User:TheCiscoKid
Contents
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
A sense of scale
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. This is also why space junk comes along for the ride when we jump, as it stays with us in our stationary local bubble.
- System: 16,777,214 cube
- Ship size (max): 510 cube
- Local bubble: radius 57,344 sphere
- Planet: radius 24,576 sphere, space station safe zone radius 49,152, distance from station 65,536
- Sun: radius 24,576 sphere, heat radius 65,536, distance from planet 65,536 to 458,752 range (based on seed)
- In-system jump: 65,536
- Speed: Units covered per game-code loop
Equipment
| Item | Price | Tech Level |
|---|---|---|
| Fuel (0.1ly) | 2.0 Cr | 1 |
| Missile | 30.0 Cr | 1 |
| Large Cargo Bay | 400.0 Cr | 1 |
| E.C.M. System | 600.0 Cr | 2 |
| Extra Pulse Lasers | 400.0 Cr | 3 |
| Extra Beam Lasers | 1000.0 Cr | 4 |
| Fuel Scoops | 525.0 Cr | 5 |
| Escape Pod | 1000.0 Cr | 6 |
| Energy Bomb | 900.0 Cr | 7 |
| Energy Unit | 1500.0 Cr | 8 |
| Docking Computer | 1000.0 Cr | 9 |
| Galactic Hyperspace | 5000.0 Cr | 10 |
| Extra Military Lasers | 6000.0 Cr | 10 |
| Extra Mining Lasers | 800.0 Cr | 10 |
| Type | Power | Pulse |
|---|---|---|
| Pulse | 15 | 10 |
| Beam | 15 | 0 |
| Mining | 50 | 50 |
| Military | 23 | 0 |
Every frame:
- Pulse Counter -2
- Laser temperature +8 if firing (overheats if >= 242), -1 if not
- Energy -1
Market
| Item | Price (base) | Economic factor | Quantity (base) | Fluctuation |
|---|---|---|---|---|
| 0 (Food) | 19 | -2 | 6 | 0-1 |
| 1 (Textiles) | 20 | -1 | 10 | 0-3 |
| 2 (Radioactives) | 65 | -3 | 2 | 0-7 |
| 3 (Slaves) | 40 | -5 | 226 | 0-31 |
| 4 (Liquor/Wines) | 83 | -5 | 251 | 0-15 |
| 5 (Luxuries) | 196 | 8 | 54 | 0-3 |
| 6 (Narcotics) | 235 | 29 | 8 | 0-120* |
| 7 (Computers) | 154 | 14 | 56 | 0-3 |
| 8 (Machinery) | 117 | 6 | 40 | 0-15 |
| 9 (Alloys) | 78 | 1 | 17 | 0-31 |
| 10 (Firearms) | 124 | 13 | 29 | 0-7 |
| 11 (Furs) | 176 | -9 | 220 | 0-63 |
| 12 (Minerals) | 32 | -1 | 53 | 0-3 |
| 13 (Gold) | 97 | -1 | 66 | 0-7 |
| 14 (Platinum) | 171 | -2 | 55 | 0-31 |
| 15 (Gem-Stones) | 45 | -1 | 250 | 0-15 |
| 16 (Alien items) | 53 | 15 | 192 | 0-7 |
- Narcotics fluctuates in steps of 8 (0, 8, 16, etc...)
- Gold, platinum and gem-stones don't occupy cargo space.
Scooping
| Cargo canister | Random (0-6) |
| Escape pod | Slaves (3) |
| Alloy plate | Alloys (9) |
| Splinter | Minerals (12) |
| Thargon | Alien items (16) |
| Temp. | Distance | Condition |
|---|---|---|
| 30° | >32,768 | Ambient |
| >224° | <32,768 | Fuel scoop |
| >255° | 22,016 | Die |
Flying at a higher speed = faster fuel scoop rate
Mining
Destroying an Asteroid with a Mining Laser spawns 0-3 Splinters.
