From: Marc_De_Roos@amusers.UUCP (Marc De Roos)
Newsgroups: comp.sys.amiga.games
Subject: Re: What you want/what you need.
Distribution: world
Date: 27 Aug 92 01:11:33 PST
Organization: The Amiga Users Group of Victoria BC

 
 
  First of all, I can't wait for the release of "Elite II",
 - having said that...you asked for it - so here it is:
 
 
  Now that I know the programmers are listening I'll take the opportunity
to spit out a FEW of my ideas on what I think would make for the ultimate
spaceflight simulation and trading RPG.
 Included here are cases in point ie:
the names of games where these areas and qualities were explored IMHO
quite successfully - and in some of these programs, exceptionally well.
Having read the article on Dave Braben's Elite II, I have purposefully
not included any of the known upcomming innovations of his game. 
(but hey, if you're reading this Dave B.,hopefully you can incorporate some
of these extras into this release :) - if not, maybe in Elite III...eh??)
  Using Elite (..or what I'm aware of for Elite II) as THE basic framework,
Here's what I would propose: (...taking deep breath)
 
1. Support of - unrestricted 360 degree rotational (left/right, up/down)
   inside and exterior views of ship/vehicle and environment incl. zoom
etc.
   Ability to cycle through views from all available friend or foe vehicles
   (as in some of the better flight sims)
   The capability of "full screen" views with a HUD on/off option.
 
2. Variable gravity on Planets with corresponding acceleration on planetary
   approaches and fly pasts. (inertia)
 
3. Variable atmospheric density (the Higher the altitude the thinner the
   atmosphere. ie: less drag.) (a characteristic of some flight sims)
   Incorporation of variable geometry wings for extra lift when necessary.
 
4. Vectorable Thrust with Harrier style - take-off/Landing characteristics
   on planetary surfaces using optional real life flight models for
   realistic planetfalls. Support of vertical & horizontal(normal)
landings.
   The ability to land on skyscapers, as with the harrier in "Birds Of
Prey"
   And while on the subject of BOP another feature of that game was - the
   ability to freely access the HUD even on outside views. (Great Idea,
IMHO)
   The one thing I would have added was the option to have at least a
simple
   line at screen bottom with altitude and airspeed readout for outside
   views when the HUD wasn't engaged.
 
5. Take some lessons from "WARHEAD":
   Great conceptual aerospace engineering and a nice graphical interface
   for navigation and ship steering in zero-g. Nice idea the HUD system.
   ( a great spacecraft simulator seemingly trapped in some outragiously
   limited scenarios with minimal options and play routines )
    Use the Nav System and HUD screen concept from Warhead with it's wide
   and narrow field of view options. (nice star background graphics too)
   The thrust system was among the most logical and realistic I could
   ever imagine for space travel (although I might add a couple more
   orientation thrusters for some added maneuverability.) in addition,
   the way speeds were graphically represented on the HUD via changing
   colored dots, was quite innovative!
    Some great atmosphere at times in this game ie: especially the
   Nebula scenes! (shades of StarTrekIII!!)  - great audio too!
 
6. Mass driver canon concept (nice touch!) and the ability of being able
   to deploy space proximity mines << another great feature!
 
7. Also it had a truly excellent and novel Spacestation pre-docking
routine!
   Incorporating in-line bouys that were lined up along the axis of the
   spacestation to guide your ship perpendicularly to the central hub
   docking port. - quite beautiful!  - But as an enhancement, allow the
   option of manualy docking your ship all of the way into the station as
   in the original Elite. (getting pulled in via some kind of tracter beam
   once close to the docking port, took a little too much of the piloting
   experience and challenge away for my liking.) 
 
(end of "Warhead" critique)
 
 
8. NAVIGATION - INERTIAL GUIDANCE & ORBIT -
   ( Now for some MORE original ideas! :) 
   3D wireframe rotatable navigation screen - (similar to that in Warhead)
   Would be used instead, to manualy plot orbital insertions etc. around
   planets with varying gravities. The values ie: Insertion angle could be
   graphically as well as digitally depicted, Angles and the required
   amounts of thrust could be input and run through an "onboard" simulator
   for feasability before implimentation.
   This capability would also open up a whole realm of possibilities in
   the way of fuel conservation and speed enhancing slingshot effects.
   Once the formula was determined you could initiate the program sequence
   at the proper time when your ship actually reached the targeted commence
   point in space. (there are a few PD programs that essentialy already
plot
   orbits/gravity etc. - but in a 2D form only - even THIS would suffice.)
    This map &/or a dashboard equivalent could then later be used to track
   your position in realtime during the actual manuever.
    Your ideal course being highlighted against your actual trajectory.
   (since due to drift & a small margin of error in calculation, mid
course)
   (corrections should of course be possible within certain limits.)   
   -  For the novice:
    All the fine attributes of a successful orbital manuever etc. would
   normally be performed via the computer (a sliding scale might be used to
   determine how the workload of the computer vs the workload of the pilot
   will be divided in this endeavour) ie: how much the NAV computer
   would do automatically. (this goes for the initial calculation as well.)

   - the sliding scale setting could also be reliant on any existing ship
   damage as well.
 
   An ABORT Orbital Manuever feature should also be incorporated - in the
   unforseen event that some collision might occur. ie: ship or satellite
   drifting off course and into your trajectory area. 
 
