Recoil, Sound and Gravity Non-realism

Elite was usually a realistic type game… gravity wells, no artificial gravity etc. Except with Odyssey now which is just a machine gun shooter in space. any plans to address:
1) why do laser weapons have recoil?
2) how does sound travel in space? Gunfire attracts guards? How Are they hearing it?
3) While low g affects jumping, running is always the same, but running is actually small jumps over and over. Why don’t we hop around super fast? And what is up with drinking glasses on zero g space stations? And stairs? And guard rails?
 
Elite was usually a realistic type game… gravity wells, no artificial gravity etc. Except with Odyssey now which is just a machine gun shooter in space. any plans to address:
1) why do laser weapons have recoil?
2) how does sound travel in space? Gunfire attracts guards? How Are they hearing it?
3) While low g affects jumping, running is always the same, but running is actually small jumps over and over. Why don’t we hop around super fast? And what is up with drinking glasses on zero g space stations? And stairs? And guard rails?

1) People complained about no recoil, I remember reading threads about it in Alpha.

2) the thing is with thin atmospheric worlds is, well they have atmospheres, and that's all you need to transmit sound!

3) 1) Gameplay reasons. 2) standard visual affects. 3) Mag boots probably difficult to walk with legs at different angles so everything flat, imagine stepping from a flat surface to a sloped ramp with mag boots, I suspect it would be awkward. 4) To grab hold off in case your mag boots lose grip maybe?

But in the end, when people imagine a future, maybe dystopian, maybe just like today but in space they automatically visualise a certain appearance, blade runnerish maybe, or star wars, depending on their age and experience, and the look of the social spaces is probably what the devs think of when they transpose our world into space. Chances are if they modeled it with realism in mind, I mean who know anyway exactly how a Zero G station would be designed, it would be extremely disorienting for players both old and new and that's what they didn't want to do. They are designed all similar to give players a sense of orientation and make it easy to find the various features players need, so it looks familiar even of it shouldn't according to realistic projections.
 
If you read the flavor text of the suppressor and audio masking mods it says the sound is simulated. I was reading a reddit topic on this the other day and what people took from that was our suits are broadcasting these sounds and it's the mods hacking them.

As for stations I would think the concourses have artificial gravity. The centrifugal force from the spinning would create that alone. The signs stressing mag boots are in case it fails/the station stops spinning (my theory). It's the arrival deck that has no gravity. And yes it makes NO KIND OF SENSE that there's litter everywhere. But hey large parts of Oddysey were outsourced and the team making that deck probably had no idea it was for an environment meant to have 0 gravity.
 
As for stations I would think the concourses have artificial gravity. The centrifugal force from the spinning would create that alone. The signs stressing mag boots are in case it fails/the station stops spinning (my theory). It's the arrival deck that has no gravity. And yes it makes NO KIND OF SENSE that there's litter everywhere. But hey large parts of Oddysey were outsourced and the team making that deck probably had no idea it was for an environment meant to have 0 gravity.

Yeah, in zero gravity you wouldn't want any floating debris, it would probably be a fineable offense to let anything drift away from your person, there's no telling where it might end up, everything would be fastened down and clean as a pin, but then people would probably complain about the lack of feeling and use in social spaces. Think of 2001 Space Odyssey, all clean and antiseptic, no litter etc;

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Yeah, in zero gravity you wouldn't want any floating debris, it would probably be a fineable offense to let anything drift away from your person, there's no telling where it might end up, everything would be fastened down and clean as a pin, but then people would probably complain about the lack of feeling and use in social spaces. Think of 2001 Space Odyssey, all clean and antiseptic, no litter etc;

View attachment 245622
That image soothes me. I'm one of those people that crave super clean slick sci fi settings, not gritty and rusted out and kitbashed ;)
 
1. Laser in ED might be plasma beam, that would fit it more than light beam (range dissipation, recoil for normal laser is weird but for particle/plasma beam it fits more).
2. Simulation, just imagine ED "shows" some data by sound, this way hearing sense is utilized even in vacuum.
3. I can think of only one explanation why gravity is affecting jump height and not running speed. When player is running suit thrusters might be working to negate lower/higher gravity effects. It would be interesting to have this feature on SRV...

P.S. Stop thinking of ED as a simulator. Just look at ship combat (dog-fighting in future?), weapons, lack of autopilot or crew that can actually do more than just pilot a fighter, FC inability to plot and follow a course, not so deadly black holes, inability to jump anywhere in space before reaching target, fixed point of entry in star system, inability to select different star as a jump target etc. Just enjoy ED as a game that is NOT a space sim :)
 
Elite was usually a realistic type game… gravity wells, no artificial gravity etc. Except with Odyssey now which is just a machine gun shooter in space. any plans to address:
1) why do laser weapons have recoil?
2) how does sound travel in space? Gunfire attracts guards? How Are they hearing it?
3) While low g affects jumping, running is always the same, but running is actually small jumps over and over. Why don’t we hop around super fast? And what is up with drinking glasses on zero g space stations? And stairs? And guard rails?
1) Perhaps coolant is vented from the business end of the weapon, because that's the dangerous end anyway.
2) Suit sensors pick the energy bursts and interpret them as sound. That's how it works with ships too.
3) Probably beyond their means to animate whole buch of gaits for different gravities. Would be nice, though. Glasses in outposts is just lazy, I agree. They should have drinking bulbs.
 
This is old game lore, but the situational awareness suite inside BOTH ships and suits, simulates sound.

Laser weapons don't really have "Recoil" the closest thing to an "In-Lore" explanation I can find is that the magazines of these energy weapons are imparting some centrifugal force to generate the power needed to produce sufficient power. This might explain why all the magazines are rotating in their housing. But it's probably just because weapons without recoil never feel right in any game.
 
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