Thing is, space combat sims generally must create challenge by limiting the rotation of the ships, and in particular the rotation of the cannons. The less limited the rotation, the less the actual position of the ships matters. Since there are no "walls" to hide and take cover behind, the only thing about your position that matters is whether you are in the "six" of the enemy or not. If both ships are allowed to swivel their weapons without limit, it just becomes a contest of who has the biggest laser. And in reality, that's what it would be like, which is why I'm not much for realistic combat.
This is I feel is the one thing that the original, classic Elite understood well, but where almost every space sim since has floundered.
In Frontier, the player had practically the ability to turn on a six-pence (using mouse controls), which was more or less fair considering the huge distances and velocities involved - if you played the game the way most people did. Though, once you figured out how to match velocity with the enemy and get close enough and stay there, you quickly realised the AI ships didn't have the same turning rate as you did. It became quite easy to just dance around them and continually burn their ass with your superior aiming while they had almost no chance of hitting you. This was pure artificial lack of difficulty and certainly wouldn't work in a multiplayer game! If the NPC ships had the ability to turn just like the player, it would have been incredibly frustrating. Almost all space sims rely on 'artificial stupidity' of the AI opponents to make things fun to some degree, even the original Elite, but nowhere it was more obvious than in Frontier.
I was just trying out Vendetta Online yesterday, which has the nowadays standard control mechanics for a space sim: full three axes rotation, side thrusters, pseudo-newtonian with a limited max speed. They've tried to keep things interesting by making all weapons fire slower than light projectiles and by having a lead reticle to ease aiming. It struck me again just how dull this is. Your position relative to the enemy doesn't matter at all. Translation is just something you do continually to make your movement a bit less predictable, while you're "strafing" around the target, always pointing your weapons at the lead reticle (because there's no point in ever pointing them anywhere else). It's effectively an FPS without the walls.
I have hopes for ED that they stay with the Elite control mechanic we've seen in the demos. There's a chance for at least one space sim to break away from the monotony and bring back the beauty, elegance and excitement of Elite combat.
This is I feel is the one thing that the original, classic Elite understood well, but where almost every space sim since has floundered.
In Frontier, the player had practically the ability to turn on a six-pence (using mouse controls), which was more or less fair considering the huge distances and velocities involved - if you played the game the way most people did. Though, once you figured out how to match velocity with the enemy and get close enough and stay there, you quickly realised the AI ships didn't have the same turning rate as you did. It became quite easy to just dance around them and continually burn their ass with your superior aiming while they had almost no chance of hitting you. This was pure artificial lack of difficulty and certainly wouldn't work in a multiplayer game! If the NPC ships had the ability to turn just like the player, it would have been incredibly frustrating. Almost all space sims rely on 'artificial stupidity' of the AI opponents to make things fun to some degree, even the original Elite, but nowhere it was more obvious than in Frontier.
I was just trying out Vendetta Online yesterday, which has the nowadays standard control mechanics for a space sim: full three axes rotation, side thrusters, pseudo-newtonian with a limited max speed. They've tried to keep things interesting by making all weapons fire slower than light projectiles and by having a lead reticle to ease aiming. It struck me again just how dull this is. Your position relative to the enemy doesn't matter at all. Translation is just something you do continually to make your movement a bit less predictable, while you're "strafing" around the target, always pointing your weapons at the lead reticle (because there's no point in ever pointing them anywhere else). It's effectively an FPS without the walls.
I have hopes for ED that they stay with the Elite control mechanic we've seen in the demos. There's a chance for at least one space sim to break away from the monotony and bring back the beauty, elegance and excitement of Elite combat.
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