Distance Learning for fun and profit...

At the same rate of progress, by 2175 or whenever canon ME happens, there shouldn't have been any piloted fighters at all. That the Citadel species were using them shows that they are in that respect at least not really any more advanced than 21st century earth-type humans... And makes one wonder why.

People want to play Halo: Combat Evolved, not Halo: FutureBrainjackAILinkEMWarReplicatedDroneSpamCombat Evolved, even if the latter would be "more realistic."
 
People want to play Halo: Combat Evolved, not Halo: FutureBrainjackAILinkEMWarReplicatedDroneSpamCombat Evolved, even if the latter would be "more realistic."
Would there really be any practical difference if you were piloting a humanoid drone/mech instead of being Master Chief right in there? Or, hell, replace all the normie soldiers with remotely-controlled drones instead. The Prometheans and Ancient Humans very much did that anyway, after all, would've made for a really nice call forward.
 
This bit is not really true. There's nothing stopping a ship in space rotating at any angle from its direction of travel, firing and then rotating to whichever direction it wants to accelerate in now. You could quite cheerfully skate sideways across the bow of your opponent while firing your spinal weapon directly at them and even if you engage your main engine while you do so you will only find yourself curving around in a circle around them.

You could in fact circle your opponent using only your lateral momentum and main engines while keeping your spinal weapon pointed directly at them the whole time if you get your acceleration right.
Yeah, that was the way fighters handled in Babylon 5, particularly the Starfury. The issue with it is that unless you have some form of inertial reduction, you are limited in how quickly you can spin the ship, either due to g-forces causing blackouts or structual strength. It's relatively straightforward to build your ships to handle one direction of heavy thrust, it's significantly more difficult for it to handle multiple directions.

There were a number of space flight games in the 0's that used this control system as well, a couple based on Bab5 itself("I've found her" was one), another being Evochron Legends, where it was something that could be toggled.

No plot armor needed. Just have humanity be humanity and the first thing found in the Mars Archive be a warning from the Prothians. All those interesting little tools of war promptly get dug out of the filing cabinets and get modernized.
Pretty sure I've seen a couple of fics that have done just that. Long enough ago that I don't recall the titles though, unfortunately.
 
Pretty sure I've seen a couple of fics that have done just that. Long enough ago that I don't recall the titles though, unfortunately.
The ones I've seen are, unfortunately, all 'humans start 10k years early and go Von Neumann', which is kinda rather boring. Canon timeline, realistic humanity would be fun.
 

*sighs*

And once again someone assumes all ME fans hate the council species with the strength of a thousand burning suns.

Nope! Once again someone reacted to the consistently and loudly expressed unequivocal hate for any and all Council species by ME "fans".

It's not hate for the species.
Then maybe it is time to learn a different way of expressing issues.

It's recognizing that the Council is inept, corrupt, and likely subtly brainwashed by the Citadel it's self.
Really? I believe that once the ME "fans" here discuss that instead of falling over each other to agree with speciesist sentiments.

One can like the games, find the individual species to be interesting with intriguiing societies (from what is described in game), and recognize that the politics and politicians are hopelessly corrupt and likely inept.
You could have fooled me.
 
There is a lot of info available on today's anti-ship missiles. Modern anti-ship missiles have put the Tasmanian devil among baby chickens as far as the nature, design and tactics of future warships.

Mass Effect is a first person shooter game. The space combat in Mass Effect is a first person shooter form of combat.

Using a idealized and upgraded form of modern anti-ship missiles and the "in development and in real life any day now" weapons in Mass Effect space combat and the logical flow down to ground ( and PvP ) combat might make the game more of a mutual assured destruction game.

I do not think that form of game would be a real money maker. :evil:
 
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Current cruise missiles don't have those things, yes, because as said they don't need them as the first thing, and because they're based for the most part on tech that was cutting edge in the 80s. Back then it cost millions of dollars per unit to have a computer that could do terrain following by image recognition from a camera at low altitudes and high speeds.

Now it's a single ten dollar chip.

Computer tech has moved on a lot in the intervening time. The expensive sensors and processing and so on are pretty much commodity products these days. You could literally build a functional cruise missile with a 500 mile range and a decent payload from parts from a good model shop, including a turbine engine, for a few thousand dollars. The only thing I'm surprised about is that no one has actually done it yet...
For a basic land attack cruise missile, yeah. For a cruise missile that also notices when it's being intercepted by a fighter and dodges the attack you need a sensor, most likely a radar, that lets it see that fighter coming. I don't think model shops offer tactical radars like that off the shelf!
At the same rate of progress, by 2175 or whenever canon ME happens, there shouldn't have been any piloted fighters at all. That the Citadel species were using them shows that they are in that respect at least not really any more advanced than 21st century earth-type humans... And makes one wonder why.
Well, yeah, that's one of the classic basic space combat conclusions: you've got to do something deeply weird to justify manned fighters. (Or humans aiming weapons, or really performing almost any of the 'hands on' elements of spaceship combat. But especially fighters.)

