What are the differences between Elite and SC?

Hi all, first post. So, I'll be pledging both, and playing both, of course..but, what are the main differences between the two? I'm an EVE player, so I like my PVP..I love player-run economy,and as a former SWG player, I love flying and ship interiors. Any help appreciated, thanks.
 
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A initial answer would be this from FAQ http://elite-dangerous.wikia.com/wi...Elite:_Dangerous.22_and_.22Star_Citizen.22.3F. Also there's good summary in /r/EliteDangerous subreddit http://www.reddit.com/r/EliteDangerous/comments/1meet5/how_is_ed_different_from_star_citizen/.

"Main differences is in scope and depth and realism of the universe - while SC plans to have about 100 star systems, and they as ED will have planets and stars as 3D objects, planets won't have a realistic size and distance between them, they won't rotate, they won't orbit around their stars and landing using cutscenes to planets will be limited to several star ports. In ED, however, planets will rotate and orbit their stars, thus constantly changing a system's landscape and adding lot of depth - and it plans to support up to 400 billion star systems!"

Although additionally there can be lot of small differences and similarities. Mostly is because of how both games are built - SC is using handcrafted models, and ED tries to generate most of it's content using procedural generation.
 
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Hi all, first post. So, I'll be pledging both, and playing both, of course..but, what are the main differences between the two? I'm an EVE player, so I like my PVP..I love player-run economy,and as a former SWG player, I love flying and ship interiors. Any help appreciated, thanks.

Forgot to mention - in ED players won't run economy, however their actions will impact it. As game world is Milky Way galaxy and it is huge, it uses AI at server side to manipulate prices with the help of statistics collected from user trades. As SC universe is smaller, they will use player driven economy (as far as I have heard), although details are sketchy.

For ship interiors - you will see full cockpits at initial release (2014 March), but future expansions plan to add full interiors and will allow walking there.
 
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SC: "only" 100 star systems, no procedural generation. Cinematic type single player campaign a la Wing Commander (Squadron 42). Avatar gameplay.

ED: Unlimited (billions) of procedural star systems, but no cinematic Wing Commander type campaign like SC. No avatar gameplay on release but later on.


I don´t think SC or ED will draw in real EvE players, both SC and ED seem only NPC driven, not player driven like EvE with terrítory/guild warfare/colonization.

So I guess the game I´m actually waiting for (Eve with cockpits, joysticks and avatars) I´ll only get if CCP ever does cockpits, joysticks and avatars for EvE.
 
For one... Elite has a procedural galaxy of up to 400 billion stars to explore, simulated with a somewhat realistic simulated approach, where as SC has a specific number of systems (think its 100) which probably will be more detailed than the procedural generation that Elite delivers.

Then there's the multiplayer part of elite, which is a peer to peer system, meaning you can have up to 32 players in an "instance" near you, so its not an MMO. But events you partake in have an impact on others games, even though you might not be playing with others. I think SC will probably be doing something along the lines of elite, but i think SC can support up to 100 players and you can host private servers.

Might respond some more when i get some more info on the differences..
 
Considering both games aren't out yet I can only go on what I've read or seen in videos etc, so some of this may be old hat and subject to change before they're released, but this overall summary and conclusion is my own personal opinion on how I think both games will be perceived - so don't take it as gospel, a lot of it could be way off and change radically before release dates !

I think the main differences are about the way both games have approached their respective depths of gameplay.

Star Citizen:

I envision SC will offer the player more depth of gameplay within your avatars immediate surroundings and the effect your avatar can have on it via hands-on interaction. For example, from the off you won't be confined to a cockpit seat. You can interact with your ship, walk in hangers and spaceports and possibly planet-side too, you can drive land vehicles, and I've even heard mentioned the possibility to go EVA to repair your ship (not 100% sure about that yet), from various fan videos I heard you can board other peoples ships and help fly them, or even board them aggressively in an attempt to hijack/steal them. You can effect the SC economy as its player driven. Combat is a big thing in SC. You can start off in a mission-driven military environment, or be a civilian making your own way. Exploration-wise you're limited in scope since the SC gameworld only has around 100 systems - although this will be expanded upon in further releases. And those systems won't have realistic motion so I'd consider them background eye-candy if they serve no real interactive purpose (I stand to be corrected on this though :smilie:).

Unless its changed, death in SC will have meaning in a sense that it will reflect on how your avatar will look to other players. The more you die the older and more physically scarred you'll appear. You'll be able to see the difference between veteran players and rookie players from appearance alone. You will only have so many lives too before your character is killed off forever - whereupon all his wealth is passed on to your beneficiary. So your character(s) have a finite lifespan. No Eve-style immortality via clones. - I've only seen this aspect mentioned once so am not sure if that is still the case in regards to death in SC.

I can see SC being an exciting and chaotic place to play due to the massive playerbase it'll have, especially since that playerbase will be confined to a 100-system gameworld on release.


Elite Dangerous:

Elite Dangerous' depth comes from its wider environment and the career paths one can take within it. In ED you're just a small cog in an infinite machine (as has been mentioned on here a few times). The galaxy will have realistic celestial mechanics and 400 billion destinations to choose from. Star systems will have real value from strategic, economy, and exploration viewpoints. They will be fully interactive with seamless landings in expansion 1 or 2.

Initially you are your ship since there is no external walking on release. I doubt your effect on the economy will be like anything SC has to offer since its in the main AI-run. Death in ED is meaningless from a non-financial viewpoint.. as in you only lose out financially (ship, cargo, equipment), possibly a bit of rep too, but there is no permanent death (except in ED's version of Ironman mode).

