To all SSC Station occupants
Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.
Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.
-D1-
Since this is my first post on the forums let me first say "heyo!". I've been in search of the perfect space simulator since 2000 ad I've played many a space game since then, but none of them ever felt complete.
So I've set out on a EPIC journey to create "Freelancer 2.0" if you will. This Project is named Project Curiosity(Yes, named after the Rover) and I'd like you input on this.
Think Mass Effect 3 3rd Person view inside of your ship/station.
Think Freelancer style fighting.
Think Eve Online.
What are your ideas for an epic Space Sim?
Let me hear em! *smiles*
Hi Private Alpha, welcome to the SSC <img src="' http://spacesimcentral.com/forum/public/style_emoticons//girl_crazy.gi f"' class='bbc_emoticon' alt=':girlcrazy:' />
As to your question, I guess it can only be answered in a subjective way, in that, what one person's idea of the "perfect" or "ultimate" space sim may vary widely from someone else. For me it would have to be the Elite series with both Newtonian and Non Newtonian flight models and a procedurally generated galaxy with 1000s of star systems (more the better) to explore as exploring is something I value very highly in a game these days.
Other people might like the idea of building a massive trading empire, then perhaps X or Eve might be a better choice for them.
Great combat (with deep back story) tops many people's lists of wants in a great space game. Perhaps the Freespace series, Tachyon or the Star Wars games might be a choice for them
Freelancer was big fun though, no doubts there. Fun combat and an involving campaign too <img src="' http://spacesimcentral.com/forum/public/style_emoticons//nyam.gi f"' class='bbc_emoticon' alt=':nyam:' />
I agree with Geraldine, newtonian flight models, the procedural galaxy but most of all above and beyond for me is the seamless planet landing. I dislike being able to see a beautiful looking planet and not have the chance to land on on it or skim through its upper atmosphere (gas giants)
My "perfect" space sim would probably be a blend of my two favourites: Frontier/FFE, and Privateer 2: The Darkening.
I love the realistic universe of Frontier, atmospheric flight (as trumpet notes above), and the feeling of vast, empty space. But I love the characters, interface effects, and just overall polish/professionalism of Privateer 2.
If I were to try and sum up what both games have, for me, it's atmosphere. It just "feels" like being there.
auryx
You look good through a crosshair.
Mine would be Frontier for the procedural galaxy and seamless planetary landings along with Megatraveller 2 type of storyline, throw in a bit of sundog when using a ship and give it a bit of Freelancers / FreeSpace combat along with Mass Effects/ GTA 3rd person view for the city's/space stations.
Seemless transitions from space to planet surface I feel is one of the biggest traps that a lot of independant space sim developers fall into.
Users claim to want it but that's only because the standard model of scifi fighter simulations really don't have a lot of gameplay. It's mostly a ton of repetitious dog fighting and interfacing with the buy/sell goods interface at a station or planet.
It's 2012 and we can do a hell of a lot better than that. That is... if we stop focussing on these silly fighter simulations and rather unrealistic and overdone trade simulations. We need to get back to exploration and discovery instead in simulations with capital ships, crews, away team missions. Instead of wasting YEARS trying to develop barren procedural planets with seemless transitions, i'd settle for XCOM style planets where there are interesting cities/colonies/bases that you just auto transition to in transport or shuttle.
Well that's the type of sim i'm working on so I'm obviously biased :>
It's 2012 and we can do a hell of a lot better than that. That is... if we stop focussing on these silly fighter simulations and rather unrealistic and overdone trade simulations. We need to get back to exploration and discovery instead in simulations with capital ships, crews, away team missions. Instead of wasting YEARS trying to develop barren procedural planets with seemless transitions, i'd settle for XCOM style planets where there are interesting cities/colonies/bases that you just auto transition to in transport or shuttle.
It's a good point that, you could go for small universe or even just one solar system but have it super detailed, it's a pity that NorthStar never got going as they were thinking along these lines you just described.
Actually Shore of Hazeron did a great job of building a galaxy and the spaceships while blocky were fun to run around in. I got bored of the micro managing my empire tho so havent played in awhile, but was closest ideal game I did play.
For me tho , the ultimate would be something like pilotin a ship like the Milennium Falcon and exploring the galaxy doing what I please. I would like to have a rpg crew element and whoever mentioned mega traveller, I am all for that. But I want my ship to be my home and not just some fancy hud I am staring at most of the time. Sure I want space battles but not to the point thats all I am doing. I want a living breathing galaxy. It doesnt have to be vastly populated, because it would be fun exploring new worlds aka Star trek. One where I can have adventures on and off my ship.
look at this maybe it will give you some ideas http://star-made.org/
Hi, I'm the developer of StarMade. Feel free to ask any questions about features, or the game in general <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' />
schema <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_biggrin.gi f"' class='bbc_emoticon' alt=':D' /> its me clearskiesnl <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_biggrin.gi f"' class='bbc_emoticon' alt=':D' />
Oh hi <img src="' http://spacesimcentral.com/forum/public/style_emoticons//icon_e_smile.gi f"' class='bbc_emoticon' alt=':)' />
I was checking the referrals to my site, and found this forum.
Schema I haven't downloaded your game but it looks really excellent and there are very few MMO space games out there. I think the market is really huge for anyone who can get the right balance.
Must be one of the hardest games to make though not for nothing are there so few examples.
I wouldn't describe Freelancer's combat mechanics as the ultimate experience. Yes, the controls are nice and easy to understand. Yes, you can engine-kill and do some little drifts, but other than that, it leaves a lot to be desired.
For example, there's no 'weighty feeling' like you get even in X-series nowadays, which means it's too arcady and not very immersive. Online battles are too hectic and last forever becuase good players can literally outrun projectiles and simply dodge everything that's thrown at them. Also, I understand that designing the controls around mouse and keyboard means that lots of people who don't own joysticks can play too. The problem is that mouse+keyboard is nowhere near as much fun as playing with a proper joystick.
One thing I do like a lot about Freelancer, however, is that you can shoot equipment and bits of wings&hull off of any fighters depending on where you hit. It wouldn't be such a big deal if other games weren't having such trouble achieving that level of complexity in their damage models, even now in 2012. I'm talking about games that use the very basic damage model were ships/vehicles only have a certain amount of hitpoints and when that value reaches zero, the vehicle goes boom. That kind of 'laziness' should've been left in the 90's if you ask me. Of course, it doesn't bother me when I see this in an indy game, but in triple-A title? That boggles my mind.
Star Citizen anyone?