[url=http://meincmagazine.com/civis/viewtopic.php?p=26913049#p26913049:di2taue2 said:
SnowGhost[/url]":di2taue2]
[url=http://meincmagazine.com/civis/viewtopic.php?p=26912921#p26912921:di2taue2 said:
Dystopia[/url]":di2taue2]
SnowGhost":di2taue2 said:
Elite will appeal to those with a scientific mind set. The speed of light is referenced a lot in the game, both in speed of the ship, to distance to other planets (as in 1,300 light seconds away, or 390,000,000 km away).
1. Normal sublight speed. Limited to 500m/s. The main reason for this is multi player. Having two (or more)players approach each other in normal space at 1,000’s of km/s just wouldn’t work in a game. All combat takes place at this speed.
:facepalm: Seriously, "appeal to those with a scientific mind set" and "500m/s speed limit" don't go together very well. Also what's supposed to be so scientific about measuring distances in light seconds instead of kilometres?
I didn't say it was a simulation. If you want that, go with kerbal Space program or frontier : Elite 2. There are numerous changes made in the name of game play over realism, or having to deal with reality.
Maybe you want to complain about exceeding the speed of light as well. Or the fact that time dilation doesn't happen. Of that the 'G' forces that a sidewinder can apply to the pilot are deadly (about 20g)
Way to miss my point. The point was that those two statement are incongruous, not that the latter is necessarily bad.
As to light seconds over kilometers, if you're not aware that 1 ls = 300,000km then you're going to have some difficulty in figuring out how far away you are from your destination. If you can't work out that travelling at 20c is 20 times the speed of light, then it's not for you. I'd expect most people at Arstechnica to know what 'c' is (No, not the programming langauge). But if you ask random people, they'll probably tell you it's the 3rd letter of the alphabet and not be able to add anything further.
Except you didn't say it's more convenient, you said it's more scientific. It isn't. It's not even especially convenient either, since you can handle large numbers the I-War did i.e. by switching to scientific notation when the numbers get too big.
Camp Freddie":di2taue2 said:
I'm glad to see the 500 m/s limit. I remember playing Elite:Frontier with full newtonian combat, and it was just space jousting with 3 second engagements followed by a minute or two while you did a 180, decelerated and re-accelerated.
For gameplay reasons, I want dogfighting to be good.
That happens because either the players don't know how to play properly or because game balance favours hit and run attacks over sustained engagements too strongly.
The first will solve itself because better players will beat the ones that rely on the jousting tactic.
On the other hand if balance is the problem, then you need to change the way the game works. If jousting is optimal then it's probably because it's too easy to land a catastrophic hit with only a few shots. Thus the tiny firing window you get from extreme closing speeds is both necessary to avoid taking such hits and is sufficient to dish them out. Take a look at
this video. There's your problem right there. Lasers at a range close enough that they might as well be hit scan, with perfect precision and a couple of shots are sufficient for a kill. It's no bloody wonder jousting is optimal under those conditions if the engine allows it. It's not the Newtonian flight model, it's the gunnery model.
It's obvious that you can have a Newtonian flight model without fights degenerating into jousts because I-War did just that. The crucial differences were guns that were much weaker relative to defences, a fast auto repair system, large missile racks, low acceleration and a heavy focus on systems damage. Consequently in I-War attempting to joust would result in you blasting past your target, failing to kill it and a lengthy period of low speed as you braked and reversed course, at which point you'd get half a dozen missiles in your face. And then those missiles would be followed up by your target, having fully repaired in the meantime, having not mirrored your headlong charge, pummeling your spinning, crippled arse with guns until you blow up. I-War didn't enforce a speed limit contrary to physics, you just naturally kept to speeds you could control in a dog fight because doing a Jeremy Clarkson impression was very far from optimal.
Karnak":di2taue2 said:
It is not possible to have an internet based multiplayer game in which players are interacting with each other at speeds much above those of WWII fighter aircraft. Latency causes the differences between what the two players see to become too extreme above those speeds. Even WWII fighter speeds cause problems. Elite 2 type speeds would be impossible to sync. One player might be right behind another and shooting while that other player couldn't even detect the one shooting at him due to being out of scanner range.
I never played Elite 2, and frankly it doesn't matter because the specific numbers aren't the point. You don't need an artificial speed limit to make this work. Your problem is that speeds are too high? No, it's that those ludicrous speeds are too easy to reach. Because acceleration is too high. Allowing your ships to accelerate at 20G means they hit speeds that are way too high for the game to handle? Then don't have them accelerate at 20G, drop that figure down to, say, 1G. Now instead of instead of capping speeds to a few 100m/s because of magic drag in vacuum, you'll have players staying at around those speeds because combat control becomes too difficult above them. Or if it's scanner range that's the problem, then boost that. Increase or decrease ship sizes if gunnery accuracy is the problem. It's a fictional world, you can adjust whatever properties you need to.
These problems are not intractable if think your way out of them. Now if you
want WW2 fighters in space, then that's fine, do that. That's a legitimate creative decision. Just don't give some lame excuse about a Newtonian model being inherently unviable.