 
9. "Federation of Free Traders" had a GREAT system of using repair droids
    to fix damage to your ship - including a good Damage Control Screen.
    It also had a way to radio other ship pilots you were in pursuit of
    for trade in legit or black market items away from spaceports/planets
    etc. (nice option) Some nice solar system maps too.
 
10.Incorporation of a ground vehicle/Tank/Sub/Hovercraft (dependant on
ship)
   for maneuvering and exploration, archeology, mining etc. on select
   planetary surfaces. Deliverable via dropship or via main ship if
capable.
   The mining tanks/hovers in "ArmourGeddon" are a good example.
 
11.Ability to exit ship/vehicle and wander around and into buildings etc.
   Go to the Pub, Casino, spectate or participate in local sporting events
:)
    As far as 3D first person perspective and the unrestricted ability
   to look and move around is concerned - the best I've seen and
   the most atmospheric is without a doubt Pygnosis's "Infestation".
   - Great MMU sim too!  VERY nice Drop Ship BTW. & some Ace sound effects.
   Also has a videogame within the main game!. ( highly under-rated, IMHO)
 
 
Continuing on: (eh?.. what..more original ideas?)
   Hmmm.... wonder if a guy can make a living writing stuff like this? :)
 
12.Ability to make alien allies as well as enemies - via saving another
   ship under attack (tit-4-tat philosophy) recruit a force (band) this
way.
   Great when outnumbered in a combat situ - to have a friendly come to
   your aid. "True" friendships/loyalty is created only via reducing the
   odds of backstabbing by these new found "recruits" through saving their
   necks whenever possible (the formula could go something like this:
   Each time you save a life, their debt to you increases, the higher
   the debt the more favours you can demand < standard point system here.
   If they in return have to bail you out of a bad situation ie; save your
   life - (it will cost you dearly) then some of their debt is repaid.
     The other alternative is to put them on a retainer, whereby they
   recieve a fixed regular salary designated by you - this would be
deducted
   automatically from your monthly income.
   There should also be an option to be able to buy points with cash ie:
   trade goods for favours.(hire crew etc.) Also the longer you can entice
   them to remain loyal to you the less they will ultimately demand for
   their services. < individual crew morale guages would be handy for this
> 
   - but be careful!  get a little too greedy and a mutiny could occur!
 
13.Each recruit you gather will have a portfolio (stats) available for you
   to puruse over - and can be a potential candidate as one of your main
   onboard crew members should you choose to upgrade to a larger ship.  
 
14.Ability to buy and sell planets, cities, space stations, mining
colonies,
   Anything & everything!!!! collect taxes, storage fees and commissions.
    All accounting once set is done automatically via a purchasable
   accounting computer - which BTW you can overide at any time.
 
15.Be able to start a shipping company and hire escort fighters & have the
   option to personaly escort any cargo vessel to it's destination.
 
16.Delegate projects, missions and tasks to scientists, engineers and
pilots
   via a point and click interface similar to that of Armour Geddon's.
 
17.Obstacle course asteroid fields to fly through. (& tumbling asteroids)
 
18.A Replay function/flight recorder that shows your last 2 minutes of
   flight from any user definable viewpoint.
 
19.A time warp function that will - in the event of an untimely death
   (via bad docking procedure, landing or ambush by pirates after say an
   extensively long mission) allow you to timetravel 2 or 3 minutes
   backwards in time (-w- the option of an adjustable risk factor for such
   procedures) - to give you another crack at the crucial situation that
   initialy wiped you out.
   (with each pilot having a total maximum limit of perhaps 9 lives)
 
20.Black Holes & Wormholes - These could be game modules, added onto the
   original program via hooks, allowing expansion of the universe into
   alternate dimensions, and allowing the intro of additional hostile alien
   races. 
 
21.The Module system might also be used to upgrade/add-in other ships &
   weapons to be purchasable by your pilot - funds permitting, of course :)
 
 
  Take note of some of the innovative ship and space station designs from
Alienator, Warhead, Xiphos and Federation of Free Traders. "Alienator"
has some of the most excitingly fast and difficult-to-get-a-bead-on smooth
3D space dogfight sequences I've ever experienced, next to Elite.
 
 Also a while back someone else made some additional noteworthy suggestions
for an enhanced ELITE II, summing it up - it went something like this:
 
------------------------------ snip snip
-----------------------------------
 
1.  Use of 24 bit graphics (DCTV?)
2.  Ability to jettison cargo so the police let you dock.
3.  A way to take over ships that the pilots have ejected from. (salvage)
4.  Reinstate features from the 64 vers. ie:  Ability to destroy ships and
    pick up the body panels for alloys.
 
------------------------------ snip snip
-----------------------------------
 
...anyway, just thought I'd throw that in,
 
 
 - last of all, but not least:
 
Support for Analogue Joystick - incl. separate trim & sensitivity adjust.
 
Head to head cooperative or adversarial mode via Datalink &/or Modem
support.
 
< phew!!! >
 
 
 I know, by the time ALL these options get put "effectively" into ONE Game
I'll probably be grey haired and too senile to enjoy it...oh well...
....at least one can always hope it'll be sooner than later.  :)
 
     .___.
     YOvOY                          ...the prolific mind of Marc de Roos
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 >*---^-^--------------------THE NIGHT OWL----------------------------*- 
 
    "Imagination is more important than knowledge"  ...Albert Einstein
 
 

-- Via DLG Pro v0.992

     .___.
     YOvOY
    / )#( \
    \/YVY\/
 -*---^-^--------------------THE NIGHT OWL---------------------------*- 
Newsgroups: comp.sys.amiga.games