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 Elite Dangerous 
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2014 E3 trailer so it can have its own thread now. Game looks enormous.



Differences between Elite Dangerous and Star Citizen according to Elite Dangerous wiki: http://elite-dangerous.wikia.com/wiki/Elite:_Dangerous_FAQ

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What are the general differences between "Elite: Dangerous" and "Star Citizen"?

The differences are predominantly in issues surrounding scale, complexity of background simulations and adherence to recognised science of the universe.

Star Citizen comes with a single-player focussed cinematic scripted campaign which will be updated with paid DLC expansions.

In Elite: Dangerous, the ships are generaly larger and atmospheric capable ones are engineered to be aerodynamic, therefore carry their weapons within a bay. This provides ships with hulls that are able to enter and freeform (manual pitch/yaw/roll) fly through 1:1 scale planet atmospheres at hypersonic speeds.

In Star Citizen the ships are less aerodynamic and carry their weapons outboard.

Landing on planets in SC will use scripted in-game cinematics and will be limited to several star ports.

Elite: Dangerous has freeform (manual pitch/yaw/roll) interplanetary fast travel with combat maneuvering and because it takes place in a realistic 1:1 scale galaxy with proper distances it necessitates faster than light speeds, up to 2500 times the speed of light (2500C) to make travel times practical, with very long range sensors and combat interaction and you will be able to seamlessly enter hyperspace from anywhere to another star.

Star Citizen's interplanetary fast travel will allow a speed of up to 20% the speed of light (0.2C) which necessitates compressed scales to make travel times practical, it also won't be freeform (Autopilot Only) nor have combat maneuvering in this mode, so you will not have the ability to specify an exact random location in space. You can navigate to known locations or tag a ship they want to track or ambush. Also you must fly through wormhole-like jump points (which will allow some interactivity) at fixed locations to other star system.

In Elite: Dangerous the galaxy will include around 100 billion star systems. The Elite Universe is modelled on current galactic charts. Planets and moons will rotate and orbit in 1:1 scale real-time, therefore constantly changing a system's environment.

Star Citizen's galaxy will have 120 star systems at launch, with time compressed to 2 hours for each day (1:12 scale time) and a more casual take things regarding spatial size and distance of celestial bodies, so planets won't be properly scaled and they might also not orbit. To give you an example, Elite: Dangerous will have stars alone that can engulf whole star systems of Star Citizen multiple times. Also see this video to give you a sense of scale.

Given what we know about our solar system, the orbits of exoplanets and the fact that the maximum speed in SC will be 0.2C with a targeted travel time of around 30 minutes to cross a star system, it is estimated that the size of SC star systems will be compressed to around 1:100 up to 1:2500 scale.

Elite: Dangerous has lightspeed pulse and beam lasers on all ships fitted with energy weapons, as opposed to Star Citizen which has slow moving beam weapons only on capital ships. The remainder of the SC fleet will have slow moving laser bolts like you would see in Star Wars.

Elite: Dangerous will have freeform (go wherever you want) planetary exploration on full 1:1 scale planets.

In Star Citizen planetside aspects take place only in specialized locations, such as star ports, bars and FPS arenas.

In Elite: Dangerous there is no artificial gravity, so space stations are designed to rotate as opposed to Star Citizen.

There are major differences in how each game handles close combat flight as you can see from this video. There is an inherent flaw with the premise of close combat space flight leading to endless turreting and circle-strafing especially in PVP multiplayer due to the lack of terrain features in mid space.

Elite: Dangerous deals with this by limiting the yaw rate and enforce an optimum corner speed in the flight control computer so you are forced to roll and then pitch to get the most efficient turn rate (less efficient, but most comfortable for a human pilot), in addition there is a G-LOC system, a preliminary version can be seen here.

In Star Citizen you can point your ship more intuitively like in an FPS fashion, since yaw is very strong (most efficient, but discomforting for a human pilot). It deals with turreting by having a G-LOC system as seen here, but this alone doesn't alleviate the problems completely, but it is less critical due to the lack of lightspeed lasers on the smaller ships.

Star Citizen allows players to control capital ships.

While Elite: Dangerous allows players to own and fly relatively large executive ships, it leaves very large capital ships to NPC control only for the time being.

Multiplayer is handled with a grouping system in Elite: Dangerous and a PVP-PVE slider which doesn't completely control engagements in Star Citizen.


Differences between Elite Dangerous and Eve Online from same wiki:

Quote:
What are the general differences between "Elite: Dangerous" and "Eve Online"?

Elite: Dangerous is pay once and play, therefore does not have a periodic subscription like Eve Online.

Another major difference is that in EVE everybody within a star system is in one big instance and when there are too many people within it they slow down the update rate of the game.

Elite: Dangerous features dynamically created free moving multiplayer instances that are decoupled from the star system itself (but you can also play solo).

The galaxy is totally seamless for the case of Elite: Dangerous and the sessions within it can move around, only bubble range and interest determine the players you will see during flight.

Due to a lot less network traffic, this allows Elite: Dangerous to have twitch based action instead of classic MMO click 'n' roll (where actual world updates are comparitively slow depending on server load and all attacks are caculated on servers using modified D&D system) which is used in EVE. That means that Elite: Dangerous combat is more skill based.

