Elite / Frontier Why a new Newtonian FFE is relevant today!

Okay this is my pitch for why Frontier Development or someone else should be developing a new FFE type game right now :)

Apart from Frontier and FFE, since the 90s there has not been one semi-realistic space sim developed. Perhaps one could consider Orbiter as realistic but unfortunately it only modelled our inner solar system and had no real or immersive gameplay attached.

Since Frontier was released we have discovered much more about our universe. In the early 90s we had not yet discovered the first exoplanet, and the idea of a Galaxy map - as in Frontier/FFE - with planetary systems was technically still a fantasy. Of course, many space/astronomy enthusiasts logically assumed that our solar system was not unique and there were planets orbiting other stars but there was an absence of observational evidence until about 2000.

As of yesterday we have 270 confirmed exoplanets; mostly hot jupiters for the simple reason they are immense, closely orbiting their native star making them much easier to spot. However Gilese 581 c and d are said to be no bigger than 5 and 8 Earth masses. So soon we are getting closer to spotting earth sized rocky planets within their star's habitable zones.

What has this all to do with Frontier/FFE? Well for a start it legitimises both games and their modelling from the perspective of reality. The Galaxy map in both games created a real world, real stars, real distances with real physics, and almost real planets. One can forgive Braben & Co not including gas giants.

Today we also have a slowly burgeoning commercial space industry, with 100s of private space companies developing their own propulsion and space applications. For instance, the hook up between Branson's Virgin and Scales Composites (the team behind Spaceship1) is a good example of what the future of space exploration holds for mankind.

We can also see that a new space race has emerged and this time there are multiple players such as the EU, US, China, Russia, India and perhaps other nations which will only quicken the pace of space exploration even further. All this competition is great from a human's point of view. We thrive on competion and outdoing eachother in achievements etc...

So where is the space sim to herald this great coming of age? In the time since Frontier and FFE were developed there has not been one *realistic* space sim released - not one IMO.

Frontier/FFE were classics because of the realsitic nature of the uniiverse protrayed, and the dynamic capability to do what you wanted to do when you wanted to do it.

Im sure NASA and other space organisations have excellent space sims which model planetary gravity; but other than Frontier and FFE, no other space *games* have delivered on the reality of gravity. Gravity is a frightening force of nature and should be modelled as it is. Space sims where you turn on a dime are a joke and dumb down the whole games market by fantasising about the physics of our universe - only so a few lazy people wont get too bored before they switch off.

Another unique factor which I challenge anyone to find in another space sim is the realistic sense of distance portrayed in Frontier/FFE. Okay so the idea of a hyperdrive is fantasy but we know now that space is warped around very large masses so the idea of warping space is theoretically legitimate. Leaving aside the hyperdrive as an exception to the rule, Frontier and FFE model distances more or less correctly, and the fact that without the stardreamer one would take days and weeks to travel multiple AUs delivers a real sense of the massive distances seperating stars from stars, and even planets from their stars.

In my opinion its these reality factors which made the Elite series games so popular. It made space travel an endeavour and something to be taken seriously, measuring how much fuel was needed for jump to x, then to y, and finally to destination z. There was a sense of accomplishment by not using the stardreamer on the final lap of an inward journey so that one had to work out de-acceleration when approaching a planet - or risk smashing into it.

Another factor unique to the Frontier/FFE was the random generator for stars and planets. For some odd reason developers have a problem with random generators these days. They feel they have to handpick every nook and cranny in regards to the physical universe/space in a game, so that it looks *nice*. Thats not how nature works. Nature's basic rule of indeterminsm is evidenced by what we understand about quantum fluctuations and the uncertainty principle. Nature didnt build this galaxy by hand but that did'nt stop earth being a beautiful place. And no-one has of yet outdone Nature and the physics of the universe for beauty and dynamics.

My point being the random star and planet generation in Frontier/FFE was accurate and another unique factor creating real world immersion. Again this hasnt been done since those two games.

