The Old Elite IV speculation thread

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The Dark Wheel said:
...Rafe chuckled and shook his head. 'You see, that's the big question. Your father was chasing the mythical planet Raxxla. Does it exist, or does it not? If it does, then on Raxxla there's an alien construct that's a gateway to other Universes, and all that's in those Universes in the way of bounty, and treasures, and aliens, and life . . .

'Jason Ryder was convinced that Raxxla existed. That's why he trained for, and became a part of, the Dark Wheel, the legend-seekers. I hadn't heard much from him or about him for some time until just before he died, when he told me he'd found evidence for the real existence of Raxxla. He came back from
Deep Space to get a proper team together . . . ' Rafe smiled bitterly. 'But just before he was due to go back, he decided to take a safe-worlds holiday jaunt with his son . . . and an assassin was waiting for him.'
'But why?' Alex asked. 'Why kill him for finding Raxxla?'

'Because there are people on Raxxla already. This is only a guess, mind you, but from what happened to Jason I'd say it was close to being right. We've long suspected that a corps of élites lives there, and are exploiting the gateway. They're powerful, twisted men. Powerful enough to hire an assassin to kill the threat to their dominance.'

Rafe leaned a little closer to Alex, his bright eyes gleaming, an intense look on his grizzled face.

'I've put you through your paces, Alex, you and Elyssia both. The Dark Wheel needs you. Both of you. But believe me, what you've just been through is nothing to what you face now. You've got to become élite, Alex. And that means a lot of training, and a lot of fighting, and maybe a lot of months, even years.
But then the Universe will open up before you in a way you never imagined possible.'

Alex stood silent, thoughtful, watching the old man. In the corner, half in shadows, Elyssia stood and watched too, frightened by what she was hearing.

'Has the grief gone?' Rafe asked, and Alex nodded. The old trader smiled.
'How does it feel to be rich?'
'Empty,' Alex said, and Rafe Zetter laughed.
'You'll do for the Dark Wheel, Alex. You'll do . . .'

Raxxla? Join the Dark Wheel? Hmm I smell an untapped set of missions :) It's always fun finding hidden technology, new universes and interesting creatures :) The game doesn't have to have an end, but it can definately fill some of that desire for the needy :)
 
Kipper said:
In this case I dont really like the idea of a predetermined storyline
OH where to start where to start, I guess I can start by saying that I agree with Kipper 1000%... No over-reaching predestined storyline PERIOD... end of story (pun not intended) :D

Kipper said:
In some ways, its forced, in others its not. But the problem here comes when you complete the story... then all of a sudden you are without any direction, and by this time you'll probably have a huge ship and millions of credits, so what is your motivation?
Biggest problem of most games I see, but of course if they publish games with infinite replayability then they won't make money by selling new games so you come into conflicts with real-world business interests here. However this opens up a new business model, which would be subscription based content, upgrades, enhancements, and multiplayer services.


Kipper said:
I think the single overriding storyline idea should be ditched. I like the idea of starting off, with or without a ship, maybe in a random/chosen place depending on how you set your 'character' up.
Yes! Do away with predestined, preplaned starting points, generic characters with a common background etc. Give each player a somewhat different and unique experience out of the gate that even though they're playing the same game the aren't playing quite the same game as everyone else in the community, which eliminates some potential for one persons experience in the game spilling over into anothers.

I recall a lot of earlier games such as Activisions: Alter Ego, a game where you made your character by answering a series of questions regarding life choices and such which determined your ultimate fate. I could imagine a character creation process similar to this, with a bit of random chance thrown in as well as links to whatever history might be embeded in the game, just to make ones character make a little sense. Having the character generation process fill in the gaps in the history as to explain why a player does or doesn't start with a ship of their own, or how much money they have, or even why they are where they're at now. Good times.


Kipper said:
Use the faction system to determine the sort of people you can choose to engage with, or not, use scripted missions for when you want to 'do' something, such as someone wants you to kill someone, or find someone, or follow someone, etc, procedural events could run the universe, deciding who goes where and what they do, therefore affecting the balance of power, the types of economies, etc, for instance, if someone goes and blows up a factory on the moon, cut down the production there of xx, causing a local/system wide supply problem, raising the prices, and a number of missions to find out who did it and why.

bowdown.gif
Absolutely! I will relish the day when players can have enduring and lasting effects on the game triggered by both minor and major events, although a stastistical nightmare to track in game, but I don't feel it would be impossible. Starting wars/conflicts, flooding and crashing economies, building a financial empire, or just a bit ol' pirating and terrorism to make the galaxys most wanted list? Make it so!

