Last time I checked space fighters in SC essentially turn on a dime, meaning that dogfight tactics are essentially meaningless as they boil down to pure shooter mechanics. And I don’t mean badass bSG-like “zero-g U-turn” (those would be found in House of the Dying Sun, which is an actual game) manoeuvers, I mean you feel like you’re just a gun floating in space.
When Everspace has a better flight model than you, it’s time to do something.
But that’s what you get when you’ve got an insane obession for FIDELITY.
I mean game design is also the art of abstraction. Sure we could design every gun in CoD so that it’s actually a thousand different objects moving at once instead of one asset, but what would be the point if 99% of gamers don’t notice the difference ?
They have the same problems with their ships. I think their approach to realism is fundamentaly broken - what matters is the illusion, not the fact. I don’t care if my ship has working toilets and every single mechanism is simulated, it doesn’t mean jack shit for realism when I CAN STAND ATOP MY SHIP IN QUANTUM JUMP WEARING A GODDAMN SPACE SUIT AND STILL COME OUT OF IT ALIVE ! rant mode off.
Playing House of the Dying Sun lately, I came to the conclusion that you could simply copy this game’s mechanics (and it’s been developed by ONE SINGLE GUY) and port it to SC, it’d be a better flight model that what they have.
Also, “atmospheric drag”. Yeah. Wake me up when you have ship designs that looks even remotely capable of atmospheric flight.
Because the entire SC lineup so far would simply fall like a goddamn brick in any respectable atmosphere.