Redspear wrote: ↑Sun Mar 15, 2020 1:59 am
Reducing that element (player centricity) changes the game considerably.
Actually, that was one of things I always wished was different about Elite. I always envied the Archimedes version for the fact that it
wasn't player centric. In this regard, the Amiga version felt even more hollow than the C64 version. Thargoids appeared alongside normal pirates. Pirates always attacked in groups of two or three and you'd encounter them like clockwork on the way to an anarchy planet. Although the manual talks about the police protecting you inside the safe zone, I suspect that the early versions of Elite were written so that no ship would ever attack/follow you within that zone, so they wouldn't have to program the routines for the police attacking other ships. In the Amiga version, Thargoids
will follow you into the safe zone (all other ships break off their attack), and if you return fire, the police will kill
you!
That said, making the game non-player centric doesn't automatically increase the difficulty. If pirates only attacked a couple at a time, it would probably be possible to survive, but against 5-8, a new player in a stock ship has no hope of winning.
Just the improved graphics and lighting adds a layer of difficulty to fights. You can't target what you can't see. Don't get me wrong, I love the updated graphics, but it shows how difficult it would be to actually fight in space.
Redspear wrote: ↑Sun Mar 15, 2020 1:59 amWith the original elite I think the difficulty was generally set well for the beginning player: challenging but rewarding.
As I recall, when Elite was still a new game, docking was what discouraged most people. They didn't understand the controls and because free-roaming 3D games were a relatively new concept for home computers, a lot of people couldn't get a handle on the idea of lining a ship up with a rotating 3D object. Add to that, that being able to tell the angle of a wireframe model on a 320x200 pixel display wasn't the easiest thing to do. Everyone I knew who played the game made buying a docking computer their first priority.
To be honest, I struggled a little to perform manual docks in the C64 version. The Amiga version was much easier. The station always appeared in a fixed position relative to the planet. Just aim for the halfway point between the station and the planet, watch out the side view, stop when lined up, then roll/climb until it's in the front view.
In Oolite, docking is super-easy, even with keyboard. I target the station to ask permission while I'm still some distance away (it seems I'm more likely to get immediate clearance from a distance than if I wait until I'm closer), then head full-speed toward the nav buoy. If I'm granted clearance by the time I get there, I don't even slow down, just swing around toward the station right before I get to the buoy, roll at the last minute to make sure I enter the docking bay flat and zoom right in.
Norby wrote: ↑Sun Mar 15, 2020 3:43 pmIn general, you should not attack group of enemies. Better if you hit one, then run on injectors to separate it from others and turn back when there are no others on the scanner and win in a duel.
So far, the only ship I attacked on purpose was one that the police were already chasing. I just wanted to join in the fun.
Astrobe wrote: ↑Sun Mar 15, 2020 9:03 pm
Spending the first few hours in the game fleeing away from each yellow dot that appears on the radar because of that possibility is not the best definition of fun either.
In an un-tweaked game, you don't have to flee from
every yellow dot. Pirates always attack in groups, so you only need to get nervous when there's a whole group of yellow dots.