Horizons VOTE Change Gunner View to same as SRV Turets and swap between them!

So "arcade" is the new buzzword people are using to get clicks and signal that it's a thread for declaring they know better.

Swell to know.
 
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I'm sorry but it's very important for me to ask you this: Have you ever played Elite: Dangerous? "Loop and dive around to find and re-acquire target"??? Have you seen the radar that's right there in the center of the screen? The piece of technology specifically crafted to do the finding and tracking of targets?

"A player can 'hide' behind asteroids, use silent running..."??? Have you tried doing this against a real person? I think not because if you had, then you'd have noticed how exceedingly easy it is to track someone trying to hide anywhere within range (again, using the radar feature which has been in the game since launch) without the necessity of... looking around a corner? With the 3rd person came- No. I'm sorry, the very concept is too stupid to consider. Did you even look at the livestream video showing off the gunner view? You actually think that this feature could be used to look around corners? IN SPACE?

I'm sorry but no, this is too ridiculous, some of the complaints raised against the gunner view are perfectly valid (not liking it for example is FINE, saying you don't like it is valid because it is your opinion), but this kind of argument? You guys are hurting your case with this nonsense and wasting everyone's time. Please just stop and start making actual arguments that are based on reality.

---edit---

Hell, even the immersion argument holds SOME weight compared to this, go back to that or something.

and to answer all that please ,,just please ,take the time and watch this---against a real player....
https://www.youtube.com/watch?v=nLXzEQyacMw
now thats stealth
and having seem the distance the new camera mod allows..and yes,i admit, i'm only judging from the promo footage.. that distance gained would not allow the exceptionally skilled player -in the video- to do what he had done..and YOU have got to admit .. thats some very cool flying -with assist off .
as for "" looping and diving around ""then you haven't come across a player who knows how to evade.... try someone who has the back bone to turn too silent running as per the video.... your radar doesn't help you then ;)
AND...AND.. my "point of view" is more to do with multi player team--against a single player--( i.e pirate team inducts a single player.)
.
AS A SIDE NOTE If that doesnt impress you.. try this at low level..
https://www.youtube.com/watch?v=KUbV3Zq62BA

So, Sorry 'flytrap' apology accepted..it' is my view, and it's valid. thank for your view too.
best wishes.
Christina
 
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though the ability to lock on with seekers from any angle is pretty crazy.

Not really. Warships have been doing it like that for decades in real life. We need to stop perceiving the spaceships we fly as jet fighters, because even a Sidewinder is larger than most houses. They should really be seen as more like submarines with windows.

And, yes, submarines have been able to fire at a target from any angle for a very long time, too.

Hell, even fighter jets have been able to do it for a while... Just requires the right type of missile and a Helmet-Mounted Display (HMD).
 
Not really. Warships have been doing it like that for decades in real life. We need to stop perceiving the spaceships we fly as jet fighters, because even a Sidewinder is larger than most houses. They should really be seen as more like submarines with windows.

I wasn't saying anything about comparisons to real life war machines? From a purely gameplay perspective, going from missiles requiring nose-on lock-on time to basically being lockable from any angle - permanently locked, if it's a talented enough player - is a huge, huge, huge increase to the power of seeker missiles.

And, yes, submarines have been able to fire at a target from any angle for a very long time, too.

Submarines in general fight on relative scale that is much, much, much larger than what we see displayed in Elite....
 
It's different to what the game, itself, has simulated up to now, but when you said it was "pretty crazy", it's long since been the norm for even today's technology. :)

Like, if the game suddenly gave us different vision modes, like thermal, it would be very different to the relatively primitive state it's presently in, sure. It'd only bring the game up to the kind of standard it should be having, however.
 
I wasn't saying anything about comparisons to real life war machines? From a purely gameplay perspective, going from missiles requiring nose-on lock-on time to basically being lockable from any angle - permanently locked, if it's a talented enough player - is a huge, huge, huge increase to the power of seeker missiles.



Submarines in general fight on relative scale that is much, much, much larger than what we see displayed in Elite....

And the key word here is "" Helmet-Mounted Display (HMD).""yes Helmet-Mounted not floating camera /remote drone.100 metres behind submarine/jet fighter/destroyer..
 
And the key word here is "" Helmet-Mounted Display (HMD).""yes Helmet-Mounted not floating camera /remote drone.100 metres behind submarine/jet fighter/destroyer..

CHristina, you realize that the 'gunner view' is a VR application displayed directly to the gunner, maybe even directly into his brain? It is a computer generated image, based on the data the ship's sensors do gather: the other ships' position and velocity vectors, their shield- and weapon-states. There is no floating camera involved, nor any sort of drone! It is completely virtual.
For the computer generating it, there is literally no difference whether he creates this image in first person view or third person view. Both are based on the same data. The only difference is, that the 3rd person gives you a better overview over the battlefield and more data to work with (your own ship's heading and orientation). Hence this is the preferable solution for a battle station.
 
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Why does it have to be either one or the other?

Why can't we have both?

The logical solution here is making both things an option.

Option 1: As shown in devstream.

Option 2: "First Person" view from center of the ship looking outwards toward targets. Gunner still controls all turrets and is unaffected by movement of the ship. E.g. if he looks towards a target he keeps looking at that target regardless how much the ship turns, rolls, yaws or moves around.

This way you can choose if you want "Fractured Space" 3rd person view, showing the ship on your display... or 1st person view where it appears you are in the center of the ship and shooting outwards.
 
Why does it have to be either one or the other?

Why can't we have both? ...

