You wrote so much to finish like this?!? Can I have your stuff?Game over man, game over
You wrote so much to finish like this?!? Can I have your stuff?
I actually don't mind any of the decisions you criticized, but agree on the part where they could have made a lot more from the concept they started with. In my opinion. I played a lot Frontier and First Encounters back then and always returned to these games because of the believable setting, scale and simulation.
All I really want from ED is to be like those games with better graphics and better thought-through mechanics. I basically want the best space sim that has ever been created. So I naturally give a flying [redacted] about space legs and instead want atmospheric landings, but also so much more SCIENCE. I want to be able to interact with whatever we find out there in a scientific way and not just blow up stuff and shoot at pylons, rocks, whatever to charge or "mine". At some point they decided to give us weapons instead of tools, and that's still something I really loathe in ED. For me the scale tipped into the wrong direction with that decision.
That said, Elite is still my favourite space game and I also like Frontier as a company to be honest. Gotta respect the Braben (and all the good underlings as well, of course.)
The greatest single aspect of ED is without doubt Stellar Forge and the recreation of a 1-1 galaxy with all the variety that RNG can muster with 400 billion potentially unique outcomes.
Unfortunately, almost every single decision made about exploring it has been wrong and has undermined the glorious scale and variety of our home, the Milky Way.
Blunder 1. The Open Galaxy
By making travel unrestricted, FD immediately and irrevocably removed the wide possibilities of path-finding as an exploration mechanism.
A huge amount of gameplay could have been built around the idea that hyperspace routes between systems need to be established before they can be used.
Imagine a hard frontier around the bubble of explored space, as there was on a smaller scale during Beta. A key gameplay mechanism could have involved some form of route discovery to both push the frontier outwards, and improve transport links inside the bubble.
Instead, the #1 attraction in the entire galaxy, the centre of it, was reached becore the game even officially launched.
Rather than an exercise in path-finding led expansion, travelling our galaxy became an exercise in endurance.
....
No.Oh c'mon! A tag is just binary -1 byte (discovered/undiscovered) and the router will download even less information than what it does becuase it doesn't get the information for all galaxy system (now it also tells you what star type is and it calculates the distance of each).
Not true - pre-2.1? your incoming angle was random, so you probably wouldn't end up in the wrong place the second time, while after that your incoming angle was dependent on your direction, so you could approach the system from a different direction (above or below the orbital plane) to guarantee avoiding the problem.
See, that's exactly the argument I'd use if I was defending the status quo; we can already map the galaxy in a rudimentary way so it seems likely that the entire galaxy would be mapped in the 34th century.
Thing is, from a gameplay perspective, there should really just be.... more.
It'd be nice if there were, for example, significant solar flares, radiation storms, asteroid belts, comets, micro-meteorite clouds and all sorts of other things which might present a hazard when entering a system - especially for the first time.
When we engage the FSD we currently get a little message telling us the class/state of the destination system.
Imagine if, instead, we got a little pop-up box that could tell us how well-charted a system was, whether it contained any known hazards or whether it was a completely unknown system.
You'd jump in and things might get properly exciting for a while - if the system contained significant hazards.
And then, gradually, as more and more people visit a system, UniCart would "update their records" and the jump-in point would be moved to a safe location, at which point the system would be considered safe for routine travel.
It could, perhaps, be argued that it'd become tedious having to deal with all that stuff continually on a trip to, say, Beagle Point but, then again, if all that stuff did happen all the time then we probably wouldn't be making routine trips to Beagle Point yet and instead there'd be an army of courageous/foolhardy explorers throwing themselves out into the dangerous unknown just to chart a safe course to SagA or attempting to reach the stranded Jaques Station, system by system, instead.
You wrote so much to finish like this?!? Can I have your stuff?
I actually don't mind any of the decisions you criticized, but agree on the part where they could have made a lot more from the concept they started with. In my opinion. I played a lot Frontier and First Encounters back then and always returned to these games because of the believable setting, scale and simulation.
All I really want from ED is to be like those games with better graphics and better thought-through mechanics. I basically want the best space sim that has ever been created. So I naturally give a flying [redacted] about space legs and instead want atmospheric landings, but also so much more SCIENCE. I want to be able to interact with whatever we find out there in a scientific way and not just blow up stuff and shoot at pylons, rocks, whatever to charge or "mine". At some point they decided to give us weapons instead of tools, and that's still something I really loathe in ED. For me the scale tipped into the wrong direction with that decision.
That said, Elite is still my favourite space game and I also like Frontier as a company to be honest. Gotta respect the Braben (and all the good underlings as well, of course.)
I don’t think that the ‘orbit’ will let you point at the planet, could well be wrong as I have only made orbit using SCA twice it mainly face planted me into the planet before I gave up on it.No, SCA will orbit a planet at low speed.
DSS also works at low speed.
What i'm not sure is SCA speed being low enough for FSS to work and also orbit altitude big enough for DSS to be usable
Well, yes.
The point, though, is that if you make a jump in the same circumstances then you will get the same result every time.
There's no way for the game to alert you to a potential danger or for it to adjust things as a result of the data that previous visitors to a system might have provided to UniCart.
That being the case, simply moving the jump-in point to somewhere (allegedly) "safe" is a fairly reasonable band-aid solution.
