Quickly, someone tell Sagittarius A* that radio waves don't propagate in space.
There would still be close engagements. Probably because of RoE. (i.e. need to scan your target, stuff like that). Also, you would rely on countermeasures at those longer distances. You could defeat missiles if you deployed chaff / ecm properly. Just like notching a MiG-21's missile with chaff / flare. Eventually the fight tightens into a smaller circle if one defends properly. This is how jet combat happens, and why they still carry cannons. Jet fighters tangle within visual range all the time, despite carrying long range missiles.
If this is how the game was envisioned, then I'll get off my soapbox. I guess I just think it would be more engaging. Like, in my example above, you would have to use your environment a bit more. Focus on your target... study it... as you approach it. There would be more of a hunt before the fight.
Imagine using the scanning tools we have for exploration to long-scan ships up to 100km out. To ID a target, or cargo on board, etc. To scan surface targets on approach to the bombardment.
I could see variables in MAD because the warfare would probably lean heavily on decoys and similar subterfuge. But yeah, definitely a spreadsheet.It is pretty hard to see a scenario where two technologically equal opponents aren't just a case of mutually assured destruction
I disagree - for a few years I had a moonbounce UHF array...Radio skip is why the jet fighter can see as far as it can. Radio waves don't propagate in space.
What do you think we use for communication with probes and spacecraft?Radio skip is why the jet fighter can see as far as it can. Radio waves don't propagate in space.
What do you think we use for communication with probes and spacecraft?
it was a deliberate design descision to want to make the combat in ED upclose and personal. On this point realism is out of the window - and i think that is a good thing - just my view of course.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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If i had the option, Id take the Mig.Oh noes my video game is acting like a video game and not a simulation of real life! If only I'd bought an actual MiG-21 instead of a video game!
I will concede however the big ships handle too well imo, and it kind of means the small agile fighter loses much of its advantage.
I know why, right? I got you there. It's because of the radar coolant, eh?If i had the option, Id take the Mig.
And the UI colour.I know why, right? I got you there. It's because of the radar coolant, eh?
Also, given the limitations regarding number of players in an instance, increasing the instance size from a c.8km sphere to a 25km sphere would reduce the possible player density per cubic kilometre to about 3.3% of what it is now.
Updooted your post because I too was hoping for long range battles in space, being a great fan of hard sci-fi and reading about kinetic warfare at relativistic speeds and the likeI 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.
View attachment 151874
What do you think we use for communication with probes and spacecraft?
If the combat was realistic, it wouldn't be much fun.
It'd also be a bit mental if the feds and imps had an actual war, because "slagging" a planet would be fairly simple to do... Just nudge some asteroids towards the planet a bit, or launch something with a decent bit of mass at it, a few times.
Not sure how any "stationary" stuff like space stations would survive either.
If the combat was realistic, it wouldn't be much fun.
It'd also be a bit mental if the feds and imps had an actual war, because "slagging" a planet would be fairly simple to do... Just nudge some asteroids towards the planet a bit, or launch something with a decent bit of mass at it, a few times.
Not sure how any "stationary" stuff like space stations would survive either.