[Humour] Dev. Notes #1: NPC ramming in 2.0...

Please explain the science behind Lasers emitting light where there are no electrons to excite to a state where the covert energy to light photons?
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Please explain the scientic theory behind Frame shift drives for supercruise
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Please explain the scientific theory behind Hyperspace and FTL travel
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Please explain the science behind top speeds and our ability to control a ship like an aeroplane in space

its nowhere near a sim


Q: Please explain the science behind Lasers emitting light where there are no electrons to excite to a state where the covert energy to light photons?

A: That's easy. Wherever you point your 'laser' it emits a stream of particles so that there is something to partially reflect the light so it is visible (joke) OR we just say it's like all of the sound and it's computer generated just so we can see and hear stuff as we'd expect to. How much fun would you have if you fired your weapons and saw nothing?
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Q: Please explain the scientic theory behind Frame shift drives for supercruise

A: We squash space and travel through it so we are travelling at sub-light speeds but with the result of travelling distances that would otherwise require FTL. Everything we see is computer generated while in SC. Game theory is that we don't want to wait for 7 years while we travel between the star and the space station.
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Q: Please explain the scientific theory behind Hyperspace and FTL travel

A: The theory is that is is possible to travel faster than light through something termed as witchspace. Look up things like Einstein-Rosen bridges and you'll get some ideas. Hey, a 'sim' for something that 'might' be possible, imagine that!
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Q: Please explain the science behind top speeds and our ability to control a ship like an aeroplane in space

A: Humans are stupid and useless once we exceed speeds that the human mind can comprehend or react to. Ships are restricted to speeds that are kept within manageable tolerances and the human capabilities. FA Off removes the more 'natural' atmosphere type flight but still retains the speed limitations to avoid the otherwise high likelihood of space ship shaped holes in space stations and planets. Think of this as an extension of today's car tech where we have stability/traction control and speed limiters.

Go look for real theories yourself but there are plenty that talk about how FTL 'might' be possible. You don't actually want theories you just want to be difficult.

As for this not being anywhere near a sim, you are wrong. It is not claiming to BE a sim but there are plenty of aspects that try to stay along the lines of a sim especially when you consider the effort FD put into the stellar forge. Ships have incredible amounts of effort put into them in relation to flight dynamics being directly related to mass and power outputs of components. FD have chosen certain areas to not be a sim because gameplay in a full newtonian model is pretty rubbish for most people when you try to have combat that is preceded by two hours of deceleration in order to be at the same relative speed as your opponent.
 
Please explain the science behind Lasers emitting light where there are no electrons to excite to a state where the covert energy to light photons?
.
Please explain the scientic theory behind Frame shift drives for supercruise
.
Please explain the scientific theory behind Hyperspace and FTL travel
.
Please explain the science behind top speeds and our ability to control a ship like an aeroplane in space

its nowhere near a sim


It is Science...Science Fiction. That's what this genre is all about.

All gameplay and flight mechanics have a reason to be like that based in what could be possible to do in the future plus some crazy ideas added to it. The game has a Newtonian Physics model but is not fully implemented or in a "realistic way" (if they do that we should be travelling for days/weeks/months between planets in a single system, that could be "so fun to play...".

There are reasons of why things are how they are, you have to motivate the player with some visual effects as well as adding sounds (which in space we all know it is impossible to hear anything...). Remove all of those laser lights, explosions sounds and the way we can travel and you'll have a boring fest of a game or a totally different game.

In Elite at least Space looks as it is in real life if you compare it to other space games/sims that use an actual artistic design to just please the eye (colourful sights, Nebulas 2 jumps away from the main system you are...etc). Elite represents how the actual Space looks and that to me is a plus, and yet the way you travel is how I would expect it to be, not real of course but a "resumed" version of how it should be IF we could do what we can in the game.


