I am the only one old school Elite fan a little disappointed by ED?

Played Elite back in '84 on the Acorn Electron and have revisited it a number of times since (New Kind & Oolite). Never really got into Frontier or First Encounters as just found the flight model boring. As far as I'm concerned E:D is the true heir to the original Elite.
 
A 1000 tonne ship moving at 200 m/s would have 2*10^10 Joules of kinetic energy. So according to my conversion calculator, that would actually be less than 0.005 kT TNT.

OK. To be specific, I meant at either a) well over the speed of light in E: D (assuming actually travelling FTL, rather than warping space), or b) even at a few 1000km/s in FFE. :)
 
When I played Frontier all those years ago, the Newtonian physics model was one of the biggest problems I had with the game. It turned out that the best and easiest way to dogfight pirates was to set the autopilot to crash into them, assuming you'd set up your ship with plenty of shields. It was really hard or impossible to do otherwise.

The original Elite had a more arcade-type feel to the combat, which was fantastic. Both X3 and Freelancer had this kind of flight model too. It's more intuitive for people and more fun to play with, so I'm glad Frontier have done it rather than something more realistic.

Also I like the idea of travelling at some multiple of C through a system. It's quite a well thought out mechanic actually.
 
When I played Frontier all those years ago, the Newtonian physics model was one of the biggest problems I had with the game. It turned out that the best and easiest way to dogfight pirates was to set the autopilot to crash into them, assuming you'd set up your ship with plenty of shields. It was really hard or impossible to do otherwise.

The original Elite had a more arcade-type feel to the combat, which was fantastic. Both X3 and Freelancer had this kind of flight model too. It's more intuitive for people and more fun to play with, so I'm glad Frontier have done it rather than something more realistic.

Also I like the idea of travelling at some multiple of C through a system. It's quite a well thought out mechanic actually.

I really loved the Newtonian physics model in Frontier, and I quickly learned to take advantage of it.
I can not bear a spaceship in the open space that you drive as if it were in the atmosphere.
 
I miss NPC visualisation, related to the past, and some infrastructure, related to the present. As for the future, I hope not to miss it. He he.
 
How it worked in Elite and Frontier, a spacecraft is expected to continue to accelerate until there was pushing, proceed at a constant speed with the engines off, and slow down only with retro thrusters, (or turning the ship 180'' for maximum deceleration using the main engines.)

One of the biggest issues for Frontier was the flight model. It might have been wonderfully "correct" in a Newtonian sense, but it was utterly terrible as "fun". The best dogfighting strategy I had was to set my autopilot to an enemy ship and ram it to death! The best "flight model" for dogfighting prior to this I've experienced was Freelancer, which was amazing fun to play (with a mouse and keyboard). The original Elite flight model is similar to ED's. When you look at all successful games in this genre, with the exception of Frontier they all give-in to the fun factor in the gameplay experience over realism. And that's a positive thing in my view.

I don't think you can SETA or speed up time in a multiplayer game. I mean if you're going to do that, let me pause the entire universe and everyone in it so I can go and make a coffee, will you? :p
 
I really loved the Newtonian physics model in Frontier, and I quickly learned to take advantage of it.

Me too. Of course, at maximum stardreamer the physics model wasn't too accurate. ;)

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I miss NPC visualisation, related to the past, and some infrastructure, related to the present. As for the future, I hope not to miss it. He he.

NPC viz, you mean the cut and paste faces? Yeah those were cute. :D
 
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