Difference between revisions of "User:TheCiscoKid"
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TheCiscoKid (talk | contribs) (→Original Elite Universe) |
TheCiscoKid (talk | contribs) (→Original Elite Universe) |
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| − | == | + | ==Elite== |
| − | Our ship is always at the | + | *'''System Name''' |
| + | *'''Species''' (either Human Colonials, or an alien species that consists of up to three adjectives and a species name): | ||
| + | **'''Adjective 1:''' Large, Fierce, Small | ||
| + | **'''Adjective 2:''' Green, Red, Yellow, Blue, Black, Harmless | ||
| + | **'''Adjective 3:''' Slimy, Bug-Eyed, Horned, Bony, Fat, Furry | ||
| + | **'''Noun:''' Rodents, Frogs, Lizards, Lobsters, Birds, Humanoids, Felines, Insects | ||
| + | *[https://elite.bbcelite.com/deep_dives/extended_system_descriptions.html '''Description ("Goat Soup")'''] | ||
| + | *'''Economy:''' Rich Industrial, Average Industrial, Poor Industrial, Mainly Industrial, Mainly Agricultural, Rich Agricultural, Average Agricultural, Poor Agricultural | ||
| + | **[https://elite.bbcelite.com/deep_dives/market_item_prices_and_availability.html Market item prices and availability] | ||
| + | *'''Government:''' Anarchy, Feudal, Multi-Government, Dictatorship, Communist, Confederacy, Democracy, Corporate State | ||
| + | **If the Government is Anarchy or Feudal, the Economy can't be Rich. | ||
| + | **Tech Level, Population, Gross Productivity and Average Radius are derived from Economy and Government. | ||
| + | *'''X/Y Coordinates''' | ||
| + | *'''Planet/Sun Position''' | ||
| + | ---- | ||
| + | Our ship is always at the center 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 | *'''System:''' 16,777,214 cube | ||
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Source: [https://elite.bbcelite.com/deep_dives/a_sense_of_scale.html A sense of scale] | Source: [https://elite.bbcelite.com/deep_dives/a_sense_of_scale.html A sense of scale] | ||
| − | + | ---- | |
| − | |||
'''SCOOPING:''' | '''SCOOPING:''' | ||
*Cargo canisters (randomly: food, textiles, slaves, liquor/wines, luxuries, narcotics or computers) | *Cargo canisters (randomly: food, textiles, slaves, liquor/wines, luxuries, narcotics or computers) | ||
| Line 33: | Line 47: | ||
|} | |} | ||
Flying at a higher speed = faster scoop rate | Flying at a higher speed = faster scoop rate | ||
| − | + | ---- | |
| − | |||
| − | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Bounty Status | |+ Bounty Status | ||
| Line 62: | Line 74: | ||
|} | |} | ||
Bounty Hunters and Cops go after Fugitives | Bounty Hunters and Cops go after Fugitives | ||
| − | + | ---- | |
| − | |||
'''WITCHSPACE:''' | '''WITCHSPACE:''' | ||
*0.78% chance of misjumping | *0.78% chance of misjumping | ||
| Line 70: | Line 81: | ||
*In-system jumps and escape pod (in 6502 versions) are disabled | *In-system jumps and escape pod (in 6502 versions) are disabled | ||
*No planet/sun/space station, reduced stardust particles (max. 3) | *No planet/sun/space station, reduced stardust particles (max. 3) | ||
| − | + | ---- | |
| − | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ VERSION DISCREPANCIES: | |+ VERSION DISCREPANCIES: | ||
Revision as of 15:10, 22 July 2025
Elite
- System Name
- Species (either Human Colonials, or an alien species that consists of up to three adjectives and a species name):
- Adjective 1: Large, Fierce, Small
- Adjective 2: Green, Red, Yellow, Blue, Black, Harmless
- Adjective 3: Slimy, Bug-Eyed, Horned, Bony, Fat, Furry
- Noun: Rodents, Frogs, Lizards, Lobsters, Birds, Humanoids, Felines, Insects
- Description ("Goat Soup")
- Economy: Rich Industrial, Average Industrial, Poor Industrial, Mainly Industrial, Mainly Agricultural, Rich Agricultural, Average Agricultural, Poor Agricultural
- Government: Anarchy, Feudal, Multi-Government, Dictatorship, Communist, Confederacy, Democracy, Corporate State
- If the Government is Anarchy or Feudal, the Economy can't be Rich.
- Tech Level, Population, Gross Productivity and Average Radius are derived from Economy and Government.
- X/Y Coordinates
- Planet/Sun Position
Our ship is always at the center 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
- The space station safe zone
Source: 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
| 0 | Clean |
| 1-49 | Offender |
| 50+ | Fugitive |
| Slaves/Narcotics | +2 per ton |
| Firearms | +1 per ton |
| Killing cops | +64 |
| Hyperspace | Halves bounty |
| Galactic Hyperspace | Resets to 0 |
| Escape Pod | Resets to 0 |
Bounty Hunters and Cops go after Fugitives
WITCHSPACE:
- 0.78% chance of misjumping
- Fuel is spent prior to misjump
- Can only escape via hyperspace (or escape pod in Disc version)
- In-system jumps and escape pod (in 6502 versions) are disabled
- No planet/sun/space station, reduced stardust particles (max. 3)
| Case | Cassette | Disc | 6502 | Later |
|---|---|---|---|---|
| Escape Pod in Witchspace | Death | Yes | Disabled | Disabled |
| Energy Bomb kills Thargoids | Yes | Yes | Yes | No |
| Energy Bomb vs. Constrictor | Yes | Yes | No | No |
| Cougar Cloaking Device | - | - | No | Yes |
| Kill Count by Ship Type | No | No | No | Yes |
| Kill Count for Non-Ships | No | Yes | Yes | Yes |
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