Proper Elite - without 'space speed limits', and with time-acceleration, and hordes upon hordes of mindless attacking AI, is the way this game's meant to be enjoyed.
It's a shame, as multiplayer Elite would be awesome. I think most lifers would agree with that, provided it didn't compromise the core game.
I'm not the kind of person who easily accepts what's supposedly possible or not. Sure, there can be no paradoxes, but that doesn't mean there can't be workable solutions or just workarounds. When Breadbins said "supercruise is time acceleration" i think all he meant was that it fulfills the same role in gameplay terms, rather than alluding to some obscure relativistic semantic argument, and as a compromise for multiplayer compatibility, it seems a reasonable concession, though not to the exclusion of full piloting freedom of course (ie. there can be no justification for space speed limits!).
It's a clumsy and inelegant workaround though, and also leads into further procrastination regarding the in-game representation of time generally... surely a neater solution to both issues is possible?
I had hoped that Elite 4 would finally expand upon the time component of spaceflight, as previous sequels had build upon the distance and scale aspects - finally getting shot of the single, universal-mean-time fudge.
You can have a UMT, but you also need at least one other clock, to represent local times. Local populaces will have their own unique timezones. A planet with shorter or longer day-lengths than Earth is not going to be using GMT! Different longitudes around a planet surface will have graduated timezones, just as we do on Earth! The one-size-fits-all approach is horribly dumb and kludgey, in this day and age!
Another aspect to this was that in previous Elites, hyperjumps take relativistic time - they're instantaneous for the traveler, but take hours or days of time off your clock. This is a really cool gameplay feature. In FFE, i'm currently playing with wings. I make up a squadron of AI ships who follow my every move, deck them out with weapons then send them off to attack various targets for me. When i hyperspace, they all hyperspace with me. And if they're in the same ships as me, with the same loadouts, we all arrive together at the same time. But if any of them are bigger ships or have smaller drives, us faster ones have to wait for them to arrive on the other side. Same deal when you're chasing a target (or being pursued) through hyperspace. It's a cool touch that adds to the gameplay.
But in a MP game it would mean that different players will inevitably end up in different times, so a multiplayer base becomes dispersed, as viable instancing opportunities dry up. This can be managed however - players can always still agree to meet up at a given place and time, and someone in the future can still message someone in the past, or wait for them at some location, to catch up in time. While travel to the future is fairly trivial, travel to the past could be facilitated by some kind of handwavium, if it was really even necessary at all..
Incorporating realistic time would also provide opportunity for procedural evolution of the galaxy - including aging functions in the rendering of stars and planets, so that they proceed through the main sequence seamlessly, over the kinds of timescales that would realistically be incurred via time-dilation and relativistic factors. Basically, the more and further you hyperspace, the more time you're going to cover, and the greater the divergence of your on-board clock to one in a non-inertial frame. Over the course of a career, an ardent explorer could rack up millions of years of Earth-time. Time enough to see glaciation epochs come and go, and stellar nucleosynthesis cycles to wax and wane.. for galaxies to rotate, and jumble their constellations like spinning laundry ("..we go round every 200 million years.."). It's one thing to have to memorise portions of a galaxy map, but wait till it all starts moving! Would you even know where to look for Sol 5 million years hence?
I actually think realistic timezones and elapsed time could be a massive bonus and incentive to multiplayer and esp. co-op play, if implemented naturalistically and intuitively...
Time acceleration in a multiplayer environment is a much thornier issue - i suspect workarounds are possible, perhaps AI taking over a player's ship in an instance the player departs when engaging time-acceleration, to maintain some kind of continuity for other players. Dunno. Supercruise would be OK for fast travel, if only it were more linear / intuitive to control speed relative to a given target. But it's no substitute for being able to hit 'fast forward' from geo-stationary orbit and watch the celestial ballet unfold before you..
Bottom line is that i wanted (and reasonably expected!) Elite 4 to continue celebrating fun in realism, making the same kinds of progress and improvements FE2 and FFE did over classic Elite, and which it made over every other previous game in the genre. Instead ED has been a massive retrograde step, gambling away the crown jewels, squandering the strengths and whole ethos of the Elite marque. Every star's slammed robotically in your face on every hyperspace, gone is the ability to choose how you enter a system or approach a star, you have space speed limits (speed limits, in space! "Space speed limits"!!!), there's no mystique or magic or thrill, no skill required or developed, just roll, pitch, supercruise, dock, repeat. I still can't believe they muffed it up so comprehensively. Still reeling from it. Like they've literally no idea what they had, and what's been sacrificed in their cack-handed MP cash-in attempt. We could've had something sublime and procedural and emergent and magical, something that takes a day to grasp and a lifetime to master. Instead we have lowest-common-denominator clunk. An ultra-linear hand-holding garden-pathing slideshow of "Elite". Bland, awkward, unimaginative, senseless, illogical, utterly inconsistent, mediocre and joyless.
It's not Elite, plays nothing like Elite, its constraints are the antithesis of Elite's spirit, it's fractured, not-at-all seamless, and for all that, not even a half-decent multiplayer game!
Multiplayer FFE would be 1000x the game ED is..
Why hasn't someone made multiplayer FFE yet? We've had mutiplayer MAME for over a decade. You can play Streetfighter on emulated Sega's with multiplayer... You can play GTA San Andreas and GTAV with community MP mods.. why hasn't anyone done the same for FE2 or FFE? If the community took more of a lead in pushing standards and expectations, companies like Frontier would be forced to play catch-up, and wouldn't be able to get away with third-rate rubbish like this..
I only hope FD stick to their word and release ED's assets once it goes offline - maybe then someone will be able to build a respectable Elite sequel out of it..