Gunner = Arcade Action Cam for the 12 yr olds?

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.

So at best the gunner just gets a radar and some pips between guns? The role is already pretty limited, why does it need to be visually lackluster on top of that?

Also, immersion has been addressed far more times in the course of this thread than I care to count. 1300 years from now and our ships supposedly can't do the work that a midrange graphics card can do now. Why?
 
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.

It is better to remain silent and be thought a fool, than to open your mouth and remove all doubt.

[video=youtube;mCojywS4hUg]https://www.youtube.com/watch?v=mCojywS4hUg[/video]
 
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.

FD's original plans for multicrew were to include stations for these functions, i.e., a tactical station (for sensors, shields and countermeasures) and an engineering station (for power distribution and repairs). Unfortunately any plans for these stations seem to have been abandoned and they've just incorporated the ability to use sensors and an extra pip into the gunner role instead.

A lot of players were hoping for more developed multi-crew roles that didn't focus exclusively on combat and repairs was a major feature that was hoped for. It would have been nice to see something that involved more detailed control over the AFMU systems, possibly a way to control AFMU speed somehow as well as the ability to "reboot" individual systems, but it doesn't look like we're going to get anything like that with 2.3.

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'm sorry, but do you actually think that is literally an accurate, overhead view of the car as if you were viewing it directly from above?

It isn't. The car image itself is simply a schematic, not a camera view, and the camera angles are superimposed around the car from wide-angle lenses. If you put an object on the hood or roof of the car it doesn't magically show up on the display on the car itself because that part is NOT a camera view. The only part that you are viewing that is actually a camera feed is the surrounding areas around the car. Those views are also HIGHLY distorted and don't give you accurate, fine detail or a proper perspective. You would have realised this if you had ever actually been in a car with surround-view parking cameras. I have been in cars with those features regularly and they show a HIGHLY distorted view of your surroundings, good enough only for parking and avoiding nearby obstacles within a short distance from the vehicle. The view is simply showing you what you need to know to park, it is not accurately showing you everything that is physically around the car in all directions. All the surround view system does in the 7 Series is put that into a 3D perspective using a standard computer-generated image of the car combined with the camera feeds but it is NOT actually showing you anything that the roof-mounted cameras can't literally see, which means that the car can't actually see itself directly, it can only see its surroundings.

It is NOT a literal overhead view where the car is showing you an accurate picture of itself. It is a composite SURROUND view using wide-angle lenses mounted on the car roof with a fancy schematic giving the impression of an overhead view.

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? Did you think it was using some type of magic technology to look back at itself from several meters away? Or at some point did it occur to you that the camera system was actually giving you limited information about the surroundings and simply showing that information to the driver in a way that helped them park?

I mean I hope that you DO understand using basic common sense what is physically possible with technology, right?
 
Last edited:
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?

And you believe the 3rd person gunner view is literately an overhead view and not a 3D reconstruction for the gunner's benefit? ;)
 
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.


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.

You can believe that a laser beam can travel through the vacuum of space from your ship to strike another and magically imbue it to add heat to the entire hull of another ship? You expect this all the while you havent been turned to molten metal? Not to mention all of the chemical reactions that couldnt take place at 3k to corrode a hull. However you are unwilling to believe that there could be a small drone flying around a ship providing targeting information and visuals? That means not only do you believe in a world of magic in ED, but you believe in a world of magic in RL. Just to let you know, we already have drones that perform that duty every day. So it must be magic.

This thread is worthless as are most of the others arguments. The only things in this entire game that hasnt been changed to make it fun is the fact that humans exist. stars give off light, and gravity exists. Almost everything else breaks most of the primary rules of relativity and astrophysics. I dont want that fact to change either. This game never was sold as or advertised as a Space Sim. The only people to try and sell it as anything other than the arcade game that it has always been have been players.


Calling this game an arcade game as its some sort of insult is moronic. Calling people who disagree with your opinions 12 year olds is also moronic. Age has nothing to do with intelligence and the majority of the people on this forum prove that on a minute to minute basis.

Why is this thread still open? The intent of the OP was not to have a discussion otherwise the title would have been something constructive.
 
And you believe the 3rd person gunner view is literately an overhead view and not a 3D reconstruction for the gunner's benefit? ;)

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.

If you don't see the problem with this in a game like Elite I really can't do anything more to explain how terrible it is as a gameplay mechanic.

Would it satify you if Fd said that a drone canera is following the ship?

Only if it's clearly a drone interface screen and if you can see the drone and destroy it. And only if that same god-mode perspective is available via. that same drone for piloting tasks, docking and EVERY OTHER USEFUL APPLICATION of the technology.
 
Last edited:
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.

BMW is a witch! Burn her, burn her at the stake, she cast magic on me!

[video=youtube;mCojywS4hUg]https://www.youtube.com/watch?v=mCojywS4hUg[/video]
 
Instant transfer back to station 20,000ly from where you died.(space magic)

That has been in the game since alpha, it's not a new issue and instant escape pod recovery is in the game for the same reason as instant ammo, resupply, refitting and cargo transfer.

Corrosive Rounds (Space Magic at 3k)

That's not space magic, it's just a corrosive substance that weakens hull strength.

Incendiary rounds (Space Magic)

That's also not space magic at all, we have incendiary rounds in use today.

Thermal Cascade (Space Magic that breaks all laws of thermodynamics)
Thermal Shock (space magic)
Concordant sequence (space magic)

The thermal special effects are ridiculous and don't even obey basic laws of thermodynamics, so yes, those are problematic.

