If you ever tried to manually fly to a planet and manually land on that planet in FEII or FFE you'll know how hard it is. How many of us who tried it, overshot it the first few times until we learned? Come on, hands up ... I know I did.
If you ever tried to manually fly to a planet and manually land on that planet in FEII or FFE you'll know how hard it is. How many of us who tried it, overshot it the first few times until we learned? Come on, hands up ... I know I did.
...Ask yourself how fast do you need to travel to travel from Earth to Neptune in a few minutes?...
3) It is a game, not a sim.
The genre was always called "Space Sim Genre" or "Space Combat Sim", Chris Roberts calls Star Citizen a "Space Sim" and it has some less realistic mechanics than ED....
And the similar things _without_ those hydraulic pistons are called trainers.3) It is a game, not a sim. Pilots train in that big thing on hydraulic pistons called a simulator, they are not playing a game. There is a big difference.
If you ever tried to manually fly to a planet and manually land on that planet in FEII or FFE you'll know how hard it is. How many of us who tried it, overshot it the first few times until we learned? Come on, hands up ... I know I did.
Yes, it took a while to learn. But it was _fun_!If you ever tried to manually fly to a planet and manually land on that planet in FEII or FFE you'll know how hard it is. How many of us who tried it, overshot it the first few times until we learned? Come on, hands up ... I know I did.
This correct, the Points of Interest are destinations, of which there can be hundreds in a system. You could slow boat between them, but only a realistic speeds, so it would takes years to travel across the solar system. We're currently looking into how we can allow faster travel without breaking the current system and adding a huge cost to the development and still being fun.
Ask yourself how fast do you need to travel to travel from Earth to Neptune in a few minutes?
And now ask how easy is it to miss even a star sized object at that speed?
Michael
A system that modulates the speed depending on how close you are to a mass could solve this problem.
Indeed, which is what we've been looking into, but the changes in velocity to do this and maintain a reasonable travel time is immense. In rough terms you'd need to double your speed every second for 30 seconds, travel for 30 seconds and decelerate for another 30 seconds and you could still easily miss your target
Of course it could be automated, but you might as well just have a jump if you're doing that.
Michael
If it can be made so that it simply has a small learning curve until you start to get it "about right" on the first try, I'd really love to see this implemented instead of jumps. It could even be called by the same name as the "fast drive" in Elite used to be called.Indeed, which is what we've been looking into, but the changes in velocity to do this and maintain a reasonable travel time is immense. In rough terms you'd need to double your speed every second for 30 seconds, travel for 30 seconds and decelerate for another 30 seconds and you could still easily miss your target![]()
What happens if the rate of acceleration and decceleration can change? Or does your decription already involve that?Indeed, which is what we've been looking into, but the changes in velocity to do this and maintain a reasonable travel time is immense. In rough terms you'd need to double your speed every second for 30 seconds, travel for 30 seconds and decelerate for another 30 seconds and you could still easily miss your target
Of course it could be automated, but you might as well just have a jump if you're doing that.
Michael
What happens if the rate of acceleration and decceleration can change? Or does your decription already involve that?
If it can be made so that it simply has a small learning curve until you start to get it "about right" on the first try, I'd really love to see this implemented instead of jumps. It could even be called by the same name as the "fast drive" in Elite used to be called.
Simple misses are not that dangerous, unless you are foolish enough to aim directly at a planet (or other destination). It's a simple matter of turning around and trying again - much like in golf.
If it can be made so that it simply has a small learning curve until you start to get it "about right" on the first try, I'd really love to see this implemented instead of jumps. It could even be called by the same name as the "fast drive" in Elite used to be called.
Simple misses are not that dangerous, unless you are foolish enough to aim directly at a planet (or other destination). It's a simple matter of turning around and trying again - much like in golf.
I think piloting a ship should take an element of skill. This is after all a twitch-based game, not a point and click like Eve. So I like this idea of having to become skillful at manually handling your ship at these speeds.