Elite / Frontier What would prevent *you* from buying E4?

What does one consider 'realistic physics' to be in the far future? There may be ways in which Newtonian Physics can be overcome as inertia may be just another electromagnetic effect which could be countered - according to a New Scientist article I read a few years ago.
Not even going into the whole 'overcoming inertia' thing (a mess on it's own),
can != should.
Imagine two craft - one can thrust in any direction and rotate freely on all it's axes independently of it's current velocity, the other has to bank when turning, can only point where it's heading and experiences constant drag.

It's rather obvious that craft that has all the nasty tricks like spinning on a sixpence and blasting attacker right behind it without changing it's velocity vector will quickly obliterate the technobabblically enabled arcade fighter - any and all attempts to argue otherwise will inevitably fall somewhere between "fridge logic", "you fail physics forever" and "plain f***ing " - DOF are DOF.

It's far more fun to be able to steer a spaceship like in Star Wars rather than like what occurs in Frontier. I suggest having the option to switch on a spaceships 'Inertia Dampers' which would counter-act Newtonian movement for those that want it.
Blah. It would be a problem to code, problem to make AI for it, problem to make coherent mechanics out of it, (if multiplayer is present) problem with half of the players screaming bloody murder at the other half for moving in completely impossible manner, problem with the same thing, but the other way around, problem with achieving any semblance of game balance, etc.
Sometimes it's just better to admit that your wonderful Zeppelin-submarine hybrid wunderwaffe may not work as intended, than to persevere.

Especially when there is nothing such a "solution" would accomplish, that giving player proper flight-assist modes relying on craft's thrusters operating within standard parameters, rather than on some ill-defined hodge-podge wouldn't accomplish better and in less troublesome manner.

I want my E4 to feature craft moving around realistic systems in a realistic manner and having common courtesy to not exceed 20-30G acceleration - at least not on their own.

Also:
1. Learn usual mechanics of MMO games before attempting to discuss it.
2. Learn to edit your posts rather than double posting.
 
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Sir.Tj

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Elite IV with star wars phys? no thanks...

...especially that about every spacesim to date has been an Elite clone with SW physics - why bother with yet another one?

Elite IV should continue to be the benchmark for space sims etc.

It started the whole genre off to a certain degree and should be the implimenter of the next generation of space trading games.

I hope it takes the space game to a whole new level.
 
I think for Elite to work as a multiplayer online game (which is surely the way to go) it needs to make sure that once your're dead you stay dead and have to start again from scratch.

Not for me, that's too draconian. When your ship gets blown apart you are ejected in an escape pod ( like in First Encounters ) and have to make it to a nearby space station or call for help to get picked up. That way you loose your ship, it's equipment and cargo but you don't loose everything you've worked hard for over the past several months or more (saved credits, stats etc ). Many players will be put off otherwise and don't want to loose ALL the time they have invested in their game by having everything stripped from them. The escape pod should be indestructible by the way in order to prevent getting killed for good or as an alternative you are just transported to the nearest system with a space station.

If some hard core gamers want to die for good and restart when they get blasted to pieces then give them the option to end their games in this way but please for god-sake don't impose that on the rest of us.

Otherwise online gaming will be pretty pointless if you can just save your last status and will lead to people being reckless for the fun of it.

As said above, I think it would be far more pointless to loose everything you have worked hard for over many months ( or years ).

People will be reckless in other ways anyway - for example, how do you stop people who own huge battleships ramming newbies out of the way as they are docking ? Actually, I just had a laugh imagining that but I wouldn't be laughing if it actually happened to me :D. There are a tonne of things that people will do to cause irritation and you can't prevent them all, at least not with absolute death.
 
I think it should be as close to real life as possible as far as charater death is concerned. If you get so rich you can just buy another ship once your pod lands at a safe haven it won't stop people being reckless.

I think people would happily still play it even if they have to risk losing the lot - you'd just need to be careful!

Of course, if you manage to escape into your escape pod before your ship is blown apart it maybe it should be very hard to be killed - but not impossible (otherwise ships would just be made out of whatever pods are made out of).