Kipper said:
If everything like that was procedural and there was enough variety, you could just keep going and going and going forever.

Almost forever, all there will probably be a design limitation to this, unless the game has a built in features for the download/integration of additional player/provider generated content.

Kipper said:
There needs to be ways of managing money, too, the problem with games where you get to amass money is, that you get to a point (as in real life) where you make so much, that you can just re-invest to make more, and end up with way more than you need. There needs to be a possibility for trading missions to fail / not pan out, sometimes goods may spoil in transit depending how long they've been in your hold, the price isnt what you expected, so you can either sell at a loss, or risk another jump and more goods spoiling, etc.. You have your ship repairs, maintenance, registration, insurance - taxes, perhaps, depending on your income from legitimate dealings.

Couldn't say it better myself, another big and glaring problem with a lot of games of this type, which is kind of a quandry unto itself. How does one make the game fun and not seem too much like work, everyone is different in this regard, where some don't want to have to slave away just to eck out a mediocre living always worrying about money and such. A lot of us get enough of this in the real world, and just want to be able to get in get to the meat of the game without having to prepare it. However there should be some randomness to it all where you couldn't pick some well-known safe trade-reoute and just racetrack it into financial independance. Economies should shift, boom, crash and fail like they do now as demand for products shifts as social and political conditions effect the flow of goods. Not to mention supply and demand, and the finite limitations on natural resources.

I believe the inner systems would be more dependant upon frontier worlds for the influx of resources due to the core systems being mined/farmed out over their lengthy human occupation, etc. It would be nice to see such things reflected in the game, etc...


So in short, I do not think that there should be a main story in the game at all, perhaps an overall theme or idea, such as the Federation and Imperial systems don't agree, but they may or may not even be at war, or even could be allied agaist another common enemy. However it plays out just so long as it isn't the same thing every game, and starts from some potential base-point built forward with a bit of entropy thrown in. I know such a system would be difficult to implement, but the payoff for the players and the shifting of game paradigms would almost be on par with going from 2D graphics to 3D accelerated graphics.
 
Deep Thought said:
Yes! Do away with predestined, preplaned starting points, generic characters with a common background etc. Give each player a somewhat different and unique experience out of the gate that even though they're playing the same game the aren't playing quite the same game as everyone else in the community, which eliminates some potential for one persons experience in the game spilling over into anothers.

Yeah, fully - being an independant character with your own 'story' and being 'Steve' rather than 'Jameson' is definately something that I want, after all, what is gaming other than a highly interactive (ideally) form of escapeism.

Couldn't say it better myself, another big and glaring problem with a lot of games of this type, which is kind of a quandry unto itself. How does one make the game fun and not seem too much like work...

Utterly the bottom line isn't it. How do you make the game deep enough to satisfy the 24hr gamer and yet still engage the "1-2 hours a night before the girlfriend/wife gets home" gamer.
 
Steve O B Have said:
Utterly the bottom line isn't it. How do you make the game deep enough to satisfy the 24hr gamer and yet still engage the "1-2 hours a night before the girlfriend/wife gets home" gamer.

Or you do what I did and get a wife that likes to occasionally play games as well, thereby understanding your addiction. She still can't quite figure out how I can get so excitable over Championship Manager 4 mind. :)
 
I would be suprised if FDL are willing to commit to a response at this point in time.

FWIW, my opinion is that it should be on PC only. The console gamer is after a "quick fix" and although they will invest hours in completing a game quite happily, they do not necessarily want an open ended game.

This is not intended as a slur on console gamers, and if FDL release E4 on the PS3, then I will buy one. I will probably buy one anyway, as I have a number of mates that will be.
 
jefranklin18 said:
Or you do what I did and get a wife that likes to occasionally play games as well, thereby understanding your addiction. She still can't quite figure out how I can get so excitable over Championship Manager 4 mind. :)

Wife = sane :) I can't understand that either - but then I'm a Kiwi :D
 
Bring back the Fer-De-Lance from the original elite. A ship that has been outlawed by the feds and imps/ banned by the police because it became a pirates favorite.

I really missed it in FE2 and FFE. It was mentioned in the manuals iirc but you never saw one. Would have been nice to have a storyline mission that gave you the chance to get your hands on one illicitly or even just to go up against pirates in them ever so often.
 

