Re: Looking ahead
Posted: Mon May 30, 2011 3:54 pm
DaddyHoggy wrote:FE2 and Elite don't have exactly the same gameplay for the very reasons you've given yourself. In FE2 your ship accelerated at X g for hours and hours and hours ( or minutes if you went to 10,000x normal time) - then there'd be a blip on the screen as a pirate went whizzing past, you'd lock on to it and then for hours and hours and hours (or minutes if you wound the time acceleration back up to many 1,000x normal time) chasing it down, which in fact meant letting the auto-pilot make the adjustments for you. If you were really lucky you'd get two or three shots off before you over flew each other and you could begin the process again. If you were unlucky you'd run out of fuel during this process...
In the end I bought shields and turrets and either rammed my enemies to death or used the moving turrets while paused "cheat".
Huge scales means huge speeds and huge speeds means minimal interactions because to get anywhere you have to be going really fast and so does everything and everyone else.
I still own a working Amiga and Frontier and when we had this debate last year I dug them both out just to confirm that it was as bad as I remember and it was...
Heh that's a bit disengenuous, you must be aware this was the situation that confronted many folk who couldn't get to grips with the engine controls but was just a case of switching from 'manual' to 'off'. Not complicated. Once you get your head round it you can select a target on the system map - including other ships - and close on them accurately.. with a little skill you can stick to 'em like glue or run rings round 'em. But if you're gettting into an uncontrollable joust that's just hamfisted airmanship i'm afraid... can't blame Braben any more than Newton. Likewise AI could accurately close on you - if you disengaged engine cruise control when they arrive their speeds will usually be within range of yours. The only exceptions where when too coarse a time resolution was selected for the program to be able to calculate and sync everything perfectly - the same mistake would often caused a CFIT too but this is a pilot error and perhaps hardware limitation issue, not an intrinsic game design flaw.
Of course, if you should happen to come within attack range of a craft on a non-parallel course then obviously you'll fly by at silly speeds... but then if either of you wanted to fight you would've / should've plotted some kind of intercept trajectory beforehand. After all that's how the pirates manage to catch up with you after you enter the system.. they're not just randomly spawned in-flight, but often in the system already, or arrive after you - either way they're visible on the system scanner so you can check if anyone's closing in and be prepared, if you only cared to check. I mean, basic piloting skills innit..
Most ppl's initial enthusiasm gave way to the same kinds of misgivings i think, but it was more culture shock than failure in game design... like i say, these types of complaints seem to be in much the same vein as Elite's original snubs from prospective publishers - basically saying "..it's not arcadey enough!" But Elite was always meant to be a "space sim with stuff to do", not Project X 3D...
Like i keep saying Oolite's great in it's own right, and also a nice nostalgia trip. But in all its DX9 polish it does beg certain other development possibilities.. just from a "why not?" perspective...