Blame console sales![]()
I like these two posts. But it is just an idea how it could be. But there are some other good ideas in this thread. For example to let the gunner distribute the pips/power between the different weapons for faster recharge or so....
And here are my ideas:
- The gunner lock each turret to one target and then he can fire it normally without an extra camera. He can distribute the power between those turrets he needs and he can see when the turret is not in sight with the target or is moving towards the target or is aiming on the target. Then the gunner doesn't need additional cameras.
- The protector has an additional role on the ship. He has access to all modules and can repair them. Furthermore he can launch e.g. a SCB, heatsink, ECM and so on. He "protects" the ship.
(Besides: the extra pips are just boring due to the first quote.)
Feel free to enhance the ideas in this thread to give FD some options.
No, we can't produce a magic, omnipotent, god-mode camera that follows a ship perfectly like they are using in multicrew. The closest we could do is use a camera view that is mounted on a drone flying behind the ship but this would have significant limitations. The Elite multicrew camera clearly isn't a drone-mounted camera given that it can't be seen or destroyed, remains perfectly stable and magically finds the optimal position around the ship at all times.
The protector has an additional role on the ship. He has access to all modules and can repair them. Furthermore he can launch e.g. a SCB, heatsink, ECM and so on. He "protects" the ship.
It is better to remain silent and be thought a fool, than to open your mouth and remove all doubt.
https://www.youtube.com/watch?v=mCojywS4hUg
I mean if you were so clueless that at any point you actually believed that you were literally seeing an OVERHEAD view of the entire car, did you stop to consider that it's physically impossible to see an angle showing the top of the car without a camera literally hovering above the car itself and looking down at it?
No, we can't produce a magic, omnipotent, god-mode camera that follows a ship perfectly like they are using in multicrew. The closest we could do is use a camera view that is mounted on a drone flying behind the ship but this would have significant limitations. The Elite multicrew camera clearly isn't a drone-mounted camera given that it can't be seen or destroyed, remains perfectly stable and magically finds the optimal position around the ship at all times.
Surround-view parking cameras are nothing at all like what they have done with multicrew. All the parking cameras do is show a composite view from multiple roof-mounted cameras that each show one side of the car. The perspective is also very distorted on those cameras due to the roof mounting and wide-angle lenses so what you're seeing is really not very accurate at all, it just helps you avoid colliding with objects.
Yes, the multicrew camera requires some sort of magic, omnipotent god-mode view to work.
There is no lore in Elite that produces a magic, 3rd-person perspective camera that follows a ship magically from a distance. If so we would have that option to fly the ship itself, not just to fire turrets.
No, it doesn't make sense at all. It's a cheap, arcade-like solution that destroys immersion.
You SWITCH between multiple cameras mounted on the top/bottom/sides of the ship. They don't necessarily need to be mounted on the turrets themselves but you can still use the basic design of the SRV turret camera interface combined with some aspects original multicrew turret functionality, i.e., all turrets with clear line of sight can slave to the turret camera, but there should be limits imposed by a physical camera view.
Players want something that is at least reasonably credible as a turret control system and is reasonably consistent with existing game mechanics. We have been dealing with poor visibility from many cockpits and the associated impairment of situational awareness since the game launched. Now we suddenly get an omnipotent, 3rd-person perspective, god-mode arcade camera for multicrew.
What they've gone with is just so lazy and immersion destroying that it's like the devs aren't even trying anymore, they're just using the fastest possible method to give multicrew minimum functionality no matter how bad it is.
It would work just fine with a bit of dev effort, much like the existing SRV camera view. You just switch between turret cameras around the ship and any nearby turrets with LOS are slaved to your camera view.
There's nothing to suggest that a straightforward turret camera would be unworkable with VR. Otherwise how exactly do existing VR players use the SRV turret?
Muticrew is artificially more effective than AI turrets becaues you get 360 degree fire arcs for missiles and scanners plus the extra power pip. Multicrew has so many ridiculous advantages at this point that they're clearly hoping players will be distracted from the lazy, arcade-like gameplay implementation and lack of any non-combat multicrew game mechanics.
And you believe the 3rd person gunner view is literately an overhead view and not a 3D reconstruction for the gunner's benefit?![]()
Would it satify you if Fd said that a drone canera is following the ship?
Except that's not what you have at all with the multicrew perspective. There isn't even the slightest attempt to explain how you get the view or to put it in any sort of context. You are simply shown the ship and all surrounding objects with perfect accuracy in a god-mode 3rd person perspective. It isn't a schematic or tactical display and it isn't even shown on a screen to maintain the slightest bit of immersion that you are doing something as a crew member on a ship. It's a straight-up magic god-mode camera, full stop.