The most recent series I've read that went for that has aggressive full-spectrum jammers that are posited (for no technically plausible reason I can think of) to be a bit less debilitating to the human eye than to computerized sensors. Everybody effectively fights in thick fog, but robots would be fighting outright blind instead.
 
That the Citadel species were using them shows that they are in that respect at least not really any more advanced than 21st century earth-type humans... And makes one wonder why.
Could it be a "the path not taken" moment where everyone else discovered eezo early in their tech development, and so automated systems just couldn't keep up, so they abandoned them. Then they find the prothean ruins and their ai phobia and proceed to cripple their vi's so badly they're useless for war.
 
Would there really be any practical difference if you were piloting a humanoid drone/mech instead of being Master Chief right in there?
Yes?

For one thing if you want "realistic" warfare you definitely aren't going to be using chemical firearms in a setting 500 years into the future where humanity has AI and FTL.

rifle/pistol/shotgun is game convention after all.

gameplay aside, it also changes the stakes and emotional beats plot wise if you are not personally being shot at. You can still have a good story with stakes and emotional beats, but they won't be the same ones because the context is
 
Could it be a "the path not taken" moment where everyone else discovered eezo early in their tech development, and so automated systems just couldn't keep up, so they abandoned them. Then they find the prothean ruins and their ai phobia and proceed to cripple their vi's so badly they're useless for war.

This is in fact pretty much canon, as it happens. The eezo tech tree is a deliberate trap that is designed to get a species to develop so far and no further...
 
The ones I've seen are, unfortunately, all 'humans start 10k years early and go Von Neumann', which is kinda rather boring. Canon timeline, realistic humanity would be fun.
Only issue is that there are only 9 years between the discovery of the Prothean ruins on Mars and the start of the First Contact War. Humanity already pulled off a rediculously fast adaptation of the tech, while still in the process of deciphering it, while also splitting their resources in "colonising all the things" as soon as they gained access to the Relay network.

If there had been a clear warning in the archive then they certainly would have focused even more on military systems, but there is only so much you can do in limited time, and most of those would have almost certainly have been focused around Earth.
 
In ME, the reason you can't have drone fighters is because... that's too close to an AI. That mission in ME1 where you have to go to Earth's moon and destroy the rogue VI controlled combat drones and the "rogue VI"? The VI was actually an AI. That project was extremely illegal according to the Citadel Council. Thus why the Human Alliance military had to call in Shepard as a Human Alliance officer to quietly deal with the situation. VI, or Virtual Intelligence have to be very simplified. As in they can give scripted responses to specific questions, and that's it. For a specific situation they must always react in the exact same way. They can't make any decisions at all, other wise it's a 'rogue' VI and illegal.

Similarly, the Human Alliance spy drone you're tasked with destroying probably had a rudimentary AI, so it had to be destroyed before the Council discovered it's existence.
 
This is funny because their pseudo-physics directly explains why FTL ramming shouldn't work. The basic, relay-less Mass Effect FTL works in part by reducing the vehicle's apparent mass to zero. That means it doesn't have the kinetic energy its rest mass and speed would imply. If they do turn up its mass above zero, that means it's no longer FTL-capable.
Even if missiles dont gain any kinetic energy from going FTL, delivering a warhead at FTL speeds should still be incredibly effective as its pretty hard to shoot down a missile you cant see coming.
 
There is a lot of info available on today's anti-ship missiles. Modern anti-ship missiles have put the Tasmanian devil among baby chickens as far as the nature, design and tactics of future warships.

Mass Effect is a first person shooter game. The space combat in Mass Effect is a first person shooter form of combat.

Using a idealized and upgraded form of modern anti-ship missiles and the "in development and in real life any day now" weapons in Mass Effect space combat and the logical flow down to ground and PvP combat might make the game more of a mutual assured destruction game.

I do not think that form of game would be a real money maker. :evil:
While that depends entirely on implementation and counters offered through future tech mumbo jumbo, that is certainly an opinion the board will hold.
So i expect nothing AAA in that direction.
And god forbid someone actually figures something out that could make its way into rl combat. I mourn all the game that were never made because the were to radical and those ruined by the realities of the industry.
 
Well, you say that, but... ;)
Doesn't look like they've got enough range for the job (their 'long range' offering I saw on that page is 300 meters) but that may make the point that it's closer than I think. (EDIT: Maybe 320m or even 600m depending on which part of the product page is accurate. Still not enough warning for an air-to-air threat sensor.)
 