ED gameplay will on the whole be more sedate from a PvP point of view due to its sheer size and grouping mechanics where you can get lost in 400,000,000,000 systems and never see another player, or simply switch to solo group if you don't feel like meeting anyone while you're out doing what you do. In that sense the game could appeal more to adventurers than it will to PvPers.


In a very very very basic nutshell I see SC being akin to a shoot 'em up in space with a touch of adventuring thrown in, while ED will be a limitless space adventure, with combat there if you seek it.

I only backed ED but I'll be an avid player of both!
 
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Hi all, first post. So, I'll be pledging both, and playing both, of course..but, what are the main differences between the two? I'm an EVE player, so I like my PVP..I love player-run economy,and as a former SWG player, I love flying and ship interiors. Any help appreciated, thanks.

Hey dude welcome to the forum.
 
Don't forget that whilst it won't appear in the initial release Elite Dangerous is going to introduce seamless planetary landings (probably 1st expansion) where you can enter a planets atmosphere as a real space ship would, due to the magic of whats known as a height map.

It was talked about during the Kickstarter process but dropped because there weren't enough resources for it for the initial release but the game is being designed with that in mind.
 
Another main difference is that ED is going to be released in March next year while SC (the complete game with "all" the features) will be out much later. Personally I'm guessing that by the time SC is "released" ED will already have it's first expansion (planetary landings) if everything goes according to plan.

If that is the case you also must take into account the fact that in ED you will have seamless planetary landings in the game by that point which of course is another major difference. EDs planets will be "real" in the sense that you can land anywhere on them without cutscenes, while SC planets will basically be 3D spheres with textures on them. Landing on planets in SC means that the game loads up a level below, while it shows you a pre-rendered cutscene of your ship landing, and you can only select specific places to land on that are handmade.

Both ways are valid ways of doing this from different perspectives. If you are manually handcrafting everything you can ensure that the places are more interesting, but you loose freedom of movement. If you are generating it procedurally you ensure total freedom, but a lot of the landmass might be "empty". On the other hand this is actually pretty much what you would expect from a real planet, especially one that isn't colonized. ;)

Personally I prefer EDs approach since I want total freedom, but thats my opinion. I also is convinced that there are ways the developers over at FD can make these planets come alive and not feel "empty" even with procedural generation. :cool:
 
Ah, found the video where David talks about it..

https://www.youtube.com/watch?v=EM0Gcl7iUM8

That's probably my favorite Braben video as its shows how passionate he is about expanding ED's scope, and only doing it when they've got it right. He mentions that ED will eventually have a lot of the things SC will have - walking in your ship and space stations, on planets, being able to stow aboard another players ship - similar to boarding parties SC will have where I presume we'll be able to have hand to hand combat aboard ships when trying to steal them. He also mentioned having other vehicles other than space ships, which suggests land vehicles at some point?

I think ED has started with a very broad scope and will eventually add more and more personal interactiveness and inner depth - mirroring the depth SC has from the off. And I can see SC doing the opposite, starting us off with that personal depth of play I mentioned in the other post, but broadening it out to a much larger galaxy and opportunities with in it.
 
The most important differences for me are:

  • PvP.
    SC uses a "PvP slider" to let players decide how much PvP they want, but it by design can't completely avoid PvP even in "safe" sectors, and should have little, if any, effect in "unsafe" sectors; bottom line, PvP in SC can't be avoided.
    In ED, though, PvP can be avoided, at the very least by making a single player private group (in other words, playing solo while online).
    (Incidentally, this is why I'm not going to even bother creating an online character in SC; I'm not interested in a game where I can't avoid PvP.)
  • Offline server.
    SC promised from the start to give players server software to allow them to play multiplayer without connecting to the official server; this offline server will also be used for the offline single player experience. It will be customizable to a large extent (CIG wants to give players a lot of control over their offline experience even if they don't use mods), and it will also support modding (with modding tools promised for launch or shortly after).
    One caveat, though; expect anything "hidden" in SC to be removed from the offline game, at least until it's discovered and documented online, in order to prevent players from using the mod tools to find secrets.
    ED will have an offline mode, but it seems to be single player only, and I'm not sure it will accept mods.
  • Scope.
    As previously mentioned, SC plans to have roughly 100 hand crafted systems at launch, while ED plans to have quite a few thousand procedurally generated systems accessible at launch (and their procedural generation actually able to generate millions of systems in the game's galaxy, so they can increase that number at any time). The same seems to apply to each game universe's evolution, with SC having a smaller number of higher profile, hand crafted events, and ED having a far larger number of smaller, procedurally generated events.
  • Realism.
    SC seems to not attempt to stick to realism as much as ED. As one example, expect to see lasers slower than bullets in SC, while ED goes for realistic, "instant" lasers. SC also has artificial gravity, while ED doesn't, which should cause interesting differences when walking inside ships.
 
Re. planetary landings - there has also been brief Dev talk of amphibious spacecraft - we may be able to splash down in oceans in ED.
 
that would be cool ;)

and what if you go to planets like europa? you might have a way to reach the water beneath the ice...
 
Personally I prefer EDs approach since I want total freedom, but thats my opinion. I also is convinced that there are ways the developers over at FD can make these planets come alive and not feel "empty" even with procedural generation. :cool:

If those two KS videos about using procedural generation for cloud and vegetation generation are true to the point, then David was honest about wanting to do planets "right way". One thing I really hope that we will see clouds already in this release, and they will have flying in gas giants (gas mining kinda indicates that, but still confirmation, confirmation :)). Magic.
 
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