weapons are only good for half that distance, while the 1960's MiG can launch missiles at 3 times that distance. My starship is outclassed by old soviet tech! All of these weapons should be able to travel infinite distances through the void, but they vanish at ~3 km.
Imagine if you will, a scenario set in the image below where you start picking up faint contacts at 100 km and you have to sneak up on them, using asteroids for cover and minimizing your own detection signature. Imagine launching surprise missile attack at faint dots 25 km out, while closing fast behind your missiles for the close-quarters kill. I just think Elite left so much on the table by making all fights happen within 3 km for weapon deployment. All fights feel the same, and I quickly got bored of combat in the game. Too arcade-like in my opinion. Not that there's anything wrong with a good close-quarters dogfight, it's just that all fights are this way. How cool would it be to drop your targets shields and start pounding away at their hull outside 8 km? Or to be able to stalk a target 20 km ahead stealthy in order to setup a proper ambush. Instead we have corvette-sized Condas turn-fighting like spitfires.
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A MiG 21 doesn't have 360 radar contact detection.