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I've said this before, but the whole issue with ME combat being largely throwing very fast rocks at each other is that (A) they only go in straight lines aligned with the horizontal axis of the ship, making targeting require pointing your ship directly at the enemy, which also means you're moving towards the enemy, and (B) if you're moving very fast towards each other in battle, it makes dodging an incoming projectile much harder even with ME fields. There's going to be a limit to how far you can actually move sideways while accelerating forwards. And of course if you're dodging, that means that your target lock on the opponent is necessarily lost until you can point directly at him again...
Oh PLEASE! ME is notoriously ignorant on anything related to actual science, what made you think it'd be any different with even basic physics? Still, even even disregarding ME, there's really no excuse to consider "airplanes in space" combat as even remotely realistic!

[old fart ranting sounds]*grumble grumble* ...cut my Newtonian flight simulator teeth with the original "Orbiter" as a proper nerd should and popped my true 6DoF space combat cherry with JJFFE, and let me tell you, you had to actually plan your approach, not like these pew-pew games of yours.
Kids these days need clumsy little green men to teach them the most basic of orbital mechanics, have the maths all done up for them, and even then still can't log as little as one thousand measly hours at it... *grumble grumble* I'll wager you lot didn't even play with those virtual Legos game, Space Engineers, did you? Haven't even heard of auxiliary thrusters, did you? How the hell do you think ships manoeuvre to dock?!

See here, you whippersnappers, the reason why ships would point toward each others wouldn't be to accelerate towards each other, but to reduce their cross-section as much as possible once they're in engagement range! At this point they should be able to dodge with auxiliary thrusters around the ship just fine, even go backwards with the retros in the nose, so they won't give the enemy a shot at their big, soft flanks and avoiding to expose their fragile main thrusters until the battle is completely lost. *grumble grumble*
If they kept accelerating they'd overshoot each other and potentially reduce the engagement time to as little as nanoseconds. For a prolonged engagement to occur that doesn't devolve into jousting passes, at least one of the parties - and that means the faster ships if both sides aren't trying to meet, if you didn't get that - has to manoeuvre to an intercept course that leaves both parties in the same course and at a very low relative speed, but I guess that's expecting too much from you upstarts.*grumble grumble*[/old fart ranting sounds]

More seriously: if you want to see a good example of hard sci-fi space battles take a look at Starship Operators. The plot is rather weak, the protagonists' ship gets some ridiculously OP upgrades, but it has the most realistic depictions of space battles I've ever seen.
 
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More seriously: if you want to see a good example of hard sci-fi space battles take a look at Starship Operators. The plot is rather weak, the protagonists' ship gets some ridiculously OP upgrades, but it has the most realistic depictions of space battles I've ever seen.

Have you ever read Jack Campbell's The Lost Fleet series? Hard sci-fi that really takes distances in space and the speed of light into account in it's battles.
 
This is in fact pretty much canon, as it happens. The eezo tech tree is a deliberate trap that is designed to get a species to develop so far and no further...
Aye, but it all depends on where in their development they find the trap as to whether it's crippling or not. If we found eezo in the 20's, 40's, or 60's we'd have a very different life now to the one we do have. The asari are literally tripping over the stuff, which is why they were the first to start travelling the network.

So the question then comes, why did we stagnate so long that we're still using the same basic tech that we did now.
 
See here, you whippersnappers, the reason why ships would point toward each others wouldn't be to accelerate towards each other, but to reduce their cross-section as much as possible once they're in engagement range! At this point they should be able to dodge with auxiliary thrusters around the ship just fine, even go backwards with the retros in the nose, so they won't give the enemy a shot at their big, soft flanks and avoiding to expose their fragile main thrusters until the battle is completely lost.
Auxiliary thrusters in nearly any setting offer vastly less thrust than main thrusters. The more lateral acceleration available for your dodge, the more effective it will be. You won't dodge anything much better than a thrown brick with rcs providing a small fraction of a g. Of course, you can beef those up for a combat craft if that's what you want to invest in.
 
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Auxiliary thrusters in nearly any setting offer vastly less thrust than main thrusters. The more lateral acceleration available for your dodge, the more effective it will be. You won't dodge anything much better than a thrown brick with rcs providing a small fraction of a g. Of course, you can beef those up for a combat craft if that's what you want to invest in.
When you're talking bullet flight times measured in seconds, you only need to be able to move 1/2 the cross section of the ship to dodge a single bullet. Which as their main guns seem to have a fire rate measured in seconds rather than fractions of a second, makes detecting the bullet harder than dodging it.
 
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