Essay: Why Elite's FPS module should be a TPS module instead

What I am about to say will probably be a fairly divisive statement, but I think it bears putting out into the world. So, here it goes, thesis time. When walking around and shooting stuff gets added, it really should be in the third person perspective. Now a lot of you stopped reading there, because you're too busy writing something about Immersion, with a big I, below. But I have, what I think is, a fairly good reason for saying what I'm saying.

I want you to think about how Elite, especially the combat plays. I know a lot of forum goers have not a lot of experience in combat, and many who do have a lot of combat hours logged probably don't really think too much about this. But stay with me for a second. There are, principally, two ways combat can be modeled in a game. You can have combat that is very fast paced and based upon reaction time and snap decisions, or you can have combat that is slower and more tactical, that is more about knowing how to position yourself and maneuver than it is about you're ability to act quickly.

That isn't to say that the fast paced combat isn't tactical, or the slow paced combat doesn't rely on your reactions, but each does one more so than the other. Currently Elite is a very slow paced game, even combat is fairly thoughtful, because, frankly, you can't react that quickly while fighting in the ships we have available. Turning takes time, in combat turning is an investment, and knowing how to use that investment appropriately is a large part of getting good.

Now, a first person shooter lends itself very well to the fast pace reaction based combat I mentioned before. Because the amount of information you have is limited, you can't see all that much at all, so, because you have to make a lot of guesses based upon limited information it often just comes down to reflex. It is my belief that this sort of mechanic would be incongruous to the pace already present in the game and would feel... wrong. It wouldn't fit into the pace of the established mechanics and I feel it would detract from the experience.

A third person perspective, on the other hand, naturally means you have access to much more information, because of that you have the luxury of moving more slowly, acting with more care and precision, which lends itself to the established pace set by the limitations of our vehicles. For this reason, for Elite, Third person shooting would be the superior option available to Frontier.

Stay Frosty

~Commander Fulsom
 
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A third person perspective, on the other hand, naturally means you have access to much more information, because of that you have the luxury of moving more slowly, acting with more care and precision, which lends itself to the established pace set by the limitations of our vehicles. For this reason, for Elite, Third person shooting would be the superior option available to Frontier.

what? what "more information" all the information you need is in the cockpit
 
Try to boost, set FA off, pips to engines, launch a chaff, turn the ship and land a hit with your railgun at the same time. Combat in ED can be VERY fast if you want to.

I don't understand how this is related to 3rd person though (yes, I read your post).
 
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Try to boost, set FA off, pips to engines, launch a chaff, turn the ship and land a hit with your railgun at the same time. Combat in ED can be VERY fast if you want to.

I don't understand how this is related to 3rd person though (yes, I read your post).

i do all these already and i can say that combat in ED is probably one of the slowest in all the games i've played
 
This thread is dead before it even gets started.

Frontier are all about the 1st person. They even resisted an outside camera for ships for a long time, until caving into player pressure who wanted to actually see and admire their ships.

Plus, all of your statements seem bluntly wrong. First person can be tactical, fast, informed, precise. It's the person controlling it that sets the pace. As for ship based combat being slow - get out of your Corvette and try a small ship.
 
what? what "more information" all the information you need is in the cockpit

Princess - 1300 655 506

OP,

I see where you're coming from. I could even support it. I just don't think you'll get across the line with the majority of CMDRs.

Good idea and well though out though... Have some rep.

Toffs
( '-')7
 
Having multiple functions going on at the same time does not equate having fast paced combat. Having multiple functions happening simultaneously requires concentration, but does not change one simple face. Boosting, setting FA Off, putting pips to engines, launching chaff and turning your ship, these are all facets of what I refer to in my post as gaining favorable position, the only thing you mentioned that is not is hitting with your rail gun, but even that benefits greatly from gaining said favorable position.

How this relates to third person shooting is this. Because a third person perspective gives you more information your positioning becomes more important because you have more time to react to evolving situations. In the ship board combat you are always jockeying for advantageous positions because of the limitations of the ships in game. Thus while many operations may be happening in quick succession the combat is still rather slow and methodical, a bit like a dance, there may be a lot of activity happening, but there's a method.

In first person you have necessarily less information, which makes position not unimportant, but less important as you're more limited in you're ability to try and find the best possible position to occupy from moment to moment.

Thus my assertion that third person ground combat would be more similar to the mechanics in the game than first person.
 
This thread is dead before it even gets started.

Frontier are all about the 1st person. They even resisted an outside camera for ships for a long time, until caving into player pressure who wanted to actually see and admire their ships.

Plus, all of your statements seem bluntly wrong. First person can be tactical, fast, informed, precise. It's the person controlling it that sets the pace. As for ship based combat being slow - get out of your Corvette and try a small ship.

I did not say first person ground combat cannot be tactical, I said that it is intrinsically less tactical than third person ground combat because of the more limited information available to you. And I fly a Vulture commander.

And maybe Frontier won't take an idea like that into consideration. But I do not care, if my suggestions can reach their ear, well, maybe a miracle can happen. It is unlikely, certainly, but you'll never hit the target if you never pull the trigger.
 
Geezus freak ing christ on a fire pogo stick. NO. I play first person shooters and i really, really hate third person shooters. If you want a tactical first person shooter try Insurgency, i love that game, no target cursor, pretty "realistic" weapons and i guarantee if you want to try to play fast without any tactic you will be dead in seconds.
My point is you can have a first person shooter and in the same time a very tactical game. First person shooters are for PC master race and third person for console players.
 
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Ship combat is already slow paced and tactical by virtue of the limitations of the ships. My assertion is that in order to maintain coherency of pace a third person perspective for ground combat would be superior.
 
I did not say first person ground combat cannot be tactical, I said that it is intrinsically less tactical than third person ground combat because of the more limited information available to you. And I fly a Vulture commander.

Not at all. Having limited information requires a more tactical approach, 3rd person doesn't require tactics because you already know the position of your enemies before you peak around the corner.

Anyway FPS can be fast, tactical or both: Quake, Rainbow Six, Counter-Strike.
 
MWO is a first person shooter and positron is everything. Is also a slower shooter than most. Making something first or third person does not dictate speed or positron, the game mechanics do that.
 
Combat is slow and tactical? Not sure about that. I get attacked all day long what with stack boom data and PP.

I like the frustration and claustrophobic cockpit for the feels.
Mouselook and the turret are the flat screen's VR.
 
No, a lack of information limits your ability to be tactical. Having to make guesses is the antithesis of tactical thought. More information always lends itself to tactical play. Some players may ignore that, but there's a reason so many in the community use head tracking software.
 
No, a lack of information limits your ability to be tactical. Having to make guesses is the antithesis of tactical thought. More information always lends itself to tactical play. Some players may ignore that, but there's a reason so many in the community use head tracking software.

Again, why do you think Rainbow Six: Rogue Spear is not tactical, but Gears of War is? In my opinion it's the other way around.
 
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