In game travel - the critical flaw?

Status
Thread Closed: Not open for further replies.
"Whooosh"

That's the sound of my comment going over your head refuting your claim that "ED is not realistic because it takes days to get the moon"..

It wasn't so long ago, it was thought impossible for humans to get into space....


The game is definitely not based on the technologies of 3300 and an accurate representation of how long it takes to get around the milky way - heck there might not even be any humans in 3300 :rolleyes: FTL travel is not even possible many physicists say - anyway this is all academic as ED is a game - only a game and fast travel in the game will not change what happens in 3300AD one way or another...
 
Last edited:
When I first started the game I had some of the same feelings. everything seemed so slow, travel seemed like it took forever to get anywhere. Grinding for rep and credits to buy those ships I was so sure I needed for 'progression' felt like such a chore. Exploration felt pointless and endless with nothing to see or do but press a button once and hop back in that wormhole. Then one day, after some time away I had a talk with myself and reminded myself that I have to stop being mad at the game for what I thought it lacked but rather accept the game for what it is. I had been looking for a game completely different from all the other games I've played. Once I stopped being in a hurry, looked at what the game is and what I could do within it I realized I had found just that.
Jumping from one system to another light years away through that wormhole, slipstream,hyperspace(what ever catchy thing you want to call it) is a logical mode of space travel. I for one do not want the game to play itself for me. Now if you were to say that some mechanics still could use some more substance I'd agree:
examples-
Galactic interconnected trade market with a 'market connector' in game that displays fluctuating prices on commodities, locations of commodities ships modules, basically everything tradable, on a searchable database in game giving it all a feeling of a living vibrant market effected by player trade- I agree
I list of explored and discovered systems along with who found them on a searchable database in game with details on planets, resources, and POI locations- I'd agree
((I found that using trade computer extension and market connector does pretty much all of that I just described and allows me to search all data while still in game. I think those two elements should be the games mechanics anyway... but those simple addons really made the game more interesting to me. ))
an ability to manually decide the course of my flight path through navigation based On a course I choose as well as the 'autoplot' option- I'd agree

I took out the docking computer and realized how much more interesting it is to land on stations. I stopped racing to that billion credits and realized that it is enjoyable to run my shipping company and exploration expeditions at my own pace with my own goals in mind. I stopped nitpicking missions and started using my imagination to create stories around my gameplay, something I hadnt really done as much in other games over the years. I supplied my own plot, my own agenda, independent of any directed sequence of events...and I enjoyed it.
I used to mock the games constant "slow down" alerts, but once I 'slowed down' it all made more sense to me, became more interesting.

This is all well and good but doesn't address my key point which is that the travel system is objectively broken regardless of how an individual might justify it to him or her self...
 
Travelling in the game was clearly broken from the start - why should any game player be forced to endure hundreds of pointless and repetitive button presses and loading screens to get from one location in a game to another - this is ludicrous in the extreme - will it ever be fixed? Or is this forever to be the game's critical legacy...?
It's forever one of the things I love about Elite. There are so many games where you can fast travel everywhere and scale means nothing. Thing is, that you very seldomy need to travel far if you don't decide to do that.
Elite does a lot different from other games, and I really hope it never stops to do so or bends under the pressure of nowaday's instant-gratification "culture" in gaming.
 
This is all well and good but doesn't address my key point which is that the travel system is objectively broken regardless of how an individual might justify it to him or her self...

How or why is it broken? Do you want to jump 100lys, 1,000lys, 10,000lys? How about you justify exactly what you think is broken and come up with a viable solution that will remediate the problem.
 
"Whooosh"

That's the sound of my comment going over your head refuting your claim that "ED is not realistic because it takes days to get the moon"..

2018 vs some technologies over 1000 years from now.

It wasn't so long ago, it was thought impossible for humans to get into space....

No my point was that real space travel is nothing like the travel in the 2019 game ED - the year 3300 is irrelevant as no-one knows what space travel will be like then anyway...you don't go on admit it...
 
You don't like Elite's method of travel. Fine. Can you do better than just suggesting they add fast travel?

Are you representative of game players as a whole across the planet do you think?

Most good rpg games have fast travel as standard...

If a game design element is broken then the simplest option is surely to fix it rather than to stubbornly insist it is "fundamental to the game"?
 
No my point was that real space travel is nothing like the travel in the 2019 game ED - the year 3300 is irrelevant as no-one knows what space travel will be like then anyway...you don't go on admit it...


