So the "serious overhaul" in the end boils down to... finding another word for glide? Rite?
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So the "serious overhaul" in the end boils down to... finding another word for glide? Rite?
It bothered me for a short while when they first introduced it, but then I figured I was just getting hung up on the classical aeronautical use of "glide" simply because we're flying (or are we piloting?) vehicles that handle for gameplay reasons in a broadly similar fashion to aircraft.Even still, just using the word 'glide' is completely ridiculous. You need an aerofoil and viscous fluid (ie. air or atmosphere) to be able to glide.
It bothered me for a short while when they first introduced it, but then I figured I was just getting hung up on the classical aeronautical use of "glide" simply because we're flying (or are we piloting?) vehicles that handle for gameplay reasons in a broadly similar fashion to aircraft.
An ice skater can also glide across a rink, or a mop across a floor, but neither is trading height for distance in a gravity well or using thermals for lift. It's just a word with multiple meanings, one of which involves atmospheric flight, that's been slightly misappropriated for the ED universe. It's not the first and it probably won't be the last. You might also wonder what a Skimmer is skimming over, or indeed through, when it skims.![]()
That WOULD make perfect sense...except can't you Thrust backwards as fast as forwards (and Boost Backwards equally TOO) so presumably your "weaker" Retro-Thrusters as as powerful as your Forward ones...
Hence the "glide" effect you get. Cut power to rear thrusters so they aren't producing and forward thrust and attempt to arrest your forward momentum with your retro thrusters.
Newtows First Law Rook. Don't make me get the Mass Effect 2 video explaining it.
I was under the impression that we were "gliding" down to the surface on what was left of the warp bubble created by the FSD, but then what mechanic decides "you're close enough, drop down to your max sub-light speed now"?
Yes, yes, we LOVE science.![]()
Ok so I've got you all putting 'glide' in quotation marks now. That's good enough for me.
My work here is done. Goodnight, gentlemen.
Or maybe we're just doing it so as to slowly transitioning your thinking to OUR way of thinking? >: D
I agree the whole mechanic needs a serious overhaul. 'Glide' is just silly.
It may be a forerunner of the approach method for atmospheric planets. I always felt the devs had this in mind when they designed the glide approach this way. As you say, it makes little sense for landable planets at present, although it does help to camouflage the transition to seeing planetary features visible on the surface, including planetary bases.
I hate "orbital cruise" and "glide mode". Neither make any logical, physical sense whatsoever, and they're obviously just badly thought out, unimaginatively-named euphemisms for "ED cannot do basic spaceflight". Gamey devices for generating instances, eliminating velocity, and with it, any fleeting sensation of seamlessness or continuity of travel. I mean, "critical attack angle"? In a vacuum? Why? To prevent any player freedom, that's why. Same reason you're not allowed to accelerate or decelerate your ship or choose your own reference frame. If it wasn't for "orbital cruise", "glide mode" and "critical attack angles", players would be free to fly their spaceships their own way, freely accelerating and decelerating and rotating without hindrance, blazing their own trails and having fun interacting with the game assets in creative, playful ways (Shock! Horror! Sacrilege, eh, FD?)
Basically it's done this way because FD are no longer technically capable of making a seamless freeform space-sim. Everyone involved in the previous games has probably long-since retired, and now they have lead designers who honestly believe inertia and acceleration are speed-dependent. That being restricted and immobilised is more fun than unrestrained freedom of movement. That ultra-linear scripted hand-holding is better than non-linear emergent sandbox play.
"Too fast" shouldn't even be a thing in any 'space sim', let alone in Elite..
"Too fast" is a condition that can only even be meaningful in retrospect, after you've already crashed into something. If you're still alive, then you obviously weren't going "too fast".
For that matter, the whole "blue zone" farce is diabolical...
Why does this happen sometimes even though I am below the blue zone?
This is quite an aged mechanics and should be reworked.
its all about the angle you approach the planet..
Even still, just using the word 'glide' is completely ridiculous. You need an aerofoil and viscous fluid (ie. air or atmosphere) to be able to glide.
I agree the whole mechanic needs a serious overhaul. 'Glide' is just silly.
Even still, just using the word 'glide' is completely ridiculous. You need an aerofoil and viscous fluid (ie. air or atmosphere) to be able to glide.
Is today officially 'Resurrect a thread from March' day, or is the forum search really. really b0rked![]()