In a recent pair of CGs I worked out that there must have been at least 100,000 ships destroyed every day - This is absurd, it would require 100 planets each with 10 shipyards each turning out 100 ships a day just to keep the attrition rate stable.
Basically destroying ships is too easy and too common and not a realistic mechanism. Destroying a ship should be a rare and unusual event, instead the player (or NPC) who is losing a fight would and should run away and the victor should get merit based on the de-facto victory and the damage inflicted.
This is a product of taking a solo game and expanding it to a multi-player game without considering the scaling factors - If a solo game player destroys 100 ships it makes little difference to the overall NPC population, if 10,000 players each destroy 100 ships then it's a very different situation.
Also I certainly understand the visceral pleasure of seeing another ship go boom! but that is an arcade game feature, Elite is supposed to be a space sim, not an arcade game.
But the horse is out of the stable and I cannot see how this can be changed now and I suspect any changes to this would be less welcome than a Vogon poetry recital.
I fail to see why the argument proceeded past this point.
And equating cars today to ships in Elite doesn't seem that implausible.
That only works if getting a pilots licence is as easy as it is to currently get a driving licence.
In the game mythos we are the "Elite" the happy few who have won a pilots licence - the overwhelming majority of the populations will not be so blessed otherwise each system would need hundreds or thousands of stations to accommodate all the traffic and not the one or two as seen in most systems.
The context was of production capability - which was the part I found odd. It didn't seem at all hard to imagine the Elite galaxy being able to replace 100,000 ships a day, or even a lot more than that.
If you're taking issue with 'realism' in the amount of traffic or number of stations, then you're attempting to fine-grain predictions about what's possible or not possible over a millenium in the future. I'm not sure how profitable it is to talk about 'realism' in that context. You're declaring that it is economically 'unrealistic' for that many ships to be blown up - in a galaxy where there is faster than light travel. Can you see that might be a bit hard to swallow? Discussing it is one thing, but describing it as a 'gameplay flaw' is a bit bizarre.
And in any case, as someone else said gameplay should come first and the lore-explanation should be led by it. Sometimes it doesn't even need an explanation. The 'poor yaw' flight model has no explanation, and doesn't need one, because it adds so much to dogfighting gameplay that practically nobody cares.
Also I certainly understand the visceral pleasure of seeing another ship go boom! but that is an arcade game feature, Elite is supposed to be a space sim, not an arcade game.
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I have to disagree I'm afraid. Elite is firmly on the 'game' side of the 'simulation/game' continuum. As others have said realism has to often take a backseat to gameplay. I see your point, but I'm afraid I don't really see it as that big an issue I guess.
There are lots of other things I'd rather see tweaked to help my suspension of disbelief.![]()
I was in Wolf 906 last night doing some undermining with my Wing. I had chased a contact away from my wing as one of my wing mates got interdicted. My other wing mate stated they would drop in on her wake and help. I had just interdicted my contact, an expert viper.The bigger issue I have with the sheer number of ships destroyed is not with realism but actually gameplay.
Which is more fun and memorable in other games? Destroying hundreds of mook enemies who pose basically no threat or tense, difficult fights (like boss fights) that have you on the edge of your seat?
Elite currently lacks those tense moments, it's a long, samey grind of forgettable encounters which leave you struggling to remember what you even did during your playtime.
PVP currently being the only exception to this.