FPS Combat in Elite will be like this

Peeking around the corner in 3rd person really isn't much of a problem in any other case.

Because personally I'd prefer having both 1st and 3rd person in space legs.

Unfair advantages can also diminish the fun in non-competitive games, don't you think?
 
Unfair advantages can also diminish the fun in non-competitive games, don't you think?
That would assume that I think that 3rd person view is an unfair and unfun addition, but there are quite a lot of fun games that have 3rd person view - because they aren't combat simulators or "seriously" competitive FPSes.

Though I have to say that my hunch is, like @Max Factor said earlier, that Elite Space Legs won't be a real FPS at all - which would be lucky considering that FPSes that aren't generic/crap are pretty hard to pull off even as stand alone games.
 
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MMO live services are their own kind of game at this point. Division is not an FPS. Elite is not a space sim. Fallout 76 is not a RPG.

I agree about the other two, but...
Elite is not a spacesim? How do you figure?
Our entire galaxy is simulated like never before in a game, and we get to play around with spaceships.
For me that qualifies as a spacesim.
 
I just want to fly a ship in space.

I have absolutely no interest whatsoever in First or even Third Person Shooter gameplay in this game. I have other games for that sort of thing, which I suspect do it better than anything Frontier can do with the Cobra Engine, certainly on Xbox. I have Gears 5, Titanfall 2, Halo: MCC and god-knows what else available to play thanks to Xbox Game Pass. And yet, I always come back to the game that let's me fly a spaceship.

That, in my opinion, is what this game's primary focus should be. I'll be disappointed if Frontier have spent any considerable time in the last 18 months developing ground-shooter ganeplay vs Thargoid Ground Troops, when there's more pressing issues with existing features (points to Galnet, Powerplay, Mulitcrew, half-baked Codex and Enzyme missiles which still don't work properly, years after release).
 
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And because the numbers have to compensate for the abysmal AI in most, if not all, games.
Yep, to the point where it really isn't even fair to call most of the AIs abysmal. Because it's very very hard to make a believable AI and almost impossible to write an AI that outsmarts experienced human players who know how to game the system. That's why AI pretty much always has to cheat or have superior numbers unless the game is one with strict, calculable rules like chess.

Otherwise they're going to be too easy.
 
Bad ai in this game is less about flight behavior and more about the lack of game function before and after interacting with an NPC... Leaving the entire experience feel shallow and forced and meaningless.

And a lot of the poor difficulty in elite's ai has to do with purposelessly making them easy because they don't have the game setup to have harder NPC's unless you opt in to them. So most people never see such NPCs during their game.

NPCs aren't all fish in a barrel or cheaters... Bad choices in how they are used just make elite's look real bad.
 
Correct.
And fanboys will first say "no it won't be like that, don't be ridiculous" right up until launch, at which point they will switch to "it's early days, you entitled jerks, it's GOING TO BE FIXED," before finally settling into "AKSHUWALLY IT IS ALREADY REALLY GOOD AND ALWAYS HAS BEEN!"
 
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NPCs aren't all fish in a barrel or cheaters... Bad choices in how they are used just make elite's look real bad.
I'm no expert in elite NPC combat, so correct me if I'm wrong -

It's all about the capability of escape and ship sizes. It's fairly easy to engineer a big ship that can hold NPC fire for protracted periods and even if you can't kill them, you can always bail out of combat. Gimp the escape ability and have more spec ops style NPC wings as random interdictors (and make avoiding NPC interdiction actually challenging) and the first victims will be the small and aspecially unengineered ships - thus making the game extremely frustrating for people who don't run a shield tanked Cutter.

Frankly I just think that it isn't very easy. ED CMDRs are such a vast array of people with different skill, different engineering, different play styles that it is difficult to say what kind of NPC balance would make sense more than what we have currently. Probably the worst thing would be having 2 mil Elite trading missions where you repeatedly get unavoidably interdicted by super NPC power boats that you can't escape because they have enough firepower to down a lightly engineered ship during those short moments that you need to wake away.
 
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It is easy if you use the system states to dictate the difficulty and type of NPCs you can expect. Then leave it up to player strategy to either navigate through such systems or avoid them... But do not make interaction within them opt in.

Then after a short learning phase, players would know which systems are dangerous... But lucrative.... And which are safe... But very low profit. And which routes to take to get from a to b.

That gives you varying difficulty for all players without needing to guess what skill the player is at.
 
It is easy if you use the system states to dictate the difficulty and type of NPCs you can expect. Then leave it up to player strategy to either navigate through such systems or avoid them... But do not make interaction within them opt in.
I still don't get how you would arrange this considering that even CMDR murder boats struggle killing a decently engineered escape build. Then you'd have "Bring cheese to warzone" missions paying exorbitant sums and one could just cutter away all day with those missions.
 
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