Cholmondely wrote: ↑Sun Aug 10, 2025 8:28 pmElite, Captain Blood, Starflight. I presume that there are sveral other games in the other folders, but since I only know about Elite/Oolite, the names will mean nothing to me.
But the question remains... how many other ways of fighting in space sims are there other than sniping & dogfighting? Or is that it for the non-Newtonian genre?
Ah yes, the playlists! Thought that might be it but didn't want to assume.
Captain Blood doesn't have combat afaik, I just saved it as a reference for 8-bit planetary landing (and it has some interesting ideas and presentation aside, I quite like the hyperspace effect, procedural planet surface texturing, etc...). Starflight's combat is top-down 2D, probably most comparable to Netrek, Star Control, Escape Velocity, Starsector and Endless Sky.
A more interesting game to look at in this respect would probably be Space Rogue, if I remember correctly it has a button that lets you toggle pseudo-newtonian physics on so you can drift past someone while aiming at them, but the core certainly took inspiration from Elite.
Star Fox 64 has a foundation for rather deep, non-Newtonian flight combat, the actual input method is heavily based around the N64 controller rather than keyboard/mouse/HOTAS, but the gameplay verbs are very similar.
I actually don't have any experience with Star Wars games, Wing Commander, Freespace, Star Citizen, No Man's Sky or Elite Dangerous so I don't want to pretend to be an authority on the matter - what I know well is *arcade* game design, insofar as Elite has overlap with Defender or Asteroids (i.e. Energy Bombs), I'm your guy.
This is going to be an overly simplistic take, but I still think there's underlying truth to it: sniping boils down to pointing and clicking, it's kinda testing the same skill whether you are navigating a desktop GUI, getting headshots in an FPS, or sharp-shooting in a space sim. I find games focusing on movement much more distinct and interesting, it might be better to think about the strategic space of *dodging* rather than *shooting*, and see where that leads.
To break up "pointing and clicking" a bit more, there are some distinct fundamental flavors that FPS games take advantage of:
-prediction (rocket launcher, crossbow)
-tracking (lightning gun, chainsaw, flamethrower)
-precision (railgun, melee weapons)
At the very least we'd ideally want to ensure the player is doing all of these - predicting their movement and clicking ahead of them, keeping them centered in your crosshairs while continuously firing, and simply clicking directly on the target.