5 things you would stick in a space sim

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Pinback
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RE: 5 things you would stick in a space sim

Post by Pinback »


AcesHigh wrote:


PINBACK wrote:
Asteroids you know the bit in Empire when the Milennium Falcon flys through the asteroids belt.I loved to see some thing like that in a game.With the asteroid crashing into one another and moving around.
that would be ultra unrealistic, since real asteroid fields are almost as dense as pure vacuum (during the whole Cassini mission through the asteroid belt, it was able to spot ONE casual asteroid, as nothing more than a point at light... at a distance of 1.6 million kilometers!I dont think what you want would be nice for a space sim, maybe for an action game or a space sim with unrealistic distances (like Wing Commander, etc)
It has nothing to do with it being realistic,but every thing to do with entertainment and enjoyment of the game.It is after all a game and why can't there not be any fun elements to it.Some thing which is some time overlooked in to days games.
Hendar23
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RE: 5 things you would stick in a space sim

Post by Hendar23 »


PINBACK wrote:
It has nothing to do with it being realistic,but every thing to do with entertainment and enjoyment of the game.It is after all a game and why can't there not be any fun elements to it.Some thing which is some time overlooked in to days games.
I think realism is something which is too much overlooked to be honest. Realism can be fun too. Look at the legions of fanatical flight sim fans.
Pinback
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RE: 5 things you would stick in a space sim

Post by Pinback »


Hendar23 wrote:
I think realism is something which is too much overlooked to be honest. Realism can be fun too. Look at the legions of fanatical flight sim fans.
Getting a balance between the two is proberly the hardest thing. :)
Hendar23
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RE: 5 things you would stick in a space sim

Post by Hendar23 »

True. That's why I love I-War
s2odan
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RE: 5 things you would stick in a space sim

Post by s2odan »

1. Depth. So many lack this.2. Realistic flight and orbital mechanics as well as realistic galaxy. Realism is fun too, it just has to be done right. Space games must also have seamless planetary landings which should fall under the realistic galaxy part.3. Choice and consequence.4. Dynamic local and galactical events.5. Freedom. Not the braveheart kind, but as in the freedom to choose your own goals.Space games generally have a few of the above ingredients, but never all of them.
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sscadmin
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RE: 5 things you would stick in a space sim

Post by sscadmin »


s20dan wrote:
3. Choice and consequence.4. Dynamic local and galactical events.
I look for these in all games and most of the time I am let down :(
s2odan
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RE: 5 things you would stick in a space sim

Post by s2odan »

I know what you mean. I can't actually think of a modern game that had real consequences, not since Fallout2 or Deus Ex or Vampire the Masquerade... they are all that spring to mind and even they are all over 10 years old.
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Geraldine
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RE: 5 things you would stick in a space sim

Post by Geraldine »

I am going to approach this topic in a different way. The 5 people I would like to see involved in a space sim would be David Braben, Ian Bell (of course), Chris Roberts, Warren Spector and Lawrence Holland. Can you imagine what this bunch working together could come up with? But I guess super groups only happen in music :roll:
Hendar23
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RE: 5 things you would stick in a space sim

Post by Hendar23 »

You forgot Glyn Williams and Michael Powell.
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Geraldine
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RE: 5 things you would stick in a space sim

Post by Geraldine »

I didnt forget them Hendar23, but I could only pick 5. There was so many great devs in the past to pick from, but those 5 I think could come up with something special as each could bring something different to the dev table. The real problem of course would be to get them to agree on anything! :lol:
Hendar23
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RE: 5 things you would stick in a space sim

Post by Hendar23 »


Geraldine wrote:
I didnt forget them Hendar23, but I could only pick 5. There was so many great devs in the past to pick from, but those 5 I think could come up with something special as each could bring something different to the dev table. The real problem of course would be to get them to agree on anything! :lol:
I want all seven of them. Working for me and doing exactly what I say. And an infinite budget.And cookies.
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Geraldine
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RE: 5 things you would stick in a space sim

Post by Geraldine »

You forgot pizza! Very important that one, can't function with that! :lol:
Rith
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RE: 5 things you would stick in a space sim

Post by Rith »

1) Ability to exit the cockpit and walk around2) Freeroam - do anything at anytime3) 360 degree panorama view helmet (like Boba Fett's) - It would take getting used to, but if made an option, it would be beyond awesome. I imagine this would be difficult. :lol: 4) Stealth system - If you're completely pitch black, against a black wall, at night, in low/no light, I expect it to help.5) Capital ships I think I may have described a realistic StarWars: Bounty Hunter with capital ships. :lol:
Stardreamer
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RE: 5 things you would stick in a space sim