It shouldn't be automatic that one ends up in a pod when onces ship is blown up (or you get killed in a shoot out in a spacesation etc).

Also, re: people ramming newbies - let them do it, and let them feel the full force of the law if they do - which would destroy their ships, kill or imprison the characters, and confiscate all their goods - that would keep them in line.
 
Re: realistic physics.

Hang on now - we are talking about being able to travel FTL to get from one solar system to another, so you can't then say that overcoming inertia is somehow not allowed.

For anyone that has studied how UFOs are reported to move, one could assume that if they are indeed little green men, they have managed to overcome 'newtonian' physics hence turning on a sixpence at incredible speeds.

If everyone can do it I can't see why it would be problem.

I also don't accept that Elite would be the same as every other space sim out - the way ships move should not the thing that would differentiate it.

Maybe two versions need to be available. One with 'Newtonian Physics', one without.
 
I think it should be as close to real life as possible as far as charater death is concerned. If you get so rich you can just buy another ship once your pod lands at a safe haven it won't stop people being reckless.

I know, no matter what features are implemented death-wise, people will still be reckless in other ways. I think it would be hard to program countermeasures for every possible way someone could be reckless in to the game.

Also I want the game to be as fun as possible - to give me a break from real life AND work ( work - which is what this game will become if you have perma-death put in).

I think people would happily still play it even if they have to risk losing the lot - you'd just need to be careful!

Agreed, there will be people who would be happy with it that way and also those that aren't. The only way ito see is to start a poll, but that would just count users on this forum and not the whole game playing population.

Of course, if you manage to escape into your escape pod before your ship is blown apart it maybe it should be very hard to be killed - but not impossible (otherwise ships would just be made out of whatever pods are made out of).

Well it is just a game after all but one explanation could be that pods are made out of exotic material that is quite rare so only small objects like pods can be mass-manufactured with it and not whole ships.

It shouldn't be automatic that one ends up in a pod when onces ship is blown up (or you get killed in a shoot out in a spacesation etc).

Ok, not a pod exactly but like they handle it in First Encounters - you can pay to have your cockpit upgraded so that it detaches and blasts away at the moment of destruction for use as a lifeboat. If you get killed in a space-station then maybe some regeneration technology can grow you a new body.

There are many ways around these concerns sci-fi wise.

Also, re: people ramming newbies - let them do it, and let them feel the full force of the law if they do - which would destroy their ships, kill or imprison the characters, and confiscate all their goods - that would keep them in line.

But what happens in the event of an accident and it wasn't meant as a reckless manoeuvre ? If it was easy to differentiate between the two, which it isn't, then EVE-online would have something like that implemented by now.
 
Just wading into the "Newtonian physics" debate if I may. While I think that Newtonian physics in Elite IV are a must for the serious player, I also think that realistically the advances in space flight and technology between now and 3200AD (or whatever time it's going to be set) will mean that space combat would be radically different from that depicted in FE2 and FFE.

I mean the Eurofighter aircraft requires several computers and uses several targeting and combat computers just to keep it manueverable, combat effective and above all in the air within Earths atmosphere. So it stands to reason that a spacecraft 2,000 or so years in the future, that operates millions of KM outside of earths atmosphere would have a far more advanced navigation and combat system than shown in the Elite/Frontier games. Targeting computers, combat autopilots, navigational computers, intertia dampening (not enough to stop the ship on a sixpence, but surely enough so that it doesn't take 2 days just to decelerate... Okay an exageration, but I hope you get my point).

BUT while I would welcome some more advances in the navigation/combat side of things, I would also welcome the option to turn all of this stuff off like you can in driving simulations or flight sims, so that the game can be as difficult as the player wants it to be.
 
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So it stands to reason that a spacecraft 2,000 or so years in the future, that operates millions of IKM outside of earths atmosphere would have a far more advanced navigation and combat system than shown in the Elite/Frontier games.

To be fair, space ships in 2000 years time will probably have no human component at all, as far as manouvering and combat are involved. See Iain M Banks' Culture novels.

But that wouldn't be a very fun game!
 
To be fair, space ships in 2000 years time will probably have no human component at all, as far as manouvering and combat are involved. See Iain M Banks' Culture novels.