Bounty
| 0 | Clean |
| 1-49 | Offender |
| 50+ | Fugitive |
| Slaves | +2 per ton |
| 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
AI
| AI enabled | 0-1 |
| Hostile | 0-1 |
| Aggression level | 0-63 |
| E.C.M. | 0-1 |
| Trader | Flies toward planet |
| Bounty hunter | Becomes Hostile to Fugitives |
| Hostile | Attacks on sight |
| Pirate | Attacks on sight, respects safe zone |
| Docking | Flies toward station |
| Innocent bystander | Station spawns cops if attacked in safe zone |
| Cop | +64 bounty if killed (instant Fugitive) |
| Escape Pod | Has escape pod |
Spawn Logic
Main Loop Spawn Logic:
Every 256 frames (if not in Witchspace):
├─13%
| └─if < 3 JUNK [Escape Pod, Alloy Plate, Cargo Canister, Boulder, Asteroid, Splinter, Shuttle or Transporter]
| ├─50% Trader [Cobra Mk III, Python, Boa, Anaconda]
| | ├─50% ECM
| | ├─50% Docking/Hostile
| | ├─16-31 Speed
| | └─0-63 Aggression
| └─50% Non-Trader
| ├─98.8%
| | ├─50% Asteroid
| | ├─48% Boulder
| | └─2% Cargo Canister
| └─1.2% Rock Hermit [ECM]
└─87%
├─if random (0-255) >= BAD
| └─Viper [1 missile, speed 32, 4% ECM, aggression 32-63]
├─0.4%
| ├─96.8% Thargoid [6 missiles, speed 39, ECM, 63/63 aggression]
| └─3.2% Cougar [4 missiles, speed 27, ECM, 60/63 aggression, no AI]
├─if government 1–7:
| ├─53% no spawn
| └─if random (0–7) < government; no spawn
├─61% Pirates [Sidewinder, Mamba, Krait, Adder, Gecko, Cobra Mk I, Cobra Mk III, Worm]
| ├─4% ECM
| └─32-63 aggression
└─39% Bounty Hunter [Cobra Mk III (pirate), Asp Mk II, Python (pirate), Fer-de-Lance]
├─22% ECM
└─32-63 aggression
Tactics Spawn Logic:
Every frame (applied to 1-2 ships depending on value of main loop counter in MCNT):
Station
├─6.2% (if Hostile) Viper [max 7, ECM, 56/63 aggression]
└─0.8% (if non-Hostile and no Transporters)
├─50% Transporter
└─50% Shuttle
Rock Hermit
└─22% Sidewinder, Mamba, Krait, Adder or Gecko [ECM, 56/63 aggression]
Anaconda
└─22%
├─61% Worm [56/63 aggression]
└─39% Sidewinder [56/63 aggression]
Thargoid
└─90% (if less than half Energy)
└─if random (0-31) < Missiles
└─Thargon [63/63 aggression]
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 |
Elite 2 (Unreleased)
- "We had spaceships flying about, filled planets." - David Braben, 1992 The One Interview
- "I had been working on various 3D landscape algorithms on the (old) BBC Micro for the Elite sequel, each being either too slow, or not looking good." - David Braben, 1987 The Micro User Interview
Elite-A
- IFF Scanner
- Encyclopedia Galactica
- Buying ships
- Special cargo missions
ArcElite
"Our philosophy behind Archimedes Elite was simple: the player should not be the centre of attention. To put this into practice, every object іп space has its own mission. A ship's behaviour in space was out of our control as soon as the game's ship ‘director’ had selected them for inclusion in a particular scene. For the first time in Elite, ships fought each other. Sometimes we'd fly out to the sun and see 30 or 40 pirates at war, only to be stopped by a band of Police Vipers with their unique white lasers. We also introduced ships flying in formations: Missionaries in herds, Mambas huddled in groups to protect wealthy pirates; Vipers in sixes and sevens." - Clive Gringras Interview, Acorn User Sept 1995
Sun and Planet Size
While the sun and planet share a fixed size regardless of solar system in the original Elite, both of these values could theoretically be derived in a vanilla-compatible manner:
- Sun size: A random number between 80 and 255 determines the size of the point on the system charts (see: TT22)
- Planet size: The Average Radius figure on the System Data screen (see: TT25)
Of course, as the sun and planet's size, the distance between them, and the 'Goat Soup' description are derived independently, this is unlikely to yield realistic results.
Elite Source Code Family Tree
BBC Micro (Cassette) [1984] ├─ Acorn Electron [1984] ├─ BBC Micro (Disc) [1984] │ └─ Elite-A (Angus Duggan) [1993] │ └─ Elite-B (Dr Beeb) [2014–2018] └─ 6502 Second Processor (Tube Elite) [1985] ├─ Commodore 64 [1985] │ └─ Elite 128 (Ullrich von Bassewitz) [1998] ├─ Apple II [1986] │ └─ BBC Master [1986] └─ NES (PAL) [1991] ZX Spectrum (Torus, Ricardo Pinto) [Nov 1985] ├─ Novosibirsk Elite (Vladimir Kladov) [1992–93] │ └─ Elite Legend (PLM) [2021] ├─ Amstrad CPC (Torus) └─ Tatung Einstein (Merlin) MS-DOS (Realtime, Andy Onions) [1987] MSX (Mr. Micro, Rob Nicholson) [1987]
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
- Punish Inattention, not Ineptitude