But what has been done alot and is not unique is pretty graphics. The fact is that in our part of space for hundreds of lightyears it is pitch black. In our neighborhood the cosmos are not decorated with artlike floating nebulae. In Frontier/FFE - depending on your graphcs settings - when you came out of jump you were in deepest darkest space. It was only when nearing a planet that one began to see colours etc - which again is totally in keeping with space in our solar system.

So why hasnt there been a genuine realistic space sim since FFE? I just cannot understand it and considering that astronomy has actually confirmed that the galaxy modelled in Frontier/FFE were reasonably legitimate it is even more perplexing.

How much money can it cost to model real world space physics and the effects of planetary gravity? The figures, scales and matrix for all these calculations have already been done a thousand times over. If it could be done as well as accomplished by Braben & Co back in the early 90s using C and C++ then surely it cannot be too difficult to do the same again today.

So I can only assume that its the graphics and expectations of graphics which hold back development of a new Elite, or FFE clone. I think that people who liked those games did not play them for the graphics; it was for the realistic and immersive qualities which hooked people who had more than a few moments concentration span.

There are too many games to count which are based on fantasy worlds and beautiful graphics. We have all these virtual world games which are boring because they are virutal worlds with severe limitations. They have graphics which are prettier than the real world! How ridiculous is that.

I hope that the new Elite or whatever its called sticks to the original foundation of what made the Elite series special, and almost eternal from a playability point of view.

I joined this forum just to have my rant. Time for lunch ..bye :)
 
All good points :) I think the other think that made the game so engrossing was that it had personality, having the police pop up when you did a no-no and dealing with shady characters on the Bullitin Boards.

It wasn't just this cold simulation and I think this is still a very important thing to retain.
 
@Jetblack:

First, I want to agree on general point - FE2 and FFE managed to deliver a perfect blend of hardcore realism and accessibility - they put player in accurately modelled universe, but gave them ships that were powerful and automated enough, that take-off and hyperspace jump were a matter of several keystrokes, and in-system travel along with landing could well be handled by autopilot, assuming that the player was there to take command over their ship in crisis situations or when critical navigation systems (autopilot, thrusters) were damaged.

This way, DB managed to both eat his cookie and have it, creating a game that had rather mild learning curve despite it's pretty hardcore newtonian mechanics and full scaled planetary systems.

On the one hand, everyone and their granny could do a Barnard's-Sol milkrun, on the other, it's damn satisfying when you manage to put your ship in stable orbit or perform final approach and landing on ~3 earth masses planet with severely damaged craft after you discover that in addition to severe hull damage, you no longer have both side thrusters which makes autopilot completely useless and you're still over 1AU from your destination.

Apart from that, I really loved all the flavour added in Frontier, for example, see the Alpha Centauri system - we have a gas giant in lagrangian point of Alpha Centauri A,B system, aptly named Lagrange, radiation bathed Eden in close orbit around Proxima Centauri named with, as it was discovered later, unjustified optimism after discovery of water in it's atmosphere via spectroscopy and several bodies numbered with their dates of discovery.

Now, add the 'personality' Steve mentioned, and you can't really do much better when creating a free-roaming space sim.

As of yesterday we have 270 confirmed exoplanets; mostly hot jupiters for the simple reason they are immense, closely orbiting their native star making them much easier to spot.
Coincidentally, a tidally locked hot jupiter would be an awesome sight to behold in E4.

I can send Braben my soul (assuming I have one, which I doubt, and assuming that he would find some use for such commodity) if he's going to make E4 similar to FE2 and FFE by including hardcore physics and universe with expansive, free roaming single player mode, and is going to code some of these babies in the game. ;)

One can forgive Braben & Co not including gas giants.
Excuse me? Last time I checked, Frontier had full assortment of gas giants - from neptunians (small gas giants) up to superjovians (very large gas giants, much more massive than Jupiter), all complete with cloud bands, scoopable hydrogen and, often, elaborate ring systems. Not only that, Braben even included brown dwarfs in Frontier (which made me grin rather wildly after the discovery of first planetary system containing a brown dwarf in orbit around it's parent star, which was quite unexpected by most astronomers).

