Difference between revisions of "User:TheCiscoKid"
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==Original Elite Universe== | ==Original Elite Universe== | ||
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Our ship is always at the centre of the Elite universe, the planet and the sun actually move relative to us in the opposite direction to our flight path while our ship stays at the origin. Similarly, our ship's speed gets subtracted from the z-coordinates of all other ships in the bubble, thus effectively moving our ship forwards by pushing everything else back. | Our ship is always at the centre of the Elite universe, the planet and the sun actually move relative to us in the opposite direction to our flight path while our ship stays at the origin. Similarly, our ship's speed gets subtracted from the z-coordinates of all other ships in the bubble, thus effectively moving our ship forwards by pushing everything else back. | ||
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*'''Sun:''' radius 24,576 sphere, distance from planet 65,536 to 458,752 range (based on seed) | *'''Sun:''' radius 24,576 sphere, distance from planet 65,536 to 458,752 range (based on seed) | ||
*'''In-system jump:''' 65,536 | *'''In-system jump:''' 65,536 | ||
| − | *'''Speed:''' Units covered per game-code loop | + | *'''Speed:''' Units covered per game-code loop |
| + | Information sourced from: [https://elite.bbcelite.com/deep_dives/a_sense_of_scale.html A sense of scale] | ||
| + | |||
| + | |||
| + | '''SCOOPING:''' | ||
| + | *Cargo canisters (randomly: food, textiles, slaves, liquor/wines, luxuries, narcotics or computers) | ||
| + | *Escape pods (slaves) | ||
| + | *Thargons (alien items) | ||
| + | *Splinters (minerals) | ||
| + | *Alloy plates | ||
| + | |||
| + | {| class="wikitable" | ||
| + | |+ Fuel Scooping | ||
| + | |- | ||
| + | ! Temp. !! Condition | ||
| + | |- | ||
| + | | 30° || Ambient | ||
| + | |- | ||
| + | | >224° || Fuel scoop | ||
| + | |- | ||
| + | | >255° || Die | ||
| + | |} | ||
| + | Flying at a higher speed = faster scoop rate | ||
| + | |||
| + | |||
| + | '''BOUNTY/BLACK MARKET:''' | ||
| + | {| class="wikitable" | ||
| + | |+ Bounty Status | ||
| + | |- | ||
| + | | 0 || Clean | ||
| + | |- | ||
| + | | 1-49 || Offender | ||
| + | |- | ||
| + | | 50+ || Fugitive | ||
| + | |} | ||
| + | |||
| + | {| class="wikitable" | ||
| + | |+ Bounty Mechanics | ||
| + | |- | ||
| + | | Slaves/Narcotics || +2 per ton | ||
| + | |- | ||
| + | | Firearms || +1 per ton | ||
| + | |- | ||
| + | | Killing cops || +64 | ||
| + | |- | ||
| + | | Hyperspace || Halves bounty | ||
| + | |- | ||
| + | | Galactic Hyperspace/Escape Pod || Resets to 0 | ||
| + | |} | ||
| + | Bounty Hunters and Cops go after Fugitives | ||
==Design Principles== | ==Design Principles== | ||
Revision as of 12:06, 22 July 2025
Original Elite Universe
Our ship is always at the centre of the Elite universe, the planet and the sun actually move relative to us in the opposite direction to our flight path while our ship stays at the origin. Similarly, our ship's speed gets subtracted from the z-coordinates of all other ships in the bubble, thus effectively moving our ship forwards by pushing everything else back.
- System: 16,777,214 cube
- Ship size (max): 510 cube
- Local bubble: radius 57,344 sphere
- Planet: radius 24,576 sphere, distance from station 65,536
- Sun: radius 24,576 sphere, distance from planet 65,536 to 458,752 range (based on seed)
- In-system jump: 65,536
- Speed: Units covered per game-code loop
Information sourced from: A sense of scale
SCOOPING:
- Cargo canisters (randomly: food, textiles, slaves, liquor/wines, luxuries, narcotics or computers)
- Escape pods (slaves)
- Thargons (alien items)
- Splinters (minerals)
- Alloy plates
| Temp. | Condition |
|---|---|
| 30° | Ambient |
| >224° | Fuel scoop |
| >255° | Die |
Flying at a higher speed = faster scoop rate
BOUNTY/BLACK MARKET:
| 0 | Clean |
| 1-49 | Offender |
| 50+ | Fugitive |
| Slaves/Narcotics | +2 per ton |
| Firearms | +1 per ton |
| Killing cops | +64 |
| Hyperspace | Halves bounty |
| Galactic Hyperspace/Escape Pod | Resets to 0 |
Bounty Hunters and Cops go after Fugitives
Design Principles
"The code is more what you'd call guidelines, than actual rules." - Captain Barbossa
- Bushnell's Law
- Intrinsic Motivation
- Tactile/Kinaesthetic Satisfaction
- Flow state/the zone
- Elegance
- Minimize Context Sensitivity
- Maximize Gameplay Parity
- Modularity/Sandbox Design
- Gameplay Density
- Mechanical (skill-based) Progression
- Unlocks should help guide the player without overwhelming them (clarity/comprehension-gating), the dopamine hit of progression is just the cherry on top. Inverting this relationship to focus on the dopamine hit is gambling design.
- Punish Inattention, not Ineptitude
- Threat-Reward Inversion
- That which you chase, becomes that which chases you, and vice-versa, on-and-on, like a snake eating its own tail