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This usually involved several craft at once. When you engaged in combat in Elite, one would basically fly around with the other craft, exchanging pot shots until someone died. Frontier is no different in this regard, only its execution leaves much to be desired. In Elite, combat was usually a way of life, as one day would usually never go by without an enemy encounter of some type. The first of these problems is engaging in combat. While Frontier does a lot of things right, and can be a delightfully fun game, it also has some annoying problems. The game might be a bit dated compared to some of its contemporaries such as Wing Commander: Privateer, but considering the size of the universe, it would have taken too many disks to represent it in that level of detail. The music and sound, which now can run through sound cards, is also nice, and it's great to see that the music from the original game, as well as several other pieces, made it into this release. The graphics and sound are improved over the original, with 256-color, vibrant graphics filling our screens with a large universe. In the original Elite, your ship was a one-man ship, but in Frontier, bigger ships can require up to ten people as a crew requirement, so make sure you have all your spaces filled, or else you won't be able to take off. The bigger a ship you acquire, the more crew spaces you'll need to fill. Once you make more money, however, you can move onto bigger and better things. III fighter, a small one manned craft with a puny laser, tiny cargo compartment, and a relatively short range. While this ship is still available in Frontier (it still makes a great jack-of-all-trades ship), we now have several more ships that can fill more specialized roles. In Elite, you only flew one ship, the venerable Cobra Mk III. We also now have many more ships to fly than in the original game.
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In Frontier, systems can be populated with several moons and planets, making for a much more interesting ride. In Elite, each system had one planet to fly to. The systems these planets are in are also more detailed now than in the original. This gives a lot more variety in the scenery.
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Now, however, inhabited planets can have space stations and colonies on the surface itself, both of which can be used for landings. In Elite, the only place you could land were those spinning space stations above the planets in question. We now also have the option of landing on planets. The mission selection has been increased at least by a factor of three, and there's a lot of variety within each type of mission that they don't get stale. There are now, at each port, bulletin boards with job listings, which can range from ferrying passengers and cargo to collecting bounties on targeting people.
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Unfortunately, while Frontier is a good, sometimes great game, it lacks the sheer charm and playability of the original Elite due to a few frustrating problems.įirst, the game gives us many more choices in how to make money in the universe.
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Elite was a highly ambitious game that stretched the boundaries of what a game could be, and a sequel would have to be pretty mighty to live up to the original. When one tries to follow up a classic like Elite, one can only imagine the stress involved on those who are making it. Well, David Braben has attempted to give us all what we wanted with Frontier, the ambitious sequel to a well-loved classic. Everyone involved knew that the gaming public wanted a sequel, and we wanted that sequel to have more of everything.more ships to fly (you only flew one in Elite), more planets, more space stations, more enemies, and so on.
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When Ian Bell and David Braben ended their reign as co-developers, the future of the series was unclear. Games such as Wing Commander: Privateer or X: Beyond the Frontier, owe quite a lot to the original Elite. The amount of freedom given to the player in Elite was something no other game had done at the time, and it laid the groundwork by which all future space exploration/trading games would be based on, as well as judged by, in the years to come. You could make a lot of money ferrying cargo from one planet to the next, or collecting bounties on killed pirates, or ferrying supplies to frontier worlds that needed them, and so on. Once you've begun, it's all up to the player to decide where to proceed next. Elite started you off with a ship with limited weaponry, range, and cargo capacity. If you're not aware of this classic (and shame on you if this is the case), then I'll venture to explain. Elite was such a hit because it gave many gamers something they truly longed for, a sense of total freedom. Frontier: Elite II is the sequel to the award winning classic, Elite, co created by Ian Bell and David Braben.