Elite: Lore

01 May 2024, 1:49pm
Yeah, that's an absolutely valid assumption: knowing how game design works (a bit), it's not that difficult to apply these rules for Elite and Thargoids too. The in-game 3D model, hitboxes and general behaviour scripts may remain the same most of the time, yet there could possibly (much likely) be some variables to adjust the parameters for different game modes, instance types etc., and whilst plain straightforward pulling the hitpoint slider left and right, so to speak, may be too crude, obvious and shitstorm-generating once the players figure out the differences, there may be more intricate variables at play, such as 'at which angle it starts to attack', 'how quick it reacts to the situation' etc. and slight changes in them are way more difficult to spot and address: you have that feeling of 'something isn't right, isn't common about that particular Thargoid' but you can't figure out what exactly, it may feel more or less difficult to deal with even having absolutely the same 'hard' parameters as speed, manoeuvrability and hit points.

Of course that's just a speculation and an attempt to extrapolate some generic game design patterns onto Elite, and this may or may not be true and I have no way to know it other than landing a job at FDev, which is super unlikely to happen 'as is', and, even if I imagine it happening, I won't be able to speak about it on third-party forums or speak at all due to non-disclosure stuff lol.
01 May 2024, 4:37pm
Sampi OgonekI do not contest the notion that AX combat zone scenarios may have been changed in a way that makes Medusa kills harder; but that is quite different from the Interceptors themselves having been beefed up (or nerfed). Kind of like the difference between the difficulty of a car race and the difficulty of the race track.

Either or the end results are the same.


Last edit: 03 May 2024, 11:41am

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