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Frontier: Elite II
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Frontier: Elite II
Frontier: Elite II is a space trading and combat simulator video game written by David Braben and published by GameTek and Konami in October 1993 for the Amiga, Atari ST, and MS-DOS. It is the first sequel to the seminal game Elite from 1984. The game retains the open-ended gameplay of Elite, and adds realistic physics and an accurately modelled galaxy.
Frontier: Elite II had a number of firsts to its name. It was the first game to feature procedurally generated star systems. These were generated by the game aggregating the mass of material within an early solar system into planets and moons that obey the laws of physics, but which have slightly randomised material distribution in order to ensure each system's uniqueness.
It was followed by Frontier: First Encounters in 1995 and Elite Dangerous in 2014.
There is no plot within Frontier, nor are there pre-scripted missions (as there are in the sequel First Encounters). Instead, players explore space while trading legally or illegally, carrying out missions for the military, ferrying passengers from system to system, engaging in piracy or any combination of the above. As a consequence, Frontier cannot be completed or "won", and players instead decide what to aspire to and set out to achieve it.
In Frontier, the player begins in the year 3200 and assumes the role of one of Commander Jameson's grandchildren, having inherited one hundred credits and an Eagle Long Range Fighter from him. By the game's standards, these are very modest resources, and are intended as a spur to encourage players to earn money by whatever means they feel is appropriate.
Though the plot is minimal, some background information about the universe of Frontier is provided. There are two major factions in the galaxy: The "Federation", based in the Sol system, and the "Empire", based in the Achenar system. These two factions are bitter enemies, but at the time of the game they have established a tense cease-fire, akin to the Cold War. Players are free to side themselves with the Federation, the Empire, both, or neither; the game does not restrict one's political career. Both sides have military forces that a player can run freelance missions for, with successes leading to a military promotion. The ranks of the Federation and Empire are independent of each other. Playing for both sides adds to the difficulty to acquire a rank promotion for either.
As with Elite, much of Frontier is concerned with trading: players can buy and sell a variety of goods—from food and computer parts to guns and slaves—with the aim of making the most profit possible from each trading run. Thus, learning to compare prices in various systems is essential for profitability, and calculating overheads for each trip (such as fuel, missiles, and hull repair) are essential skills. It often becomes apparent that a particular trading route is profitable, such as the Barnard's Star–Sol route. It is worth noting that some trade goods (particularly narcotics, nerve gas, weaponry and slaves) are illegal in many systems and attempting to trade in these can result in a fine from the police, which can escalate into the police attacking you if not paid. Smuggling may be worth the risk, as illegal goods generally carry a very high price on the black market.
Frontier substitutes Elite's arcade flying style for one based rigidly on Newtonian physics: momentum must first be neutralised to bring the player's craft to a stop, and turning 180° has no effect on the direction of travel until previous momentum has been counteracted. The craft's control is largely left to the player, but day-to-day tasks such as navigating from a hyperspace exit-point to a desired planet or space-station and docking can be handed over to a ship's autopilot. Travel within a star system occurs across realistic distances at realistic speeds, and therefore even with the fastest ships capable of more than 10G of acceleration, intrasystem travel can take many hours. Therefore the game provides an "accelerate time" function that makes game time pass at 10, 100, 1000, or 10,000 times the normal rate.
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Frontier: Elite II
Frontier: Elite II is a space trading and combat simulator video game written by David Braben and published by GameTek and Konami in October 1993 for the Amiga, Atari ST, and MS-DOS. It is the first sequel to the seminal game Elite from 1984. The game retains the open-ended gameplay of Elite, and adds realistic physics and an accurately modelled galaxy.
Frontier: Elite II had a number of firsts to its name. It was the first game to feature procedurally generated star systems. These were generated by the game aggregating the mass of material within an early solar system into planets and moons that obey the laws of physics, but which have slightly randomised material distribution in order to ensure each system's uniqueness.
It was followed by Frontier: First Encounters in 1995 and Elite Dangerous in 2014.
There is no plot within Frontier, nor are there pre-scripted missions (as there are in the sequel First Encounters). Instead, players explore space while trading legally or illegally, carrying out missions for the military, ferrying passengers from system to system, engaging in piracy or any combination of the above. As a consequence, Frontier cannot be completed or "won", and players instead decide what to aspire to and set out to achieve it.
In Frontier, the player begins in the year 3200 and assumes the role of one of Commander Jameson's grandchildren, having inherited one hundred credits and an Eagle Long Range Fighter from him. By the game's standards, these are very modest resources, and are intended as a spur to encourage players to earn money by whatever means they feel is appropriate.
Though the plot is minimal, some background information about the universe of Frontier is provided. There are two major factions in the galaxy: The "Federation", based in the Sol system, and the "Empire", based in the Achenar system. These two factions are bitter enemies, but at the time of the game they have established a tense cease-fire, akin to the Cold War. Players are free to side themselves with the Federation, the Empire, both, or neither; the game does not restrict one's political career. Both sides have military forces that a player can run freelance missions for, with successes leading to a military promotion. The ranks of the Federation and Empire are independent of each other. Playing for both sides adds to the difficulty to acquire a rank promotion for either.
As with Elite, much of Frontier is concerned with trading: players can buy and sell a variety of goods—from food and computer parts to guns and slaves—with the aim of making the most profit possible from each trading run. Thus, learning to compare prices in various systems is essential for profitability, and calculating overheads for each trip (such as fuel, missiles, and hull repair) are essential skills. It often becomes apparent that a particular trading route is profitable, such as the Barnard's Star–Sol route. It is worth noting that some trade goods (particularly narcotics, nerve gas, weaponry and slaves) are illegal in many systems and attempting to trade in these can result in a fine from the police, which can escalate into the police attacking you if not paid. Smuggling may be worth the risk, as illegal goods generally carry a very high price on the black market.
Frontier substitutes Elite's arcade flying style for one based rigidly on Newtonian physics: momentum must first be neutralised to bring the player's craft to a stop, and turning 180° has no effect on the direction of travel until previous momentum has been counteracted. The craft's control is largely left to the player, but day-to-day tasks such as navigating from a hyperspace exit-point to a desired planet or space-station and docking can be handed over to a ship's autopilot. Travel within a star system occurs across realistic distances at realistic speeds, and therefore even with the fastest ships capable of more than 10G of acceleration, intrasystem travel can take many hours. Therefore the game provides an "accelerate time" function that makes game time pass at 10, 100, 1000, or 10,000 times the normal rate.