Star Citizen and Elite have pretty different concepts and ideas what the game is about. Both have space ships interstellar travel, but while Star Citizen is centered around a smaller area of inhabited space and thus has a very limited number of celestial bodies, it's not all up to procedural creation. Means, single bodies can be worked on. Same goes for missions I guess. Elite's concept of simulating the whole galaxy makes it highly depending on procedural creation without a chance to go over the results body by body and temper with it. And that's only the game world. Mission creation in Elite is also depending on a lot of factors starting with the economy of a system and what's around it. Same with the gameplay.
That cargo haul you just saw is one endeavor in the game, but there will also be a finite number of stuff you can do, just as in every other game, which means: what's so very exiting and awesome at first is bound to grow boring. First thing I did in Elite was opening the galaxy map and was amazed how it was so similar to the one in Frontier and First Encounters, just much better. I went out to look at stars and planets and whatsnot. It was new and thus exiting (to be honest, it's still exciting for me).
Given Star Citizen will launch successfully and works well, I have no doubt it will be an amazing game. And I will certainly play and enjoy it a lot. I also enjoyed Wing Commander and Freelancer a lot, also played the X games. But in the end I always returned to First Encounters (modded with 3d capabilities and lovely textures), because it felt so much better to not be limited to a smaller region of space, or jumpgates, sectors. It felt more free somehow, and that's exactly why I like Elite so much, and why I think Star Citizen, given it launches successful, won't have such a big impact on the playerbase.
I'll play both, for different reasons.
Whats the point of that bigger universe?
A universe of size 1 with 10 different tasks happening once a week doesn't differ much from a universe size 5 where the same 10 things happen 5x as much within the week. All it does is changing size but not diversity.
So if you make a bigger universe then also make more different tasks to fill it with life and not just repeat the existign ones more often.
Thsi is the core issue of ED, and ontop by rewards 4out of those 10 taska re the same as while 3 of them are just inferior to their payout. Like you know, trading inferior materials, or mining in non pristine non metallic rings. While they are theoritically different they are the same withjust less outcome.
And exactly this si the core issue of ED felt like broing repetition and it is what FD needs to work on and connect these features proper with other ingame aspects and also adjust the reward/(risk+efford) of those tasks. because both features are majorily lacking taking a lot meaning out of what we can do.
yes X3 had that perfect middle ground where effort and reward were great. So scipio_77 is very right here. Ed lacks that, nothing int he universe changes if I cargo 1000 passangers from A to B. except my credit balance at the end of those tasks. Not even the population changes, which it should. Nothing changes if I mine 10.000 water and deliver it to a specific station. The effect is negliable on the BGS. but all that changes is again credits at the end fo the day. hwoever one task takes a lot longer than the other and even pays abyssimal compared to the other. So whats the entire point of doing that? Well the only point would be the "joy" of doing the task, but since those are repetitively boring many drop doing these.
The worst that FD did was utilising engineers to force poeple doing various tasks like exploring and minig now even if they don't want it. Now this destroys just some freedom while not improving these tasks.
Essentially this is why Space Legs has to be really well thought out because I'd do that once then disable the feature.
X rebirth did went a good way, you can walk around the station and do your trade deals, or for a minor fee let it be transported to your ship by using the Interface from your ships bridge. So it doesn't force you walking around.
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