The Elite: Dangerous galaxy is based on the real Milky Way and planets will rotate and orbit their stars, thus constantly changing a system's landscape and adding lot of depth - and it has around 100 billion star systems, as opposed to EVE where the planets are static and don't move.

Elite: Dangerous has freeform (manual pitch/yaw/roll) interplanetary fast travel up to 2000 times the speed of light (2000C) and you will be able to seamlessly enter hyperspace from anywhere to another star. EVE on the other hand has point & click travel and you must fly to a jump gate to enter another star system.

A major feature that Elite: Dangerous will have is freeform (manual pitch/yaw/roll) atmospheric flight and seamless landing on planets and walking on living planets with cities and wildlife as part of expansions soon after the initial release.

Another important difference is that EVE has a lot of empire building and RTS elements, while Elite is what it would be like to be a spacefarer in a galaxy from a first person’s perspective.

Another important difference is that EVE's economy is totally player driven - so to have ships and weapons in the game have to be manufactured by players themselves, by collecting resources and providing them to factories. Elite: Dangerous uses a carefully tuned statistic model to simulate the flow of products, which also have all player trades as input to emulate a shared universe. This allows for more casual game play and a much bigger galaxy.


12 Jun 2014 06:11 pm
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Apart from people that have played the Beta raving about the game, a lot have been saying the sound is phenomenal. This is the game that could bring me back to PC gaming. Relive my youth from the old C64 Elite days.

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12 Jun 2014 10:56 pm
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Sounds a lot better than the c64 one.

Space combat being skill based is what I like.

Being able to get out of the ship and explore on foot? Is that part of this? Count me in.

Also it seems like elite will be more like macross style fights in atmosphere when you go to a planet. So you have to take into account the differencs in fighting in space vs the flying in gravity and maybe even crashing into the ground. Whereas I get the feeling with SC it looks like they are going for more a battlestar galctica/star wars feel?

I think it is time Rockstar announced "GTA in SPACE". This would be better than all of the other space sims since it lets you jump out of the ship wearing a spacesuit with backpack thrusters to jack a trading ship and steal the goods inside and then sell them to buy upgrades and own the galaxy a little bit of the time. You would start off as a petty criminal and over time become able to hack all the security systems with the help of others to get rich. You could be a droid, a human, mutant or three titted alien. And there would be many activities. Space prostitute, porn producer, drug pusher, assassin, pirate, mercenary etc You could even sell military secrets and then get rich by asking for huge sums of money based on which countries would pay the highest for the doomsday weapon plans. And this would affect which power was in place at the time because everyone wants to rule the galaxy at the same time and wipe the others out. (similar to the elder scrolls games)

It would look something like cowboy bebop universe with more stylised ship designs. (some look old and beat up like star wars OT, others are shiny and sleek etc) Really the story revolves around lawlessness in space as people can't enforce laws in such a vast universe so you are constantly in danger of being killed by criminals or boba fet like bounty hunters but it would be humourous like the leisure suit larry or space quest games. Space sims are too nerdy to appeal to a wide enough audience. You need action and violence and a good story.

I don't understand why they won't just make it. They did westerns, they did crime fiction. But they won't do scifi? Don't they like Han Solo from star wars? While these other games target people who want to be luke skywalker, a GTA game in space would focus on what it would be like to be Han Solo with evil empires trying to control everything. And the game would give you more freedom to have empires kill each other off and wreck the economies instead of focus on you all the time and taxing people to death. In space nobody can hear you scream. But that is the advantage of being a dirty criminal - there is more places to flee and more danger since yo can't trust anyone. Hurry up rockstar.

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13 Jun 2014 11:18 am
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GameHED wrote:
Sounds a lot better than the c64 one.


YOU DON'T SAY!?!!?!?!

Considering the original was made for the BBC Micro (32k?) and ported to C64.

:rollin:

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13 Jun 2014 12:22 pm
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I mean in the sense that you can't do shit when you get to a planet. This game lets you explore the planet like no man's sky. That's like the difference between a text adventure (boring) and daggerfall (wow colours and 3d graphics) and viewing the place you are in. Elite was fun on c64 but no exploration of the planets by landing on them and seeing what they are like made the trips to them boring.

Quote:
A major feature that Elite: Dangerous will have is freeform (manual pitch/yaw/roll) atmospheric flight and seamless landing on planets and walking on living planets with cities and wildlife as part of expansions soon after the initial release.


Old elite = space trading. This game seems to want us to have fun too as a tourist. Not just business sim.

Quote:
Elite: Dangerous has lightspeed pulse and beam lasers on all ships fitted with energy weapons, as opposed to Star Citizen which has slow moving beam weapons only on capital ships. The remainder of the SC fleet will have slow moving laser bolts like you would see in Star Wars.