Now if you don't like what Frontier is doing you should take a look at other games in the genre. The best I can recommend to you is a game called "Rogue System" which is basically using all the realism you are looking for. (I like it too, but is not what I actually like to play)

Rogue System uses an actual Newtonian Physics model (accurate in all aspects, using the orbits of the planets, momentum, inertia and all what comes with it to travel around the system), ships don't have "proper cockpits" because using glass to protect yourself is not a realistic option in space (you are confined inside of the ship around monitors which shows you the outside), the way you can approach and dock to a base/station in space is exactly the same way that it is being used in real life now, etc. You have all buttons working and all.

Check it out on You Tube, there are some videos by the developer (one guy doing it...with support from ISI which makes the racing simulator I play, which is rFactor 2) and some other people who play. Game is in early stages but what you can do is really cool from a realistic perspective with a little bit of SciFi as well of course.



Now let's go back to topic.
 

It kinda does say it's a space sim, it's even labeled as one on Steam. And to be honest it's as close to a sim as we understand the galaxy and physics and such around us. And as we learn more, this game tends to update to reflect that. So yeah he's just being obtuse.
 
Q: Please explain the science behind Lasers emitting light where there are no electrons to excite to a state where the covert energy to light photons?

A: That's easy. Wherever you point your 'laser' it emits a stream of particles so that there is something to partially reflect the light so it is visible (joke) OR we just say it's like all of the sound and it's computer generated just so we can see and hear stuff as we'd expect to. How much fun would you have if you fired your weapons and saw nothing?
.
Q: Please explain the scientic theory behind Frame shift drives for supercruise

A: We squash space and travel through it so we are travelling at sub-light speeds but with the result of travelling distances that would otherwise require FTL. Everything we see is computer generated while in SC. Game theory is that we don't want to wait for 7 years while we travel between the star and the space station.
.
Q: Please explain the scientific theory behind Hyperspace and FTL travel

A: The theory is that is is possible to travel faster than light through something termed as witchspace. Look up things like Einstein-Rosen bridges and you'll get some ideas. Hey, a 'sim' for something that 'might' be possible, imagine that!
.
Q: Please explain the science behind top speeds and our ability to control a ship like an aeroplane in space

A: Humans are stupid and useless once we exceed speeds that the human mind can comprehend or react to. Ships are restricted to speeds that are kept within manageable tolerances and the human capabilities. FA Off removes the more 'natural' atmosphere type flight but still retains the speed limitations to avoid the otherwise high likelihood of space ship shaped holes in space stations and planets. Think of this as an extension of today's car tech where we have stability/traction control and speed limiters.

Go look for real theories yourself but there are plenty that talk about how FTL 'might' be possible. You don't actually want theories you just want to be difficult.

As for this not being anywhere near a sim, you are wrong. It is not claiming to BE a sim but there are plenty of aspects that try to stay along the lines of a sim especially when you consider the effort FD put into the stellar forge. Ships have incredible amounts of effort put into them in relation to flight dynamics being directly related to mass and power outputs of components. FD have chosen certain areas to not be a sim because gameplay in a full newtonian model is pretty rubbish for most people when you try to have combat that is preceded by two hours of deceleration in order to be at the same relative speed as your opponent.


I've forwarded your answers to the Head of R&D at NASA and told them how stupid they are to not realise all this.
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Its not a sim its a game
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Please explain the science behind Lasers emitting light where there are no electrons to excite to a state where the covert energy to light photons?
.
Please explain the scientic theory behind Frame shift drives for supercruise
.
Please explain the scientific theory behind Hyperspace and FTL travel
.
Please explain the science behind top speeds and our ability to control a ship like an aeroplane in space

its nowhere near a sim

I'm going to just quote myself, but with big bold letters to make it easier for you.
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"It's a space sim, or at least as close as the devs can get."
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See they still want it to be fun, by they also want it to be as immersive and realistic as it can be without sacrificing what most would call "fun". Again, they didn't do absurd amounts of research for no reason. Even the stations spin at the correct rates to generate the amount of gravity that the devs thought would be a good amount for docking. The planets are rendered in a way that is realistic (unlike SC and No Mans Sky). The list goes on and on.
http://store.steampowered.com/app/359320/
http://elite-dangerous.wikia.com/wiki/Elite_Dangerous_Wiki
https://www.vg247.com/2014/09/17/classic-elite-free-pc-download/
Etc.
Again, its a space sim.
 