Post by Stardreamer »

My five:1) Fauna - creatures in both pace and on planets. I want my space whales a la Starglider 2, dammit!2) A ship you can walk around in and customise. Like the ship in Unreal 2 but with the added ability to rebuild, colour and personalise the interior, based upon whatever room you had left after designing the ship itself, lol.3) A realistic universe. Realistic planets, nebula and stars. Give me NASA photo galleries to fly around - THEN add the sci-fi bits.4) Various Alien races. Not just humans with the occasional Thargoid appearance. Let us travel to stars belonging to other empires. Possibly the only thing the X-series got right (if not perfect).5) Borrowed from s20dan, and related to my no# 4 - Dynamic local and galactical events. Let me inadvertently jump into the middle of a war between races. :)
Legion
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RE: 5 things you would stick in a space sim

Post by Legion »

This is my last post about this game today I promise, but [url]http://www.Starquestonline.net[/url] has 90% of what you guys are asking for here. I promise I don't work for the game. In fact the Devs are MIA, and Nexon is running the servers. I just want to build up the population so that they don't shut it down, and I believe it really is what you guys are looking for. I haven't found any game worth playing since I started SQO.
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RE: 5 things you would stick in a space sim

Post by Risbosix »


Solnicaris wrote:
Hmm you covered a few good ones there.1. More career types like archologist, star mapper, ship and building designer, etc.. 2. Consumeable resources... fuel, ammo, resources, antimatter, etc...3. Hacking/Spying. Think it would be amazing to build a skill that would allow you to inflitrate your enemy ranks :)4. Better guild communication systems. Most MMO's today just suck at relying info5. Better global/universe newsfeeds where you could possibly see your name in the news by doing either a great deed or an evil one.
Dude that's Eve Online
Brianetta
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RE: 5 things you would stick in a space sim

Post by Brianetta »

You know what's really cool about working on an open source space sim? Really, really cool?
JamesCoote
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RE: 5 things you would stick in a space sim

Post by JamesCoote »

- I think space is just too damn big. Space sims should focus on one or two areas and do them really well (as in mining or exploration or combat or colonising planets, not as in only a few stars / solar systems).- Managing a larger spaceship. Employing all the technicians and specialists, making the ship run smoothly so that I feel that it isn't just me onboard- Multiplayer & coop support. I want a game I can play with my friends. That means it has to at least have a game mode that is easy to learn and doesn't take more than 2 hours to complete, otherwise I'm not going to persuade them to put in the time learning it, no matter how deep and involving the single player is- More architectural variety. I want to see something that looks cool and totally unusual, not just something that looks futuristic from a 21st century point of view. or another damn beat-up rusty station/ship- Incidentals and scenery. I prefer depth to breadth. I'd rather feel like there is a complex web of minor asteroid colonies, outposts, orbital habitats, floating casinos, gas stations etc. All the towns and villages and hamlets of space, not just a few big cities (stations) here and there then the rest of the system full of exactly nothing
Overlord
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RE: 5 things you would stick in a space sim

Post by Overlord »

Full first person freedom to move anywhere. No "press E to enter ship", you open the door and walk in and sit in an actual chair. Seamless transitions from a planet suface to space. Ship/station building. Basically, if you took Shores Of Hazeron and made it look and run like Elite: Dangerous, it would be the perfect game.
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Geraldine
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RE: 5 things you would stick in a space sim

Post by Geraldine »

Cooking with Geraldine You need much more than 5 ingredients for this dish D1 Get a big pot:Use an Elite II galaxy model with added flight mechanics as a base, Use ships designed by Jim Burns, Alan Daniels, Peter Elson, Fred Gambino, Colin Hay, Robin Hiddon, Bob Layzell, Angus McKie, Chris Foss, Chris Moore, Tony Roberts, and Trevor Webb (aka the ships from the Terran[/url] Trade Authority books), add lots of Mass Effect (skimp on the ME3 though as it will spoil the end flavour), copious amounts of GTA city action with a hint of Deus Ex, a touch of older seasonings of Sundog, Star Control II and Millennium 2.2, a measured portion of Space Engineers (or Kerbal if you cant find any as an alternative), 70s space opera music or 70s rock (and Prog Rock) music or both with a hint of Vangelis here and there and finally garnish with Bladerunner to give it a presentable look. Bake until all bugs are killed off and serve. It should be consumed slowly to enjoy and not all at once as that breaks immersion. :girlcrazy:
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