What I'd prefer to see, however, would be some kind of adaptive system that would initially simply dump ships close to the star, come what may, but would then (upon collecting exploration data) update individual jump-in points for a system.
As Drew C says, it's true that a jump-in point might be "safe" from certain directions, or perhaps when binary stars are at certain points in their orbits, but dangerous at other times.
Those would be the sort of things that any kind of adaptive UniCart system would have to account for.
You might, for example, jump into a system one day and it'd be safe because a Binary star was on the far size of the Primary and UniCart would consider that jump-in orbit safe.
Half a solar orbit later, you might jump into the same system and get cooked by the Binary, at which point UniCart would recognise that the jump-in orbit wasn't safe after all and it'd update it's database so that the jump-in orbit was clear of both the Primary and the Binary.
In practice, I don't think it'd be especially difficult to design.
The Stellar Forge would create systems and then roll it's dice to decide what, if any, hazards a system contained and then it'd set a jump-in point a given distance from the Primary (which could be considered as a hypothetical "sphere" surrounding the Primary).
Ships would jump into a system, encounter hazards and then, as data gets sold to UniCart, the game would modify the "jump-in sphere" of each system until it was in a position where it didn't intersect any of the hazards in a system.
I'm at Sol, I open the galaxy map and I can see an undiscovered system next to Beagle Point.
NO! That shouldn't be possible!
In the galaxy map we should only be able to see already discovered stars.
While the undiscovered systems should only be visible in a range of 500 ly (for example) from our current position. This would make the other explorers effort useful by opening routes throughout the galaxy and it would leave the sense of "unkown" in the galaxy sectors.
For example I could see Colonia and plot a direct route to it because the system is known and many stars in-between have already been discovered thanks to the first exploring settlers.
I have issues with the discovered routes idea, one is that it can lead to the situation that to get from system A to system B there are only a couple of routes so everything gets very predictable. Another is how routes are discovered and established the easy way is a survey ship flies to the ‘new’ system and establishes a beacon for the route of course they have to go there in normal space or supercruise or the equally slow method of surveying and calculating for months as used in Starman Jones or for plotting wormholes in the Honor Harrington books with of course the possibility that there is no route back.
My main issue though is that we get stuck with a network of fixed routes and have as little freedom of choice about how to get to places as in a railway game.
That sort of route pioneering exploration belongs in an era before any of the Elite games were set.
There's a couple of downsides I can see to having a fixed (or updating to fixed) jump-in point.
2GB of data stored locally, if they did it that way, would double the size of the Elite install. And it's only going to get bigger...This is an interesting point, however i would imagine the fog of war would only have to change each time we connected to the UC servers and they only need to be updated say once every 24 hrs.
would that really be a huge amount of data to transmit and to store at the end of the day? All it would add would be a tiny bit of lag each time we connected to UC - assuming there was an update of course.
Sorry, I'm struggling to explain it properly.
What I'm proposing would work much as things work now - you'd jump into a system and arrive at a set distance from the star, on a vector dependant on where you arrived from.
As I said, the jump-in point can be thought of as a "sphere" concentric to the Primary and your actual jump-in location will depend on where you intersect that "sphere", depending on what direction you're coming from.
The difference would be that if you encountered any kind of hazard, and then handed the data over to UniCart, the jump-in distance could be changed so that subsequent visitors might avoid that hazard.
So, for example, let's say the initial jump-in point is 2Ls from a star.
that would create a hypothetical "sphere" 4Ls bigger than the star.
You jump in, from any direction, and arrive when you intersect the "sphere".
Let's say the star was giving out solar flares 10Ls long and you get toasted.
You hand-in your data and the jump-in point gets moved so it's, say, 12Ls from the Primary in order to avoid solar flares.
The "sphere" is now 24Ls in diameter, so you'll always arrive at a point 12Ls from the Primary, from any direction.
Now let's say the system has Binary stars and somebody jumps in, arrives 12Ls from the star and gets toasted by the Binary.
They hand in their data and the jump-in point gets changed again so it's now, say, 18Ls from the Primary in order to avoid the orbit of the Binary.
The "sphere" is now 36Ls in diameter, so you'll always arrive 18Ls from the Primary, from any direction.
to each their own but I disagree with this personally....That sort of route pioneering exploration belongs in an era before any of the Elite games were set.
I would suggest that on each patch, the data was added in to the install. Dont forget it would not get as big as you may 1st think. it is only the boundary of the fog of war which would need to be tracked. anything inside that would be visible exactly as it is now...... all our machine would have to download / store would be the boundary worlds.2GB of data stored locally, if they did it that way, would double the size of the Elite install. And it's only going to get bigger...
You'd probably need to download and sync about 1.5Mb daily, which isn't a massive amount if you're logging in every day, but would be pretty sizable if you came back after a few months break, or were reinstalling on a new PC.
2160’s was the mass exodus to the stars, if my FE2 Gazetteer is to still be believed.to each their own but I disagree with this personally....
but that said, i would be all over a prequel DLC which is separate from the game set 500 years earlier before it all began possibly set around the split of the federation and the empire (but all of that being background) and the main point of the game is exploration. That way any design choices made in ED would not affect anything in that dlc. (dates plucked out of my nose........ i would have to look at the official timeline to be more accurate)