Elite is supposed to be like a sim. Imagine cops ramming your car when you roll off the ferry or leave a car park.

They only ram you if you speed. Don't speed and the npc ships wont ram you. Or go and live in a lawless system where there are no npc security ships to ram you when docking.
 
I've forwarded your answers to the Head of R&D at NASA and told them how stupid they are to not realise all this.
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Its not a sim its a game
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I agree it's a game. It just has some elements of being a sim.

Not entirely sure why you need to tell NASA they are stupid, pretty certain they are smart enough to recognise that for themselves. :)
 
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Dev 1: So we've got pirates in RES, and we've got cops... cops go after pirates, and players can go after pirates, too....

Dev 2: Yeah, but they've got to complete a scan first before shooting.

Dev 1: Oh... okay... and if the pirate they wanna shoot is already trying to murder an innocent miner?

Dev 2: Still need to scan them first. Takes about 5 seconds or so.

Dev 1: But that could mean the difference between life and death for the miner... What if I fire on the pirate who is obviously trying to murder a civilian trying to defend said innocent civilian?

Dev 2: Then every ship in the instance will try to kill you, because you have got a 200 cr bounty on yourself.

Dev 1: Wait... even the cops who should be going after the pirate?

Dev 2: Especially the cops. Even the miner you were trying to defend!

Dev 1: Yeah.... hm... does that make sense, though?

Dev 2: Ssshhh.... just trust me! The forum backlash will be hi-la-ri-ous! :D

Dev 1: Ooooooohhhh.... now I understand! *trollface* :D


Do not forget to add this

Dev 1: Oh look the players are in a RES and busy killing the pirates...

Dev 2: Yea, so?

Dev 1 : Well there all these federal navy police just lurking about, not really doing much...

Dev 2: Yea...

Dev 1: So lets make it "more interesting for the players":)

Dev 2: Yes i agree... what do you have in mind?

Dev 1: Well, lets say that the pirate uses chaff as the player is attacking...

Sev 2: Hmmm..yes

Dev 1: The shot then goes off target and hit a police viper...

Dev 2: But wont the player then become wanted, and be attacked by the police?:S

Dev 1: Yes, they will... :)

Dev 2: But they were attacking the pirate, an easy mistake because the chaff put the shot wide..:S

Dev 1: Rules are rules, if you attack a police ship, they will hunt you down like the galaxies most wanted criminal!:cool:

Dev 2: But it is only 200cr...:S

Dev 1: Ah but you know that i coded it in that a 200cr fine is the most attractive thing to a fed policeman! Never mind the pirates with hundreds of thousands of creds in bounties, the 200cr is EASY PAY, and the fed police like easy pay... it goes along with their morals of ramming the player for speeding, then fining them for crashing into the police cruiser...:cool:

Dev 2: Genius! Consider it coded.:D

Dev 1: Oh and don't forget to add in that the police will deliberately fly though lines of fire, especially beam lasers, just like a moth to the flame...

Dev 2: But why would the police deliberately fly through a players line of fire, when he is shooting?:S

Dev 1: Remember about the 200cr rule:)

Dev 2: Oh that is wicked and evil... Consider it coded...:D
 
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They only ram you if you speed. Don't speed and the npc ships wont ram you. Or go and live in a lawless system where there are no npc security ships to ram you when docking.

Simply not true. After a recent update you can be stationary and they come at you at full speed. Scan you and ram you.

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That the NPC AI code has gone from smart to completely dumb? Yes, I agree with you on that one! ;) :p

Yep dumb as a dumb thing on a very dumb day. It was like they rolled the code back a level.
 
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