But that wouldn't be a very fun game!

True... I did write in my original (but deleted it before I clicked the send button) that in the Peter F. Hamilton books the ships use "combat wasps" which are basically small AI spacecraft of different types, some for defence and some for offence that are loaded with munitions to attack other ships... The ships are still flown by humans, but the combat is handled by AI "combat wasps", it does stand to reason with the immense distances of space that the combat would take place over thousands of KM instead of piddling little laser beams and fire and forget missles at 1 or 2 KM distance. I deleted it though because I didn't think it wouild make the game very interesting if combat was done by AI.

I'm still all for the idea of having "flying aids" that the player can switch on or off to suit his/her individual gaming style, like you can in driving sims. That way everyone who wants to have Newtonian physics and the like can have them, and those that like to fly in the old Elite/X-Wing/Wing Commander style can have that as well. I think it's important for all of us to note that while some of us might like ultra realism and enjoy a challenge, other people don't find this fun and would prefer an easier ride. I think it's important for modern games to be accessible to both kinds of gamer.
 
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To be fair, space ships in 2000 years time will probably have no human component at all, as far as manouvering and combat are involved. See Iain M Banks' Culture novels.

But that wouldn't be a very fun game!

Only extremely advanced ships in Culture novels don't need humans to manouver them. Kraiklyn's ship in Consider Phlebas was steered by him (albeit with some help from computers as mentioned in the above post.)

However, I don't think computers navigating ships should be excluded from Elite. Docking computers do the same job. Maybe you could stick your ship onto autopilot (if you can afford a nav computer) while you man a gun turret...

And further to the Newtonian Physics debate, the ships in elite could utilise the formation of gravity wells to move and steer, so it would be perfectly possible to speed up and slow down very quickly. I think for a game set in the far future it would actually be more realistic than assuming we'd all still be using what is basically rocket power!
 
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Re: realistic physics.

Hang on now - we are talking about being able to travel FTL to get from one solar system to another, so you can't then say that overcoming inertia is somehow not allowed.
The main differences between good and bad speculative fiction generally involve phlebotinum proliferation, limitations and consequence in it's application. The good kind typically involves moderation when it comes to first, a lot of thought when it comes to the second and always involves thoroughness when it comes to the third, because recklessly throwing phlebotinum around is the best recipe to have the proverbial... fertilizer... hit the fan when it comes to controlling the world described, and controlling the consequences becomes at least exponentially harder with increasing number of stuff causing them.

In Frontier there are just two bits of applied phlebotinum that essentially operate in vacuum in regards to modern physics, and even those, upon closer examination turn to be more of minovsky particles, than actual phlebotinum (consult TVTropes for further reference). They are, of course, hyperdrive and Zieman's shields.
Hyperdrive, which is the thing that interests us here, since Zieman shields aren't terribly powerful, has a number of important qualities:

-you can't have routine, reasonably short interstellar travel without it, so it's literally the fulcrum all the Elite universe is carefully balanced on.
-it's highly limited in range and accuracy precluding most of it's potential applications.

As you can see, the Elite-verse is very conservative when it comes to introducing new stuff (thankfully DB dropped Quirium and all the related inanities early in the series), burdens this new stuff with heavy limitations, and, as a result, doesn't have to cope with whole lot of consequences, apart from the fact that it's now cheaper to import oranges from Earth than to grow them hydroponically in Barnard's.

Now, you can introduce a whole lot of super advanced and powerful technology - as long as you can follow it all to it's logical conclusion. Which is easier said than done, especially in a computer game where it may result in mechanics that is not only confusing to most players, but inherently incomprehensible for any 3D being (merely horribly confusing for any being short of at least 5 spatial dimensions), and utterly impossible to control in real time by any being whose consciousness relies on waves of membrane depolarization lazily creeping along axons.