I think it's incredibly short sighted to state a game is "unrealistic" based upon 2019 technology ( oops - I referenced 2018 ) when the game is set in 3305 since propulsion technologies will improve significantly. Myself, I wouldn't mention Elite's unrealistic in it's flight model, because there is just no point. Unrealistic for 2019 based upon it's time period?

Add:
Originally, FD were going to restrict space travel to around POI, such as stations and planets. You wouldn't have space flight between planets, stations - you'd just get transferred there. FD back tracked when there was a lot of opposition to this. FD original idea sounded rather boring...
 
Last edited:
I think it's incredibly short sighted to state a game is "unrealistic" based upon 2019 technology ( oops - I referenced 2018 ) when the game is set in 3305 since propulsion technologies will improve significantly.

That is an interesting point, look how the propulsion technologies have improved from 3301 to 3305, we are now able to jump distances that were unheard of when the game first came out.
 

Lestat

Banned
Travelling in the game was clearly broken from the start - why should any game player be forced to endure hundreds of pointless and repetitive button presses and loading screens to get from one location in a game to another - this is ludicrous in the extreme - will it ever be fixed? Or is this forever to be the game's critical legacy...?
Well if you have a short jump range and whining about jumping so many times. Why not engineer your ship also use Neutron highway to make your trip shorter. If players can get from Sol to Colonia in 107 Jumps why can't you?

Also, the Load screens it because if you are the first to that system. It will randomly make that system or loading up one someone else explored before.
 
Even if you don't agree with the OP, I think it would be difficult to convincingly state that there's no room for improvement in jump mechanics, or that the game wouldn't benefit from some variation in travel loops. This could mean anything from an alternate travel system implemented in parallel with its own pros and cons, to new BGS triggered scenarios/encounters while or between jumping, or even just superficial visual differences in the hyperspace loading screen, say based on what sector of the galaxy you're in.

Given that hyperspace jumping is one of the most, if not the most repeated action in the game, it stands to reason that it should be a focal point for continuous improvement.
 
We need wormholes!

IMO, wormholes would be a nice feature, though they should be limited in numbers, and perhaps not take you to instantly convenient locations.

Our galaxy is large: There should be a sense of the vastness of space, and therefore space travel should reflect this.

Even if you don't agree with the OP, I think it would be difficult to convincingly state that there's no room for improvement in jump mechanics, or that the game wouldn't benefit from some variation in travel loops. This could mean anything from an alternate travel system implemented in parallel with its own pros and cons, to new BGS triggered scenarios/encounters while or between jumping, or even just superficial visual differences in the hyperspace loading screen, say based on what sector of the galaxy you're in.

Given that hyperspace jumping is one of the most, if not the most repeated action in the game, it stands to reason that it should be a focal point for continuous improvement.

Hyperspace jumps have increased from the launch of ED, so there's an improvement, and that takes engineering / Guardian content, so ( rightfully so ) its not given to you on a plate ; players have to engage in the game content.

As CMD Rom mentioned - wormholes could be another.
 
Last edited:
Hyperspace jumps have increased from the launch of ED, so there's an improvement, and that takes engineering / Guardian content, so ( rightfully so ) its not given to you on a plate ; players have to engage in the game content.

As CMD Rom mentioned - wormholes could be another.

It's more the repetitiveness and samey nature of jumps that I think would benefit from improvement. Increased jump range does save some repetition, but it's still something you do so much in the game that variety of any sort would go a long way.

I agree though, limited and temporary wormholes might be one way to switch things up a bit.
 
Elite has a long history of being a hybrid sim/game. It has aspect of both genres that allow people to enjoy it that would normally have been put off.

The sim aspect of it is a simulated 1:1 interpretation of the general theory of how the galaxy works etc. This was kind of born out by the game engine/simulation predicting the presence of the discovered Trappist system. The fans of the space 'sim' genre love this stuff.

The 'game' aspect of it takes many forms with the activities/stories in the bubble like PP, guardians, thargoids, BGS, CG's and what not.

The travel aspect of the game is an area of constant work but the devs don't seem to want to make distance a trivial matter and IMO that is the correct course for a sim/game such as ED. I play other games that are more themepark where the next 'ride' is the goal rather than the journey to get there.

In this case it seems like the OP is more interested in the destination rather than the journey, if so then ED is not for them IMO.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom