User:TheCiscoKid

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Revision as of 15:27, 22 July 2025 by TheCiscoKid (talk | contribs) (Elite)

Elite

Galaxy and system seeds:

  • 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


Cargo Scooping
Cargo canister Random (0-6)
Escape pod Slaves (3)
Alloy plate Alloys (9)
Splinter Minerals (12)
Thargon Alien items (16)
Fuel Scooping
Temp. Condition
30° Ambient
>224° Fuel scoop
>255° Die

Flying at a higher speed = faster fuel scoop rate


Bounty Status
0 Clean
1-49 Offender
50+ Fugitive
Bounty Mechanics
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)

VERSION DISCREPANCIES:
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
  • 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