Anyway, I and, I believe, many of the fans, want a game that achieves eye-candy through realism, rather than attempting to achieve realism through eye-candy.

Frontier with it's depth of perspective (from several metres to several AUs), coloured directional lighting, flocks of 3d clouds, directionally lit planets, and loads of miniscule details was already stunningly life-like for it's time.
 
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It's that really fun line between realism and still having a generally accessible and marketable game. It's all very well having stacks of 'hardcore' physics but there still has to be something of a wider market appeal. We can't forget that Frontier is a business and their ultimate aim is to sell units.

To be fair they are more likely to sell the game with slogans like - 'Battle your way to Elite ranking', 'Become a Merchant Prince in an Empire', 'Arrrgh become a pirate' etc. than 'Insert your ship into a real orbit', 'Spend weeks drifting toward a planet stuck in the middle of space and watch as your ship spins like a real spaceship piloted by a muppet because real Newtonian physics piloting requires a physics degree'.

There is that happy medium somewhere and FE2 and FFE found a nice little balance between being able to blast around and have fun and still having the underlying intelligence in it's design to cater to the realism jockeys.
 
Welcome to the forum and Merry Christmas!
Like Steve and Draq I agree with the points you make: In an odd way Elite's wireframe graphics were more realistic than later eye-candy filled efforts. Someone has written about the psychology behind this, and the way our brains can fill in the gaps visually, but wrong physics throws us out of that virtual world. I gues there is a problem here: of course Elite 4 will have to look pretty too, so the algorithms for procedurally generating detailed worlds (agreed again, better than scripted) becomes hugely complex. However, that's how DB packed a universe into one 1.44Mb floppy disk!
It's good to hear others share the same view of why Elite/FFE was so engrossing, and what needs to be in Elite 4 to recapture that. Achieving it, as we patient souls know, is another story...
 
However, that's how DB packed a universe into one 1.44Mb floppy disk!

Hehe..

"In 1993 we put an entire galaxy on 1.44Mb floppy. Do you want to see what we could fit on DVD?"

:D

It's that really fun line between realism and still having a generally accessible and marketable game. It's all very well having stacks of 'hardcore' physics but there still has to be something of a wider market appeal. We can't forget that Frontier is a business and their ultimate aim is to sell units.
We also can't forget that our aim, is that some units will be sold to frontier fans, which won't happen if E4 won't stay true to it's roots.

To be fair they are more likely to sell the game with slogans like - 'Battle your way to Elite ranking', 'Become a Merchant Prince in an Empire', 'Arrrgh become a pirate' etc. than 'Insert your ship into a real orbit', 'Spend weeks drifting toward a planet stuck in the middle of space and watch as your ship spins like a real spaceship piloted by a muppet because real Newtonian physics piloting requires a physics degree'.

Does anyone here actually care how it's marketed? For all I care they can even put naked babes on the box if that sells them copies. I don't care.

The beauty of frontier is that you could just fly around blasting pirates, trading in higly profitable and illegal goods, bounty hunting or whatever you wanted, completely ignoring hardcore physics, (maybe with exception of combat), but the physics was there all the time, ready to manifest itself if you wanted to do things by hand rather than relying on automatics. Not only that, it confered significant advantages to the player if used right, so the game was easy to get into, you could learn how to handle the physics at your own pace, and then be proud of your achievements.

There is that happy medium somewhere and FE2 and FFE found a nice little balance between being able to blast around and have fun and still having the underlying intelligence in it's design to cater to the realism jockeys.
Not only that. Instead of finding a compromise, they really managed to bridge the gap. The universe and physics in Frontier was as realistic as machines of that time allowed. All the accessibility was provided by highly automated (autopilot), powerful (all those 20g thrusters and fuel supply sufficient to not have to care about transfer orbits or proper reentry trajectories) and easy to control vessels.