Now, the very concept of game equivalent of something akin to Dukaj's Perfect Imperfection makes me ecstatic (we are talking about the book where seemingly all-powerful nanites are probably the most mundane and uninteresting future technology introduced, where you can talk with SPOILER!AIs running in their own universes tailored to allow computations far faster than what is physically possibly in ours, that keep multiple parallel faster than real-time simulations of you to know your next move (or a billion) long before you even think about it, and where no one cares SPOILER!when all the matter in the galaxy gets collapsed into black holes as collateral damage of war, because everyone and their planetary systems sit safely in their own almost isolated spacetime bubbles here), but attempting to reflect this all with game mechanics would probably not compare well to shooting oneself in the foot - it would be better described as shooting yourself in the head. With GAU-8/A "Avenger". While on fire. And knocking subcritical pieces of plutonium together. After having ingested bucketfull of cyanide.

I also don't accept that Elite would be the same as every other space sim out - the way ships move should not the thing that would differentiate it.
Tough luck - it already is. Maybe you should try another series?

Maybe two versions need to be available. One with 'Newtonian Physics', one without.
Great idea! It's totally worth it to nearly double the development cost and time with little to no increased returns!

I mean the Eurofighter aircraft requires several computers and uses several targeting and combat computers just to keep it manueverable, combat effective and above all in the air within Earths atmosphere. So it stands to reason that a spacecraft 2,000 or so years in the future, that operates millions of KM outside of earths atmosphere would have a far more advanced navigation and combat system than shown in the Elite/Frontier games. Targeting computers, combat autopilots, navigational computers
Yes. I'm all for better avionics. I also urge you to tell me how would balancing fully loaded Panther simultaneously on side and retro thrusters 200m above the Earth be even possible without nightmarishly advanced computer stabilization, without having it tip over and tumble into the ground killing an awful lot of people.

My point isn't that Frontier's combat is not about as anachronistic as pilots of WW2 fighters firing muskets at each other from their cockpits. My point is that it's still infinitely better than both, pilots of supersonic fighters killing each other with clubs (inevitable result of runaway applied phlebotinum pile-up and resulting inability to follow it's consequences to their logical conclusion) and cavalry charges performed by clowns manning galumphing submarines (arcade mechanics).

BUT while I would welcome some more advances in the navigation/combat side of things, I would also welcome the option to turn all of this stuff off like you can in driving simulations or flight sims, so that the game can be as difficult as the player wants it to be.
Well, in FE2/FFE turning all this off gave you a definite edge in combat IF you were proficient enough. I think that E4 should follow.

True... I did write in my original (but deleted it before I clicked the send button) that in the Peter F. Hamilton books the ships use "combat wasps" which are basically small AI spacecraft of different types, some for defence and some for offence that are loaded with munitions to attack other ships... The ships are still flown by humans, but the combat is handled by AI "combat wasps", it does stand to reason with the immense distances of space that the combat would take place over thousands of KM instead of piddling little laser beams and fire and forget missles at 1 or 2 KM distance. I deleted it though because I didn't think it wouild make the game very interesting if combat was done by AI.
This. It would be difficult to make combat consisting of cross-system laser and RKV spam interesting. If made interesting, it would still have absolutely nothing in common with Frontier, Elite or flight/space-sims in general.

Also, "combat wasps" would probably be woefully ineffective compared to similarly advanced missiles, but I digress.

I'm still all for the idea of having "flying aids" that the player can switch on or off
It seems to be general consensus so far, and, as long as those assists don't do anything physically impossible compared to the performance of the ship without them, I can't object.

However, I don't think computers navigating ships should be excluded from Elite. Docking computers do the same job. Maybe you could stick your ship onto autopilot (if you can afford a nav computer) while you man a gun turret...
Perfectly good way to handle waves of smaller fighters when flying combat-equipped Boa/Panther in FE2/FFE, actually.

And further to the Newtonian Physics debate, the ships in elite could utilise the formation of gravity wells to move and steer, so it would be perfectly possible to speed up and slow down very quickly. I think for a game set in the far future it would actually be more realistic than assuming we'd all still be using what is basically rocket power!

First, all the Frontier/Elite core ship designs have very visible thruster ports.

Second, consequences, logical conclusions of thereof - precise enough manipulation of gravity (AKA spacetime curvature) would make it an insanely powerful shield, ludicrously overpowered weapon, and all around gateway to space- and time-bending so confusing that it would make Yog-Sothoth barf Eschers.