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)

You could possibly ionize a ship's hull in some way using a specific type of weapon and use this property to help track ships operating in silent running. Not really an issue.

Visible high energy lasers. (space magic)

Also used in every other sci-fi series. Not an issue specific to Elite.

Any laser weapon other than Beam Lasers (space magic)

Also used in sci-fi series everywhere. Sorry, not an issue.

Instant refueling (space magic)
Instant Cargo transfer (space magic)

Sorry, this has been in the game since alpha.

Speeding up to and beyond the speed of light (space magic)

There is some sort of FTL drive or warp drive in every single sci-fi series, it's necessary for the universe to work. Not an issue.

refueling ships with gasses from a star. (space magic)

Not magic at all. You're literally scooping in hydrogen for use as fuel.

Interdiction (impossible space magic)

See above re. FTL drives which are a necessary aspect of almost all sci-fi settings. If you have an issue with FTL in general you should not watch sci-fi series or play sci-fi games.

Mass lock by anything smaller than a moon (space magic)

Again, if you don't want to accept the existence of an FTL drive in a sci-fi setting, you are playing the wrong game.

Shields (impossible space magic)

See above. If you are good with FTL you should also be good with shields, as they appear in almost every sci-fi series and are in fact less sophisticated than FTL.

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.

You could, except your list isn't even very good. Other then heat weapons (which are thermodynamically impossible) the rest (energy weapons, shields and FTL drives) are simply standard sci-fi technology that you have to accept to play a sci-fi game. 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.
 
Last edited:
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.

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? :p
 
That's not space magic, it's just a corrosive substance that weakens hull strength.

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.

That's also not space magic at all, we have incendiary rounds in use today.

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.

There is some sort of FTL drive or warp drive in every single sci-fi series

Plenty of Sci-fi settings, and essentially all hard sci-fi, lack FTL drives/communications.

Other then heat weapons (which are thermodynamically impossible)

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.

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.

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.
 
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? ;)

It is not shown in a manner that uses a tactical display or ship interface and doesn't have any of the limitations that you would expect to see with a reconstruction of surrounding space. You are literally floating behind the ship as if by a magic camera. It is quite simply a god-mode perspective that follows the ship, it isn't limited by camera angles or any other aspects that would limit an external camera display.

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? :p

Elite quite simply does not have any advanced sensor technology or computer systems that would explain this. Even a simple docking computer takes up an entire internal slot and all that does is land your ship on a landing pad, yet somehow you expect us to believe that a perfectly accurate, god-mod camera perspective can show your ship from a magic external view?

If Elite had technology to show this type of view then why can't we use it for piloting the ship or to see what's behind us? Why can't we use it for docking or planetary landings? Why can't we do any other number of things with the technology?

Sorry, but an arcade-like god-mode perspective is just an arcade-like god-mode perspective on matter how you try to justify it.
 
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.

That part is just a simplification of the damage model, it's no worse then having my canopy break in exactly the same pattern every time it is breached. They could have applied corrosive effects to specific parts of the ship or even to affect areas with specific modules or internals, they just haven't programmed the damage model to be very sophisticated.

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.

Incendiary rounds use high-temperature substances that burn on impact to create heat and the shields will need to dissipate that heat energy. The reason they are more effective against shields is because thermal energy is more difficult for shields to dissipate then kinetic energy. Essentially the incendiary round is a projectile delivery system for thermal energy.

Plenty of Sci-fi settings, and essentially all hard sci-fi, lack FTL drives/communications.

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.

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.

The way that the heat weapons work in the game (thermal vent and thermal conduit) where your ship's internals will overheat THROUGH intact shields are thermodynamically impossible because they magically create (or dissipate) heat inside of an insulated space ship without being consistent with other heat mechanics in Elite.

The rest of the heat management system in Elite is fine and internally consistent, but heat weapons completely throw the idea of consistent heat mechanics right out the airlock.

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.

The issue here is that ship heat is measuring INTERNAL heat generated from the ship's reactor and other systems, NOT external heat. That is why Elite heat weapons that can magically heat up the INSIDES of the ship are nonsense. 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.

Non-directed energy weapons with thermal effects are even easier to justify.

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.

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.

That's just a computer game in the Elite universe. It's like paying the Elite version of Halo.

As has been mentioned about a dozen times in this thread so far, we already have similar capabilities in the real world.

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.
 
Last edited:
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.

Major TV/movie franchises hardly constitute the bulk of sci-fi and none of the ones you have listed are hard sci-fi.

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.

I'm almost positive a ship heats up at the same rate when in proximity to a star irrespective of fuel scooping.

It's not the temperature of the gas in contact with the ship that causes heating...that's far too diffuse..it's the radiaton from the star.

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 heat has to go somewhere. Radiation, especially at low temperatures, is only going to remove heat very slowly...this is why the ship's radiators glow white hot as out ships approach their limits.

I would very much expect the skin of the ship to be actively cooled via the same system that cools everything else.

That's just a computer game in the Elite universe. It's like paying the Elite version of Halo.

And the third person gunner camera is just a computer game in the Elite universe constructed on the fly from sensor telemetry.

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.

I read your post. I think one of many flaws in your argument is equating a parking camera in an upper-mid range sedan with the best we can do.
 
Last edited:
94 pages of arguments in, and now discussing BMW parking cameras? Tings be gettin surreal folks.

People are aware this isn't going to change right?
 
Back
Top Bottom