I thing that the E4 should simply copy the core aspects of Frontier, and then build on that. For example, more opportunities to fly and fight near celestial bodies - there could be some really short range missions, for example between satelites of a gas giant, there could be more incentive to go near the planets, perhaps more incentive to scoop hydrogen, maybe floating hydrogen and helium mining stations in upper atmospheres of some small and medium gas giants, research and industrial bases on methane and ammonia worlds, cities completely on water, mechanized mobile mining city-crawlers constantly in motion to avoid lava flows or to stay at the night side of the planet to avoid it's parent white dwarf radiation, one or two odd gas giants with atmosphere teeming with life, bases floating in upper atmospheres of Venus-like planets, etc.

There are so many things that would appeal to both, hardcore SF fans, hardcore physics geeks, and mainstream audiences, does it really matter that they would find them cool for completely different reasons? Hardcore geek may be awed by brown dwarf substellar object, glowing faintly red and streaked by reflective metallic and silicate clouds, looming behind the clouds over Mayflower City (Wolf 630 system). Mainstream gamer will be awed by cool red glowing, ringed planet in the sky.

Check these pictures out and tell me, if the physical correctness makes such sights any less cool.
 
Hehe..

"In 1993 we put an entire galaxy on 1.44Mb floppy. Do you want to see what we could fit on DVD?"

Now that would be a something to put on the box !

DVD - now would that be 4.7Gb single sided or 8.54Gb double layer sir ?

I think I'll probably have a HD-DVD/ Blue-ray or hybrid HD drive in my comp by the time E4 is released, so that could be the medium of choice to use. . .

Nope, DVD will probably do the job and you could always ship more than one disk anyway if it's necessary to.

I'll put my vote in for realistic physics but it would be a wise choice to include a mode that caters for players who want a simpler model. This could be handled by the auto pilot computer that fires thrusters in a certain way that gives the appearance of a less advanced model.

I wonder though, will we get just one galaxy or a universe full this time - as a homage to the original Elite's design before it was cut down in size ?

If the answer is no, how about just the local group ?

Seriously though, I think a more detailed yet graphically awesome Milky Way will do the job just fine :).
 
I'll put my vote in for realistic physics but it would be a wise choice to include a mode that caters for players who want a simpler model. This could be handled by the auto pilot computer that fires thrusters in a certain way that gives the appearance of a less advanced model.
This is how "manual" mode worked in FE2/FFE. Now, the only two things that can possibly be added are:
1) Some simple visual indicator for the noobs of how much control they have over their ship (for example let this indicator gradually change colour from green - stationary or slow moving (relative to chosen FoR), possible to turn quickly, to red - moving extremely fast, significant change in velocity vector will take more than, say, ten seconds (or hours, or days) - it should be calibrated according to the typical subjective perception of responsiveness.
2) Combat equivalent of "manual" mode. Fully optional. Say it'd set locked target as FoR and feature some optional autolock feature. It'd allow newcomers to get into combat relatively painlessly and avoid "FFE combat syndrome", while the old FE2/FFE players would simply drop into "engines off" mode, put their hands on individual thruster controls and fight. It still wouldn't allow for such degree of control in semi-auto mode, so newcomers would have incentive to learn flying by hand like all the oldboys do, except they would be able to do that at their own pace.

I wonder though, will we get just one galaxy or a universe full this time - as a homage to the original Elite's design before it was cut down in size ?

If the answer is no, how about just the local group ?

Seriously though, I think a more detailed yet graphically awesome Milky Way will do the job just fine :).
Eh, that would be quite superfluous. Why bother if it'd take you more than a lifetime to fully explore the galaxy in Frontier, even assuming that you'd visit each system only once and only spend one minute in each? ;)
 
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Eh, that would be quite superfluous. Why bother if it'd take you more than a lifetime to fully explore the galaxy in Frontier, even assuming that you'd visit each system only once and only spend one minute in each? ;)

Because it's there !

