Background blurb
One of the core "features" (and also it's biggest bug) with Elite Dangerous is it's hard-science approach to the 1:1 scale of the galaxy.
With mini "jumps" from arena to arena, designed out of the game giving way to free-form flight, a decent scalable FTL drive was an absolute necessity and hade to function gameplay wise.
There has been so many "genius" things that went into supercruise that the original design team don't get enough credit for.
The way how it "slows down" and "speeds up" relativisitcally due to the mass of the near by planetary bodies, allowing for chasing ships to "catch up" to something accelerating and ridiculous speeds.
But then comes "the comprises"
The acceleration and deceleration process could take a long time. (fixed with the overcharge)
So no getting stuck for minutes on end trying to fly out of the gravitational well of a gas-giant - yay.
Orbital stations however, are not orbital stations.
they are very far FAR away from the planetary bodies to accomodate the original time-consuption of accelerating and decelerating near planets.
So even IF you are lucky enough to get a little "orbital station" with a cockpit or concourse view that is facing planets. It's far.....far.....far....away.
The grandeur and impressiveness of planetary rendering,
that epic feeling of being in a massive space simulation, is just tossed asside to become some minor detail in the sky-map.
This should be the "standard", not the exception
and the name of this station, Azeban Orbital outpost, which is in the tutorials. It's a "rigged" location by the developers.
Much like the odyssey tutorial with Blue sky, red sunsets, and ringed atmospheric planet.
They looks great, but so very very rare in the game to just see "all the time".
But we could get more Azeban Oribtals if the station placements were "tighter" to the planets, and now with the overcharge accelerating away from the gravitational mass isn't much of a issue.
One of the core "features" (and also it's biggest bug) with Elite Dangerous is it's hard-science approach to the 1:1 scale of the galaxy.
With mini "jumps" from arena to arena, designed out of the game giving way to free-form flight, a decent scalable FTL drive was an absolute necessity and hade to function gameplay wise.
There has been so many "genius" things that went into supercruise that the original design team don't get enough credit for.
The way how it "slows down" and "speeds up" relativisitcally due to the mass of the near by planetary bodies, allowing for chasing ships to "catch up" to something accelerating and ridiculous speeds.
But then comes "the comprises"
The acceleration and deceleration process could take a long time. (fixed with the overcharge)
So no getting stuck for minutes on end trying to fly out of the gravitational well of a gas-giant - yay.
Orbital stations however, are not orbital stations.
they are very far FAR away from the planetary bodies to accomodate the original time-consuption of accelerating and decelerating near planets.
So even IF you are lucky enough to get a little "orbital station" with a cockpit or concourse view that is facing planets. It's far.....far.....far....away.
The grandeur and impressiveness of planetary rendering,
that epic feeling of being in a massive space simulation, is just tossed asside to become some minor detail in the sky-map.
This should be the "standard", not the exception
and the name of this station, Azeban Orbital outpost, which is in the tutorials. It's a "rigged" location by the developers.
Much like the odyssey tutorial with Blue sky, red sunsets, and ringed atmospheric planet.
They looks great, but so very very rare in the game to just see "all the time".
But we could get more Azeban Oribtals if the station placements were "tighter" to the planets, and now with the overcharge accelerating away from the gravitational mass isn't much of a issue.