I don't see that as necessarily bad. Maybe in SC people are like world war II pilot. Maybe the need to get close enough and keep the sight on the enemy is the appeal of the game and not a bad thing? Like in Halo if all the enemies could snipe you from afar then that makes the aliens boring because part of the personality of the aliens is that they love close combat and are tougher than humans so they don't mind scaring you and trying to kill you after they appear first. (it's like a "people who hide in cover are cowards" thing and part of the alien's warrior culture) It's designed that way to make the weaker human feel vulnenrable, that kind of thing.
In Star Wars for example the ability to dodge the enemy fire by constantly moving is part of the cool part as you see in the 2d star war clone war cartoon. Maybe a fancy barrel roll and sudden change in direction matters because the weapons take time to get used to.

Just because technology sucks in the universe doesn't mean its worse. It might be more fun to know you can survive because the weapons are not perfect just like how in Gears games the shitty bullets do virtually no damage to enemies and you have to chainsaw them to take them down if they rush you. But if you weaken them over time from safe distance you can eventually penetrate the thick armor and skin of the monster. Doesn't mean its not fun. Fights might last longer and be more interesting. Imagine if for instance COD was realistic and let you die in a single hit? That would make people get bored because the guns are too powerful. It might be more fun to let your player take several hits instead. Sims that are too realistic might be worse as a fun game, than ones that are less realistic. Sometimes taking more skill to fire a gun (since it has limits and is not as easy to use effectively without training) is part of the appeal of the game. Like comparing the fun of firing a bow and arrow vs gun. You get a sense of achievement going for headshot with hard-to-use weapon than with an easy-to-use one.

When weapons are not perfect, running away actually becomes useful tactic since weapons have limits on the effective ranges. So if you are small and more manueverable, you can exploit these things and sneak through defenses with antiship missiles (virtually no armor) and and skillful piloting and not just automatically die because weapons are too accurate and perfect. (this is the equivalanet of anti tank infantry shooting large tank from hidden position like the top of buildings - sure you could die in one hit, but if you are sneaky enough you can take out expensive target cheaply and use your small size as an advantage. but if weapons were perfect and you could see through smoke and never miss due to technology being too good, this tactic would be ineffective)

Also in the real world an energy weapon loses power over distance. So damage at long range is going to be worse anyway. Not being able to see what you are shooting is no fun. Deflecting beams should be a defense tactic too. Not just shooting but blocking them in the same way people needed it in ancient times to block arrows. If weapons only attack from straight lines this would make sense. You could use distractions to draw fire then attack from different direction while the attention is on decoy. But if weapons are so effective from long range then fights get boring since you have to travel long distance for small craft to get to range to do decent damage and time is wasted so its not worth the effort to do this. Imagine if in star wars Darth Vader didn't have to chase the rebel fighters to kill them before blowing up the death star and he just sniped them from long distance? Not very exciting is it? But by forcing people to get close it makes the fights more personal and intimate. Flying to avoid death by knowledge of fancy manuevers and dogfighting is more fun.

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13 Jun 2014 12:36 pm
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13 Jun 2014 01:24 pm
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This comes down to who is playing what for me. Both games look hell fun. My pc should carry the load splendidly. It's all a matter of the numbers.


13 Jun 2014 04:30 pm
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What's the release date?

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13 Jun 2014 04:33 pm
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The vids I've seen of this game turn me on.


15 Jun 2014 10:12 pm
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I too as well additionally also am turned on..

Would you all be advocating we fly squadron or would you go lone wolf? Are those even options?


15 Jun 2014 10:31 pm
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It's high time space dogfighting got the masterrace treatment. I'd be stoked for either or both of these to hit ASAP. Wonder what kind of stick I'd be willing to err accept in the name of these games? Maybe Steam controller will be ideal.

Time will tell.

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15 Jun 2014 11:05 pm
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Cletus wrote:
I too as well additionally also am turned on..

Would you all be advocating we fly squadron or would you go lone wolf? Are those even options?


If you're smuggling an old man, a boy and two droids then you're on your lonesome. ;-)

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16 Jun 2014 05:22 am
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I just hope there's a Deef/EVE-style thread for this once it's out so I can play it vicariously.


09 Jul 2014 12:07 pm
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Trying not to see too much of this so it's fresh when it comes out. Very excited


09 Jul 2014 12:59 pm
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#dogfightclub


09 Jul 2014 03:42 pm
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:run:


10 Jul 2014 10:09 pm
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FFS.

Gaming in the future Jeezus.

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13 Jul 2014 01:02 pm
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I've bought into the Beta and have a X52 saitek on the way!

:nana:


21 Jul 2014 09:36 pm
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Ugh, I'm back at uni but am want.

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22 Jul 2014 11:38 am
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Played for 5 mins and fuck..my life is over once DK2 of the rift drops in September...


22 Jul 2014 05:26 pm
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http://www.roadtovr.com/play-elite-dangerous-dk2-depth-hands-video/


27 Jul 2014 09:08 pm
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Thinking I don't want to play ED until I invest in OR DK2.


27 Jul 2014 11:27 pm
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Beta 1 drops in just hours. Goodbye world.


29 Jul 2014 12:50 pm
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Anyone else playing this?

My tag is Commander Spectacular


01 Aug 2014 09:40 pm
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god I'm tempted...


02 Aug 2014 12:32 am
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