Instant transfer back to station 20,000ly from where you died.(space magic)
Corrosive Rounds (Space Magic at 3k)
Incendiary rounds (Space Magic)
Thermal Cascade (Space Magic that breaks all laws of thermodynamics)
Thermal Shock (space magic)
Concordant sequence (space magic)
emissive munitions on non projectile based weapons (space magic)
scramble spectrum (space magic) its either a laser or it isnt.
Inertial impact especially lasers (space magic)
Visible high energy lasers. (space magic)
Any laser weapon other than Beam Lasers (space magic)
Instant refueling (space magic)
Instant Cargo transfer (space magic)
Speeding up to and beyond the speed of light (space magic)
refueling ships with gasses from a star. (space magic)
Interdiction (impossible space magic)
Mass lock by anything smaller than a moon (space magic)
Shields (impossible space magic)
I am sure I could go on for a very long time. This is but the tiniest fraction of the examples I could provide. However they are some of the most glaring examples.
BMW is a witch! Burn her, burn her at the stake, she cast magic on me!
https://www.youtube.com/watch?v=mCojywS4hUg
Did you even read my post?
The BMW parking display is NOT literally showing you the actual car from several meters away. In Elite multicrew perspective you are being shown a literal view of your ship and all surrounding objects, in perfect accuracy, in a way that should not be possible with Elite technology.
That's not space magic, it's just a corrosive substance that weakens hull strength.
That's also not space magic at all, we have incendiary rounds in use today.
There is some sort of FTL drive or warp drive in every single sci-fi series
Other then heat weapons (which are thermodynamically impossible)
You're having some trouble distinguishing between standard sci-fi technology that you have to accept to play a sci-fi game and gameplay features like multicrew god-mode perspective that is not explained or consistent in ANY way with the Elite technology base.
And you believe the 3rd person gunner view is literately an overhead view and not a 3D reconstruction for the gunner's benefit? On what basis to you believe this?![]()
In a world of FTL drives, our ability to do a simple composite of sensor data into a 3d visualization should be worse than in 2017?![]()
You are literally floating behind the ship as if by a magic camera.
A substance that weakens an entire structure equally, for a limited duration, no matter where it physically contacts that structure is pretty magical in effect.
Real world incendiary rounds don't do the same thing as Elite's. They are there to set fire to flammables not make weapons more effective vs. certain protections or increase the basic energy they deliver to a target.
Plenty of Sci-fi settings, and essentially all hard sci-fi, lack FTL drives/communications.
Heat weapons aren't thermodynamically impossible. All that's required for a directed energy weapon to deliver more heat to it's target than it produces is for it's output power to be greater than the waste heat it generates and for the target to absorb a significant portion of it.
I can buy off the shelf lasers that are well over 60% efficient...meaning more than 60% of the electricity they consume is in the emitted beam, and under 40% is lost as heat. If my target absorbs ~80% of what I shine at it, it's receiving appreciably more heat than the laser itself requires as cooling. I would assume that the directed energy weapons of the Elite setting are more efficient than something I can buy for 600 dollars out of a catalog today.
Non-directed energy weapons with thermal effects are even easier to justify.
QCQ has provided us with more than enough in-game basis for very realistic simulations being possible with the technology available in the Elite setting. On top of that auditory simulation, constructed from sensor data, is precisely the same sort of thing, just auditory and not visual.
As has been mentioned about a dozen times in this thread so far, we already have similar capabilities in the real world.
Sorry, that's just nonsense. Almost every single sci-fi series uses FTL drives or an equivalent as it is essential to the setting and story. The only notable exception right now is the Expanse which takes place entirely in our solar system.
Most sci-fi series, however, rely extensively on interstellar travel. Star Trek, Star Wars, Battlestar Galactica, Babylon 5, Aliens, Predator, Stargate and every other major sci-fi franchise uses some type of FTL or warp drive.
That's also why you can fly into a star's corona without melting your ship and why fuel scooping, which takes superheated hydrogen INTO the ship, will heat up your ship's internal temperature so quickly. The issue to keep in mind here is that flying near a star doesn't directly heat up the ship via. external heating being conducted to the inside of the ship, rather, it makes the heat dissipation system less efficient and the ship can't get rid of internal heat as effectively.
Again, that heat stays OUTSIDE the ship. It does not magically get through the insulated and armored hull to affect the ship's INTENRAL heat.
That's just a computer game in the Elite universe. It's like paying the Elite version of Halo.
No, we don't. Read my post above about the difference between a BMW parking camera and the god-mode perspective they're using for multicrew.
94 pages of arguments in, and now discussing BMW parking cameras?