Also, this kind of propulsion, even relatively limited and well thought-out still harms the game's pacing (in SP), breaks the sense of scale and strains gameworld's internal logic (*cough* I-War 2 *cough*).
It's better to just have to decelerate for half a week if you have time compression to not have to sit it out.

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As for the permadeath in MMO (I don't really care about E4 MMO, but that's another thing), it should be done as follows:
-each ship has detaching cockpit serving as an escape pod*
-escape pod moves automatically, using in-system FTL drive that will have to be present in MP anyway, to compensate for the lack of stardreamer present in SP
-escape pod cannot be hit by weapons/targetted and it's AI and drive allow it to escape any disaster short of it's mother-ship trying to headbutt a star (at any velocity) or planet (at high velocity)
-if the escape pod gets destroyed, the character is irreversibly dead, with possibility of inheritance of their wealth by player's another character with the same/reasonably similar background.

*actually, the escape capsule should be integral piece of any ship in SP too, but it should behave more like in FE2/FFE there (rather slow and very destructible) - except that the insurance should now depend on the ship and would have to be bought separately.
 
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"the universes are bullets, the number of dimensions are the caliber, the speed of light is gun-powder."
- Jacek Dukaj, describing the universe he authored.
 
-escape pod moves automatically, using in-system FTL drive that will have to be present in MP anyway, to compensate for the lack of stardreamer present in SP
-escape pod cannot be hit by weapons/targetted and it's AI and drive allow it to escape any disaster short of it's mother-ship trying to headbutt a star (at any velocity) or planet (at high velocity)
-if the escape pod gets destroyed, the character is irreversibly dead, with possibility of inheritance of their wealth by player's another character with the same/reasonably similar background.


*actually, the escape capsule should be integral piece of any ship in SP too, but it should behave more like in FE2/FFE there (rather slow and very destructible) - except that the insurance should now depend on the ship and would have to be bought separately.

Exactly, but the two bold points that are highlighted in bold are especially important.
 
It's better to just have to decelerate for half a week if you have time compression to not have to sit it out.

This couldn't be done in multiplayer mode (unless multiplayer mode was merely for dog fights - which would be a travesty!)

Also, to answer an earlier point, it would no way double development costs to be able to play the game in Newtonian Physics or not as movement would be its dealt with by algorithms - virtually the same ones already in existence.

One would just have the choice when logging on at the start of a characters 'career' to be able to play in one Elite universe or the other.

A bit like playing with tracers or without tracers in Delta force.
 
Tough luck - it already is. Maybe you should try another series?

I don't think that should be the case. Mr Braben could have easily developed an updated version of elite by now if that was its distinguishing feature. As far as I am aware, the reason for the 'delay' is due to the nature of the internet, and its capacity to offer what Braben feels Elite 4 needs.
 
as to the original q

the few things that could turn me away from elite 4, would probably be a bad drm, a total consolif*ck of the game and elite 4 being the next 'my pony' sim but other than that, i love space games and i would probably still buy it even if it wasn't more than a polished up version of FFE
 
But if you fly out to the spot in the galaxy that it exists then why could you not see it out of the window? Nebula are quite visual things and very much recognised astronomical objects. They do actually glow in quite a spectacular manner altho not always in the way they are often depicted. Space is a pretty spectacular place.

I think it's important to have them in the game but as you say not everywhere and overdone as does seem to happen quite a bit in the current games released in the space genre.

check these out: http://www.pbase.com/escilla/true_color_nebulae
http://eaglenebula.net/photos/photos.php?dir=../astronomy/astrophotos/Deep_Space_Slide_Show

This is a Galaxy - it's gases and stars - it's the combination of both that make celestial bodies so spectacular.
sombrero-galaxy-pr2003028a-xl.jpg

Wow - can you imagine dogfighting with a few Eagle IIs against that backdrop!

DROOOOOL!!!

Speaking of which, I want to see an X-Wing style control option - I hated the combat in Frontier.
 
not unless the ship has some kind of awesome sniper scope... since i'd imagineyou'll never see that from anywhere in our galaxy without a very powerful telescope.
 
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