The problem is, that each variation needs to be not only a) coded, but also b) tested and c) maintained in future developments (with d) additional testing for each new feature, as uninteded side effects are always possible).

Even if options seem so be an easy (and for players desirable) solution, there is way more behind them than just a simple toggle. That's why developers (rightfully) try to avoid them.
 
3) I like it the way it is, however I do think it would be cool to add this as an "option" but not default view
 
3) I must admit, when they said "reticule" I did not picture the demonstrated implementation. I imagined some virtual gunner seat with nothing but HUD overlay where you can spin around (ala Millennium Falcon blasters except with 360 degrees all ways), and lock all turreted weapons onto any target. I would very much prefer this, but having said that, I can live with the way they've got it for the upcoming beta.
 
3) I must admit, when they said "reticule" I did not picture the demonstrated implementation. I imagined some virtual gunner seat with nothing but HUD overlay where you can spin around (ala Millennium Falcon blasters except with 360 degrees all ways), and lock all turreted weapons onto any target. I would very much prefer this, but having said that, I can live with the way they've got it for the upcoming beta.

'The Last Starfigher' is a better comparison than 'Star Wars' would be. :)

https://www.youtube.com/watch?v=nmPGuMGs8cg
 
and to answer all that please ,,just please ,take the time and watch this---against a real player....
https://www.youtube.com/watch?v=nLXzEQyacMw
now thats stealth
and having seem the distance the new camera mod allows..and yes,i admit, i'm only judging from the promo footage.. that distance gained would not allow the exceptionally skilled player -in the video- to do what he had done..and YOU have got to admit .. thats some very cool flying -with assist off .
as for "" looping and diving around ""then you haven't come across a player who knows how to evade.... try someone who has the back bone to turn too silent running as per the video.... your radar doesn't help you then ;)
AND...AND.. my "point of view" is more to do with multi player team--against a single player--( i.e pirate team inducts a single player.)
.
AS A SIDE NOTE If that doesnt impress you.. try this at low level..
https://www.youtube.com/watch?v=KUbV3Zq62BA

So, Sorry 'flytrap' apology accepted..it' is my view, and it's valid. thank for your view too.
best wishes.
Christina

That is a long way to just say that no, you haven't played Elite: Dangerous.

You see, even though Isinona is a great entertainer, does some cool flying indeed and makes very interesting videos (if you don't know how the game works, that video in the asteroid belt is positively thrilling), none of what is shown in the ones you posted is representative of how the game is actually played at all by anyone who isn't RPing like he was. If you had played the game and experimented with these things, you'd have known all along that he wasn't out of the radar at all, silent running or no.

I've had my share of encounters with people who did evade and did use silent running effectively and that's why I know that the gunner camera (at least as it seems to work from what we saw in the livestream) doesn't really grant any gamebreaking advantages in those situations. Looking around corners (IN SPACE) isn't really a thing that will break the space submarine meta or anything.

I get that you admire Isinona and other people like him, I like watching his videos too, but it's a bit like admiring hollywood actors for their amazing heroics in war-like situations. It's all very thrilling but things don't quite work like that outside the studios.
 
Real life fake space game scenarios!

I guarentee if they tried to make turrets first person, people would:

a) complain they are too hard to use, or

b) throw up a lot

c) keep telling the helmsman to slow down so they can pretend to be Han Solo for three seconds, before an experienced enemy pilot makes them dead.
 
That is a long way to just say that no, you haven't played Elite: Dangerous.

You see, even though Isinona is a great entertainer, does some cool flying indeed and makes very interesting videos (if you don't know how the game works, that video in the asteroid belt is positively thrilling), none of what is shown in the ones you posted is representative of how the game is actually played at all by anyone who isn't RPing like he was. If you had played the game and experimented with these things, you'd have known all along that he wasn't out of the radar at all, silent running or no.

I've had my share of encounters with people who did evade and did use silent running effectively and that's why I know that the gunner camera (at least as it seems to work from what we saw in the livestream) doesn't really grant any gamebreaking advantages in those situations. Looking around corners (IN SPACE) isn't really a thing that will break the space submarine meta or anything.

I get that you admire Isinona and other people like him, I like watching his videos too, but it's a bit like admiring hollywood actors for their amazing heroics in war-like situations. It's all very thrilling but things don't quite work like that outside the studios.

A a Prem-beta tester I..look forward to testing my theory-theories out later this week :) -- and yes I think my 'point of view'( sorry for the pun) is as valid as your.. thank you.
 
that camera view will also help in smuggling. .Thinking = request docking. lineup ship, ..switch to silent running to cut down scan risk.. on final approach --switch too camera view- flight assist OFF. spin ship around so the rear faces station..
If station detects you and starts a scan.. your the right way around to boost away ...;)
 
that camera view will also help in smuggling. .Thinking = request docking. lineup ship, ..switch to silent running to cut down scan risk.. on final approach --switch too camera view- flight assist OFF. spin ship around so the rear faces station..
If station detects you and starts a scan.. your the right way around to boost away ...;)

boost through the mailslot like a regular person
 
No. Leave it.

A single-turret restricted view would be useless junk. The gunner's view needs to be just as useful and effective on a Cutter as on a Cobra. So the gunner is going to need to have a big-picture view of the situation, and from what we've seen the current gunner view does that nicely. If you think this looks 'arcade' then what you're really saying is that what's been going on outside your ship this whole time looks 'arcade' and now that some people are going to be seeing a real-time outside rendering of it, using nice fast 34th century sensor and computing tech, you're turned off to the game. Well, you have a right to that reaction, but don't assume it's everyone's.

It's not.
 
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