Really, I think there is a nice feeling with having a realistic sized galaxy set-up - it feels so vast and there is something about that I like. It's already been done in the previous two instalments so recreating that would be a matter of using the same techniques but with new modifications to allow nebulae, black holes etc. You would never get to see all systems, but doesn't that make the exploration part feel more true to life, like the real Milky Way ?
Lastly, each of us will end up exploring different systems anyway ( past the core systems ) and a large part of that galaxy could be explored over the years across all users. I also feel that some sort of special missions set in some of the very distant parts of the galaxy ( like finding parts of a special space ship to assemble, like the Mirage ! ) would give more incentive to travel to those parts and go through the motions of having to scoop fuel, repair at more distant stations or construct your own stations along the way. Whilst I'm talking about that, I'd like to mention that I used to hate servicing my ship at stations roughly every year - I can understand it being more realistic, but it would be great to have expensive upgrades that can service your ship automatically without having to dock at a station every year.
 
Yay, bring back galactic hyperspace. Opens up all sorts of plot line possibilities. Ditto real physics and selectable reference frames - the autopilot could also be improved - it should be able to dock safely with one poxy side thruster remaining (unlike say, crashing you into the station cos one poxy side thruster's out). :eek:
 
Hi all,

Happy xmas. I agree with all your comments about what makes the Frontier/FFE games special.

I just played x3 reunion over the last few days and have to say it was a big dissapointment. Those ridiculous square sectors with a linear jumpgate system just ruins any feeling of reality and being in space. The sectors with multiple factories and space stations are something like 70km x 70km in size! Can you believe it? The physics are a joke like some sort of mini universe built for kids on tricycles :) It takes moments to fly from one side of a sector to the next.

Some of the ships look cool but knowing that your top speed is like 500km/h ruins any immersion. How can a modern day Eurofighter be faster than a super spacecraft thousands or millions of years in the future? It just doesnt make sense.

The trading and economics concept is good though it doesnt work and the economy is broken because the AI traders who are supposed to shift resources and products toneedy factories completely ignore whole sectors at times. Then since there are no factory owned cargo fleets the factories just sit there without their prime resource. So for instance "energy cells" which the whole x3 universe requires as a primary resource ran short all the time and no end products could be made. The whole economy basically collapses. It was a neat idea but poorly implemented and once you notice this buggy economy is also ruins immersion.

However, the concept and idea of ai traders driving a supply and demand type economy is a great idea. It would be cool if it worked as intended and would be great if Elite 4 included a dynamic economy but there needs to be both free AI traders, and a backup of factory owned cargo fleets to replenish primary resources if the AI traders are getting logjammed somehwere in the universe.

The graphics are the best thing about the game but as we all know it doesnt make a game. This case is no different. The planets look cool but they are just backdrop.

Anyways i lost interest with x3 after a couple of days seeing how its econmy was screwed up I just couldnt continue - did not believe in it.

I guess it goes back to the whole point of what makes Frontier/FFE so great.

I just hope Braben sticks to the original model for Elite 4 and forgets the spanky graphics and concentrates on the back-end of the game.
 
back on the physics topic for a moment,

I've said this before, it bears repeating since it's such a dilemma for most people; do what Terminus did!

have a slider for flight physics!

Arcadeish |===========O====| Realistic

bam. Everybody's happy. (especially me, pegging it at realistic woohoo!)

alternatively [additionally?] have Arcades on bases/stations where you can wander into and play dogfight simulators to your hearts content =)

mmmmmmm, getting out and walking around bases.

ooooooh, taking jeep out and cruising around the planet's landscape, from village to village..

^_^
cheers!
 
Have a slider for flight physics!

Arcadeish |===========O====| Realistic
That's not a bad idea, though for me it would be

Arcadeish |===============O| Realistic

I never could get the hang of the Elite/arcade system; by the time I lined up an approaching asteroid it had already hit me :eek:
 
Agreed, a slider for the realism of physics would also boost sales, as since the combat would be more fun, people might buy it just as a space-shooter (OK, they'd have to spend some time at port, but only to refuel and rearm!!!) Elite IV has the potential to be the greatest game of all time!
 
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