Elite Dangerous is hard for the muppets to grasp. It's a complex game in a complex universe and I would like to say that I enjoy the game immesely. Most of the people I have seen playing the game grasp the complexity and level of detail in the game and they spent the time and effort to learn the game precisely because of the immersion factor and their own personal passion and fascination with space flight and exploration.
Certainly that generalization isn't true for all, and I grok that reality.
Even so, I have to ask for one tiny massive change. No, that isn't a non sequitur. It's a tiny game change, but a massive gameplay change.
Please please please implement full newtonian space flight physics. Even if it's just in a separate patch or something. Boosters and thrust should be ACCELERATION and VECTOR CHANGE not VELOCITY.
For all the depth and immersion flying ships in ED is like driving cars or flying aircraft, not spacecraft. Ships in combat should be dealing with relative velocity differences rather than absolute.
We already have 'flight assist' but the physics are hard enough to challenge lazy people but just WRONG for everyone else. They make no sense. It seems to me to be the worst of both worlds. It's too challenging for lazy gamers to bother to learn and just for people who understand the basic mechanics.
Why in the heck would my absolute velocity have any effect whatever on my angular momentum? I can almost see power distribution affecting things if, for instnace, I have to divert some mass from my boosters to my thrusters, but when I terminate all acceleration I should have 100% capability to my thrusters to change my heading... but I don't.
Why even have the ability to turn off flight assist if you then nerf the entire point of having it? I should be able to choose my angle of attack on a target or station and then independently maneuver for a pre-planned vector change based on target response... yet my ship handles like I'm trying turn a semi truck on ice rather than simply rotate a stationary object and that's just wrong in every sense of the word, mathematically, tactically and even from an entertainment/skill perspective.
Also, accerlation curves should be constant when vector changes aren't being performed. Have a govenor or other limitation to prevent players from achieving velocities requiring relativistic dialation (or hell, just lag their packets to simulate observational frame slowdown if you want to teach a little hubris and physics at the same time). My throttle should be in Kps^2 not Kps gosh darn it. When I start running first, it should be calculated that my maximum accel relative mass must be overcome by my pursuer, not simply my maximum speed.
To come so close to a space flight sim only to have the very element I crave intentionally gutted from the game is depressing.
- longsuffering sigh
Certainly that generalization isn't true for all, and I grok that reality.
Even so, I have to ask for one tiny massive change. No, that isn't a non sequitur. It's a tiny game change, but a massive gameplay change.
Please please please implement full newtonian space flight physics. Even if it's just in a separate patch or something. Boosters and thrust should be ACCELERATION and VECTOR CHANGE not VELOCITY.
For all the depth and immersion flying ships in ED is like driving cars or flying aircraft, not spacecraft. Ships in combat should be dealing with relative velocity differences rather than absolute.
We already have 'flight assist' but the physics are hard enough to challenge lazy people but just WRONG for everyone else. They make no sense. It seems to me to be the worst of both worlds. It's too challenging for lazy gamers to bother to learn and just for people who understand the basic mechanics.
Why in the heck would my absolute velocity have any effect whatever on my angular momentum? I can almost see power distribution affecting things if, for instnace, I have to divert some mass from my boosters to my thrusters, but when I terminate all acceleration I should have 100% capability to my thrusters to change my heading... but I don't.
Why even have the ability to turn off flight assist if you then nerf the entire point of having it? I should be able to choose my angle of attack on a target or station and then independently maneuver for a pre-planned vector change based on target response... yet my ship handles like I'm trying turn a semi truck on ice rather than simply rotate a stationary object and that's just wrong in every sense of the word, mathematically, tactically and even from an entertainment/skill perspective.
Also, accerlation curves should be constant when vector changes aren't being performed. Have a govenor or other limitation to prevent players from achieving velocities requiring relativistic dialation (or hell, just lag their packets to simulate observational frame slowdown if you want to teach a little hubris and physics at the same time). My throttle should be in Kps^2 not Kps gosh darn it. When I start running first, it should be calculated that my maximum accel relative mass must be overcome by my pursuer, not simply my maximum speed.
To come so close to a space flight sim only to have the very element I crave intentionally gutted from the game is depressing.
- longsuffering sigh