> The issue I see with Elite/Privateer/etc is that its hard to encourage group play which tends to be a near requirement for most MMOs to succeed. Generally this means you want to do your dirty deeds far away from the stations, but it'd be easy enough to extend it towards the jump points, and make the station security pay attention if there are repeated reports of ambushes. So in a multiplayer version you could avoid gate camping simply by making it a random position, but as I mentioned I think choke points might be interesting.Įlite has a simple mechanism that is easily extended to prevent such choke points getting out of hand too: Reputation with local law enforcement. In Elite it doesn't matter whether or not that "somewhere" is in theory the same spot or a random position near the planet, as the system, including any ships, is re-generated from scratch each time you enter. It has system to system jumps, that leave you "somewhere" far out from the station. That might be interesting, though I also think that choke points around gates open up interesting game play in itself.īut note that Elite doesn't really need to have choke points around gates, as it doesn't have gates. I might back it with money too if someone where to want to crowdfund something like it) (Not that I have time to spend on something like this, but I'll back it in spirit if someone hacks Oolite or similar into a MMO. (preventing users from setting up a server that gives them infinite credits to bring back to other systems) - perhaps that'd actually be a suitable use for a blockchain. I haven't looked at the extensions mechanism - it'd be interesting if players could "claim" systems and dynamically control gameplay capabilities in their system. scaling it to multiple servers can be done on the star-system level up until there's quite a lot of players. And in terms of adding networking, a game following the original Elite model should be fairly "MMO friendly" in that each system is basically closed - players can jump in and out, but there's no continuous flight between systems (unless they've added that to Oolite since I last checked it out), so e.g. In FE2 and FFE it fails too but as there's much less ship encounters, you should have less time to wait to reach a station/planet.I second Oolite. The "time compression" in Elite 1 and so Oolite will fail when there is an object at a certain distance of you, that can be very annoying if you find endless of cargo ships going to the station (or if you get into a system with bunch of pirates spawning from everywhere). And it improves over it incredibly more when you start looking in the hundred of expansions made by the community.įE2 and FFE have some newtonian simulation of space and so are more interesting if you're more interested by the simulation aspect of space/planetary flight (though, i would suggest more Orbiter that does the simulation even better if you're into this).Ĭombat is a bit more interesting in Oolite than in FE2/FFE as in those last two you can have pirates "spawning" directly behind you when you hyperspace into a new system, and immediately shoot through the lack of powerfull rear shield (especially when you have not yet got better ships and shield systems) in a second after you detected them, making an end to your career without you being able to avoid this.Īdditionally, in FE2/FFE, you're alone, you can call cops, but nothing will ever come to your help (probably due to both games never have been fully finished) while in Oolite, systems are patrolled by police forces and sometime you could get some cargo ship helping you. Oolite is basically a remake of the original Elite, that mechanics are very different gameplay-wise than Fontier : Elite 2 or Frontier : First Encounter (Elite 3).
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