Elite Dangerous FAQ: Difference between revisions
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''Elite Dangerous ''relied initially on crowdfunding, raising £1,578,316 on Kickstarter. This was primarily to check if there was enough interest to develop the game. The actual budget for the initial release was a lot higher. After the official launch of the game (version 1.0), further development of the game has been funded through sales of the game, the [[Horizons]] season pass, cosmetic items on the [https://www.frontierstore.net Frontier Store], investors, as well as sales of other games developed by [[Frontier Developments]], such as [http://www.planetcoaster.com Planet Coaster], LostWinds and upcoming games like [http://www.jurassicworldevolutiongame.com Jurassic World Evolution].
''Star Citizen ''initially relied on crowdfunding on Kickstarter, raising $2,134,374. Crowdfunding still remains the primary source of funding for the game, though the funding was instead moved to the official website of the game. The website allows players to both directly pledge money to the game through donations and through game packages, which contain the game, ships, hangars and in-game money. Star Citizen is the most crowdfunded product of all time, having raised over $
'''Story'''
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''Elite Dangerous'' has and ''Star Citizen'' will have an on-going [[Elite: Dangerous FAQ#I have heard that the .22Elite.22 series have no actual storyline. Is that true.3F|background story]] which will be influenced by the players and augmented with developer injected events. Elite Dangerous takes place much further into the future (34th century). As such the technology is more advanced with a more futuristic science fiction setting. The universe of Elite is generally grittier and more realistic in the sense that there are no clear Hollywood style good and bad guys.
''Star Citizen'' comes with a [http://starcitizen.wikia.com/wiki/Squadron_42 single-player focused cinematic scripted campaign] called ''Squadron 42'' and is projected for general episodic releases starting from late
'''Ship Design and landing on planets'''
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In ''Elite Dangerous'', the [http://i.imgur.com/vXLnJea.png ships] are relatively [https://dl.dropboxusercontent.com/u/33305725/Elite/comparison.jpg larger] for [[Ships#Faction Ships|their class]], and atmospheric capable ones are modeled to be [[Elite: Dangerous FAQ#Why are the ships simpler in design compared to other games.3F|aerodynamically streamlined and symmetrical]], and therefore carry their weapons within a bay. This provides ships with hulls that are able to enter and [[Elite: Dangerous FAQ#Will landing and docking be seamless in .22Elite: Dangerous.22.3F|freeform (manual pitch/yaw/roll)]] fly through planet atmospheres at hypersonic speeds. Capital ships are in the [http://elite.frontier.co.uk/images/newsletter_2013_09_06/schematic_flat_FEDCAP.png 2 km range]
In ''Star Citizen'' the ships are less aerodynamically streamlined and carry their weapons outboard, some are [http://starcitizen.wikia.com/wiki/Scythe asymmetrical.] Players can own capital ships [https://robertsspaceindustries.com/pledge/ships/aegis-javelin/Javelin
'''Methods of Travel'''
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''Elite Dangerous'' has freeform (manual pitch/yaw/roll) [[Elite: Dangerous FAQ#How will we travel those vast distances in such a huge galaxy.3F|interplanetary fast travel]]; aka Super Cruise. Due to the [[Elite: Dangerous FAQ#How big will planets and star systems.C2.A0be.3F|realistic 1:1 scale galaxy]] with proper distances, it necessitates [[Elite: Dangerous FAQ#How will we travel those vast distances in such a huge glaxy.3F|faster than light speeds]], specifically up to 2001 times the speed of light (2001c). These high speeds make travel times practical with [[Elite: Dangerous FAQ#Will there be detailed ship managment and avionics.3F|very long range sensors and combat interaction]]. Players are able to seamlessly enter [[Elite: Dangerous FAQ#How will we travel those vast distances in such a huge glaxy.3F|hyperspace]] to travel from anywhere in a system to another star.
''<nowiki>Star Citizen'</nowiki>''s interplanetary fast travel - Quantum Drive - allows for speeds up to 0.2c (20% the speed of light) across a solar system. This limit is for realism reasons, [https://www.reddit.com/r/starcitizen/comments/3yhcx1/can_i_ask_why_02c_was_chosen_to_be_the_maximum/cydjw8m as there is no lore explanation for radiation shielding beyond 0.25c]. Due to this, distances between planets are [https://www.reddit.com/r/starcitizen/comments/3yhcx1/can_i_ask_why_02c_was_chosen_to_be_the_maximum/cydhde1 scaled down] in order to make travel times practical. QDrive allows for freeform travel within a solar system, although [https://www.youtube.com/watch?v=9HvTwW055KE only in a straight line.] Travel between solar systems requires [https://forums.robertsspaceindustries.com/discussion/comment/1738871/#Comment_1738871 wormhole-like jump points (which will allow some interactivity) at fixed locations]
'''Galaxy'''
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''Elite Dangerous'' has a vast 1:1 scale Milky Way galaxy based on real scientific principles, current scientific data and theories. It's modeled on current galactic charts. [[Elite: Dangerous FAQ#Will planets rotate and orbit around stars.3F|Planets and moons will rotate and orbit in 1:1 scale real-time]], therefore constantly changing a system's environment. As such Elite Dangerous is more hard science fiction than Star Citizen.
''<nowiki>Star Citizen'</nowiki>''s galaxy will have [https://robertsspaceindustries.com/starmap 120 star systems] at launch, and an unknown number of explorable, [https://www.youtube.com/watch?v=69ck049Bg_I procedurally generated] systems. [https://www.youtube.com/watch?v=oXqoyZxI_GE&t=1286 Time is compressed to 2 hours for each day (1:12 scale time)]. Due to QDrive speed limits, distances between planets are [https://www.reddit.com/r/starcitizen/comments/
'''Weapons'''
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''Elite Dangerous'' deals with this by limiting the yaw rate and enforce an optimum corner speed by way of [[:File:Cobra.jpg|thruster placement]] and limits in the flight control computer, forcing to roll and then pitch to get the most efficient turn rate, in addition there is a [http://en.wikipedia.org/wiki/G-LOC G-LOC] system, a preliminary version can be seen [https://www.youtube.com/watch?v=FQGRKuOtrPg here.]
In ''Star Citizen'' ships can be pointed more intuitively in a fashion akin to FPS, requiring a strong yaw. It deals with turreting by having a [http://en.wikipedia.org/wiki/G-LOC G-LOC] system [https://www.youtube.com/watch?v=VY5x85F-DKM&t=191 as seen here]
'''Multiplayer'''
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