David Braben

CEO & Founder
Frontier
The 'licensed ships' idea is a nice one; it is something I tried hard for with Elite 2 - but it proved very difficult to get manufacturers to commit.

Personally I think some of the ships both in FE2 and FFE were a mistake. The original intention (for FE2) was certain ships would be confined to atmospheres, and their immediate vicinities (hence the designation 'air-fighter'), and would handle very differently, but this distinction was never properly made because of time pressures.

Certain ships will make it across to E4 in some form or other - especially the Cobra Mk.III, as it is so iconic, but in a much improved form. Other, very practical ships like the Lifter would probably make it across too - but without revealing too much, the requirements of E4 are quite different.

insidah said:
and i think you should be able to go to NEW and USED shipyards to purchase your ship.. and with new ships, everything onboard works and is 100% operational.. used ships come with certain bugs or even mods.. (i.e a damaged hyperspace analyser, bigger engine, better weapon, etc etc.. ) the ideas are limitless..

FE2 and FFE had something similar, with the shipyards having different reliability ratings.

Kipper said:
While there should be your 'mass production' vehicles - and perhaps each 'type' should have a version from a different manufacturer, just as companies today release similar products to compete - I believe it would be an opportune time for the more well off player to specify their own custom ship.

Great minds...
 
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Blender is a pain to use, IMHO. Then again, I haven't used it some years so it may have improved recently. There used to be a site (dunno if it still exists) called BlenderWars.com that contained a load of Star Wars related models. Even with those, I couldn't achieve results that weren't embarrassing.
 
Certain ships will make it across to E4 in some form or other - especially the Cobra Mk.III, as it is so iconic, but in a much improved form. Other, very practical ships like the Lifter would probably make it across too - but without revealing too much, the requirements of E4 are quite different.
I hope you take the Asp explorer and the imperial ships too, I have grown very fond of them. :) I would really like to have the ability to bye more than one ship, and hire pilots to fly them and let them trade automatically for you. And you can check on their progress in a menu, you can se how they are doing, see if they are dead, maybe they are corrupt and steal money or maybe they cost more than they make. And you can control this for that menu, fire them if they suck or give them raise if they are good, wouldn't want them to leave you for another if they are really good. :D
 
jefranklin18 said:
Blender is a pain to use, IMHO. Then again, I haven't used it some years so it may have improved recently. There used to be a site (dunno if it still exists) called BlenderWars.com that contained a load of Star Wars related models. Even with those, I couldn't achieve results that weren't embarrassing.

Yeah still exists - not a pretty site tho... check out some of the galleries on the blender page, there must be something in the program to be able to get such results. I'm just not sure if my math will stand up to the requirement :D
 
I dont think some of the arguements in the forum are valid against the non making of Elite 4.

Firstly i happen to hold David B. in the same genius gameing league as Sid Meier who is an uber god when it comes to making games.

I have to admit i first played Elite on the BBC B with the old 5 1/4 floppy disks then played it on most systems since then. I then graduated through frontier and onto FFE which i still play today when i feel like non linear gameplay.

That is something that the original Elite had over everything else, it was non linear. You just flew about trading, raking up the kills , avoiding the thargoids and then suddenly poof you had a mission to do, like save people from a planet because a sun was going to go supernova, or hunt a dangerous criminal down when you gifted a cloaking device. This is the gameplay i like to this day yet nothing comes close as games are far too structured and missions have to be done in a certain time or certain order (thats what let frontier and FFE down slightly you had to do certain missions at certain times) but please david no more tribble missions they were annoying.

AS for the point that no one under 25 would play the game or recognise the signifigance of it. Sid meier has had major success with his Civ 4 and more importantly Pirates that hasnt been around since the early 90's (and it seems the new railroads is going to do the same thing). All these titles are succesful with people under 25.

Online multiplayer would be excellent if it is done right maybe several universes where people can trade fight and form alliances and also build up their ships as they go along. Not everyone joining with a Panther class ship because that just kills gameplay.

Yes i agree there are alot of space games out there, Yes i have played most of them trying to get my elite fix but i have found none of them compared to the longevity of the elite franchise. Freelancer was too short and once you completed the main story there wasnt any incentive to carry on. X2 and X3 were just too linear for my liking you had too much of a rigid mission system. Starwolves was ok but didnt have the feel of flying your own ship and was more of an rpg anyway.

