Stay on topi... Target!... 
[video=youtube;NnP5iDKwuwk]https://www.youtube.com/watch?v=NnP5iDKwuwk[/video]
[video=youtube;NnP5iDKwuwk]https://www.youtube.com/watch?v=NnP5iDKwuwk[/video]
I'm hoping Limit Theory will be as good as it looks in the dev videos.
It is Redneck Country Circus, mate.
FDDevs actively post on this forum every chance they have.
Why should FD tell us specific details until they are ready to go live with it? Ever think they might want to surprise or work things out first, after how much people complained about ever little thing their ADD minds could think of? (I.E. offset commander chairs BAD!)
Perhaps a bit of patience would help you cope with these things.
Folks should stop asking to have their hand held so tightly, it will cut off circulation.
Bought the game. Played probably 20, maybe up to 30 hours before realizing that this was it and that the game is an empty shell, boring as hell, and doesn't have a lot of the features that they say it does. Disappointed. Oh well, here comes the fanboy flames.
OK. Simple mission chains leading to a goal? Branching campaign type missions a la 'Wing Commander', 'Freespace' and that type of 'canned simulation'? Dynamic campaign type missions where the difficulty depends on the conditions of the simulation a la Falcon 4 or Starshatter? How do you co-ordinate these things across the fractured, instances universe? Sounds like a nightmare to program!![]()
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All of these would be nice, but fitting them into a procedurally generated, multiplayer simulation that uses instances must be bloomin' hard. Hand-crafted missions would run out quickly, without a constant influx of new content. Dynamic missions would become 'samey' quickly without a wide variety of templates (which we've already seen with the current implementation). Frontier: First Encounters handled the issue by using both the random bulletin boards + hand-placed missions, Skyrim had mostly hand-placed content + the 'Radiant Quest' system (which was really no better than Elite or any other games random missions). Either way, I thing we're still looking at another year or two of piecemeal development before all career choices have decent mission content, that flows dynamically from the underlying simulation. Unfortunately, I don't think sporadic 'community goals' will cut it over that period of time.![]()
I'd rep you again if I could.
I think FD is aware, but unfortunately I think that might be why they released the game "unfinished" because they know they have to start making money now because once SC comes out, I think most everyone will migrate to it.
That's just my speculation and guessing. I hope FD proves everyone wrong but when you compare ED to SC..well..there just is no comparison.
The devs have been ignoring important threads like the microstutter one for ages. "actively post on this forum every chance they have" what a joke!
I get irritated by these posts. This game is in beta ie still being made.
I get irritated by these posts. This game is in beta ie still being made. I know by previous stuff I read up on you guys were promised some stuff that wern't delivered but thats the same on every game. I was a fan of the old elite 1984 and when I logged on to this game first time I was enthralled specially with the manual docking felt like I was in the Star Wars Universe. I play 2-3 hours if that every other day got my Cobra (had a T6 but sold it) and switch between Trading and Bounty Hunting and now have 4m in the bank. I then decided to leave my home system for the first time went to an Anarchy system and had fun playing in the big battles there. Well done ED its captured me looking forward to Wings and following patches. If the ships also were cheap everyone would have a high end ships and the game would be pointless with nothing to aim for. Also if you dont play the game why are you on the forums! Rant over.![]()