In short there is nothing out there where i can spend hours a day blasting away thargoids and police vipers (and please make it possible to blow a space station up and become the most wanted person in the universe) while carting diamonds for a nice fat profit than the Elite trilogy soon to become a trilogy in 4 parts.
 
Ideas for Elite4

To date the best flight sim games I've played are Elite and Lock On. I like the physics of Elite and the graphical richness of Lock On - But everytime I play these sims I imagine how much more immersive they could be.

Generally I feel these sims could become much more immersive if they focus toward the feel of being a pilot - subtle movement, reflection, gravity, acceleration, vibration. The sense of being there.

I've wondered how simple things can be done to make the experience more lifelike - like moving the focus down slightly when banking sharply and up slightly when pitching out to give the impression of inertia. The movement of accelleration. Even focus shifting slightly with movement of breath.

The Stars shining and halos twisting, as the ship rolls.
Lens flare moving on the front canopy - light reflection and shadows dynamically shifting accross the control panels, the light dilating as it reflects off the glass.

Sounds of shaking, metallic vibration sounds, the wind , the sub sonics, the noise of ever increasing pitch and loudness as the roar of throttle increases.

The turbulance, loud cracks when breaking the sound barrier - and the vapour trails as the craft scrapes through the atmosphere. The intense heat and the raging fires surrounding the windscreen and dramatic shake when going through re-entry.

The feel of damage as a missile smashes into your craft. The explosion - your right wing catching fire - your gaze momentary losing alignment and then quicly glimpsing to to your left as you look to see the smoke flames.

What I would give to see this in a sim.

How about it Mr Braben?:D
 
Camera physics defo. I use the Racer_S internal cam hack w/ gtasa - it features pov inertia in all directions. In one mode it can really exagerate inertia (mode2 original modified). Makes for some frantic driving action. I just installed 4 of the police cars from Madmax, inc. the LastV8. Sick wheels... All good suggestions tho. Flight sims could really benefit from these kinds of fx.
 
Sid Meiers "Pirates!" The game I am playing pretty much constantly at the minute, I am addicted. The man IS a genius.

And as for Elite IV, I'd have only one thing to say to Braben tell me, tell me, tell me, tell me, tell me, tell me, tell me, tell me, tell me, tell me, tell me, tell me,tell me, tell me, tell me,tell me, tell me, tell me...........!

Oh, that and what he thought of Pirates! as someone in the industry with a similar level of Kudos and legendary status as Meiers.
 
Personally I think Sid dropped the ball a bit with "Pirates"

It was a polished release at least, but didnt really add enough new stuff to really show they tried.
I was impressed at first, but soon found myself wanting advanced gameplay features, like owning towns or atleast buildings in towns, ships that are special to you for some reason, there was so much more they could and should have done to make the game up to modern standards.
From memory it was very similar to the original...and it came across to me as a rerelease money earner and didnt furthur the gameplay enough.

I hope that if Elite 4 is ever released it will really push the envelope and blow everything out of the water (subtle pirates pun) :)

I played the original elite on the c64 and later on the amiga, but never really got the hang of the newtonian flight model of the later releases, combat didnt seem as fun...but this could be my lack of ability with that model.
Flying sideways shooting at another guy flying sideways didnt really give me the dogfight feel of the original. That said Im willing to learn if Elite 4 goes the newtonian route. Im sure there will be some helpfull peeps on the forums to get some advice from. Elite 4 is on my absolute must buy list, which currently has very few games on it.

I would also like to add my vote for an elite4 website containing *Information* to really let us know somthing is happening and its not just a tease. Its been a very long time...
 
I like the idea of diferent manufacturers of ships, but they should not be based on any real world manufacturers, this only promotes profiteering by companies and licencing costs money which could be spent making a better game. I also feel that realworld advertisments in computer games is insulting to the purchaser who is paying money to view thier crap...we get enough of that on TV.
GTA's imaginary and humouous companies are the way to go, they suit the game, but drop the humour side for Elite4.
I also think owning fleets of ships and building your own bases/farms/businesses on lonely planets and large asteroids would be cool.
Just make sure management of properties and ships doesnt turn into micro management hell, a smart and intuative interface for configuring these things would make them enjoyable - unlike X3 which is a pain and the game is written to suck up your time to do relativly little.
I have a life and would like to enjoy a game instead of having to live it to get anywhere, again x3 comes to mind, seta (time acceleration) is nerfed so you cant fast track anything anymore x2 was the better game imo.
 
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