are ship interiors never coming?

And you know for a fact that happened?
Facts are so 1980.

Would be cool if one player in multicrew gets to be an engineer, player walks around the ship and fixes damaged modules or even boosts one module.
That would be deadly boring gameplay. As a gamer I'm not going to want to spend my time walking around someone else's ship just so they can get a bonus (are you a capitalist? :p). Now, if there were highly dangerous foot missions that require a crew to do and I just so happened to be on your ship and putting out fires helps the team complete the mission, that's a different story.
 
That would be deadly boring gameplay. As a gamer I'm not going to want to spend my time walking around someone else's ship just so they can get a bonus (are you a capitalist? :p). Now, if there were highly dangerous foot missions that require a crew to do and I just so happened to be on your ship and putting out fires helps the team complete the mission, that's a different story.

I would love to be the "Repair-Guy" :D
(But I doubt that will ever happen NOR is it neccessary)

Simpler Ship Interiors would already suffice VERY much <D
Hm ...
 
Sea of Thieves & Barotrauma has that kind of gameplay, where players pick their roles and carry out their duties to keep their vessel functioning.

But teamplay is built into the core of those games so it doesn't feel like you're doing menial tasks while everyone else is having fun.

Unlike in ED where 1 single player can control every ship function, you either sink or swim together.
 
And also demonstratively, there are quite a few ships that do make quite a bit of sense internally. The Cobra Mk III being a prime example. The door at the top of the front boarding and at the back of the cockpit line up perfectly, with just enough space between them and the cargo hatch for a small lift to connect the two. Of course, you can’t see either doors when deploying from the SRV, because it’s a placeholder art asset shared between all ships.

Which leads to the central problem at the moment. Which is that once we were able to get out of our ships, and doubly so when on foot, that it soon became clear that many of these ships could use a second artwork pass, to correct issues that have arisen between when they were initially designed, and how they are implemented today. Some ships, like the Cutter and Anaconda, have scaling issues that need to be fixed. Others, like the Sidewinder and Viper weren’t designed with the SRV in mind… and them lacking the capacity to deploy SRVs would’ve been better than the silly looking telescoping stilts settled on. There are still low res textures on some of the older ships, like the original Eagle.

But the fact still remains that Frontier has given us some sneak peeks, like this:

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or this:

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this:

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or this:

Source: https://m.youtube.com/watch?v=Xg9k7E4ngFw


Which is one of the reasons I won’t be satisfied with a quick and dirty, no gameplay ship interiors. Thanks to VR, I have a pretty good sense on the interior geography of my favorite ships, enough that I've built my own working Sidewinder and an incomplete Cobra Mark III in Space Engineers (I made the mistake of building the latter on a multi-player survival server), as well as in Empyrion Galactic Survival, and I know I'm not the only one to have done that. Heck, at one point I was building these ships in Minecraft. :D And of course there are FRj's and Nebohtes excellent videos.

I don't blame players for wanting interiors. I want them myself, but not as much as I want more types of worlds to explore. I may be dreaming of them, but I also dream of being able to finally land at Fort O'Brian Space port on Emerald. Because at the end of the day, these excites me more:

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Than interiors any day. Especially if I can get out of my ship and have adventures in them.

Which is why I want them to do it right, and I'm willing to wait for them to do so. It's just that when I settled down for that wait, I figured that it would take much longer than many others did.

Some are bitterly disappointed on how long its taken to even get this far. Me? I'm pleasantly surprised that Frontier is that despite their numerous issues, they're still ahead of my initial schedule... assuming we count Beyond as a "paid expansion" (executive control of giant ships) for free. After all, I assumed that ED would be at least a year late on release, and Frontier was only nine months late. ;) I assumed at least three years between paid expansions, and Frontier has been averaging two and a half.

If there's one thing I've learned in life, in the business classes I took, and the many, many, many delayed video game releases (that should've been delayed even further) is that people are natural optimists. We overestimate our own abilities, underestimate the time and effort things take, and fail to account for the known problems that will arise, let alone the unknown ones. And for some reason, despite this being a known phenomenon, very few actually think to compensate for this.

That's star citizen and starfield. Seriously can you imagine frontier designing cities like that into elite dangerous? They're still in the scope of text based user interfaces.. that's a few decades and multiple generations of game developer they have to fill out into? Can they even imagine what goes in a space like that? We're asking for the inside of a ship and thats drawing blanks?

If only.

The reason i want ship interiors is personalisation which creates a sense of ownership. Now that i've had a taste of in elite with carrier interiors, its getting more and more required every time you're just stuck in the cockpit again. I definitely appreciate the need for enrichment activities in all games, ie, gameplay, but that's not the elite dangerous i started playing. The only reason i made it was the astronomy simulator hook and the in head roleplay of being in that context..So i look at ship interiors to enhance the sense of being in space and the main opportunity it currently provides.

Are you thinking no mans sky planet side exploration? That's pretty much what you described in your other post. I would be nice to have that in ship interiors or out, but again its frontier. Do you ever want to have your expectations met? This isn't star citizen.. !!!! Them or us should get it right eventually.
 
I just saw this in Alec Turner's thread.


given Elite is a game which had over 100 staff working on paid expansions................ IF there are going to be other paid expansions and if interiors was going to be a chunk of one of them then this is the kind of level i would expect................. but at the same time this level of detail isnt something i would expect as an off the cuff freebie thrown into ED:O made by a few art guys who were twiddling their thumbs. I imagine it is a significant undertaking, so that ultimately comes back to what for me is the big question

is Elite getting more premium paid expansions.
 
I just saw this in Alec Turner's thread.


given Elite is a game which had over 100 staff working on paid expansions................ IF there are going to be other paid expansions and if interiors was going to be a chunk of one of them then this is the kind of level i would expect................. but at the same time this level of detail isnt something i would expect as an off the cuff freebie thrown into ED:O made by a few art guys who were twiddling their thumbs. I imagine it is a significant undertaking, so that ultimately comes back to what for me is the big question

is Elite getting more premium paid expansions.

yea, but guess what - making interior blueprints and keeping consistency with the current outfitting model can be quite a biatch
 
yea, but guess what - making interior blueprints and keeping consistency with the current outfitting model can be quite a biatch
indeed... one would hope this was taken into account however when it was teased as a future update. But this is one of the reasons why i postulated if ultimately Elite D 2 would not be easier.... because then perhaps our outfitting could be slightly more limited with fewer fully modularised parts and more specialised parts in each ship..... ie IF you are going to have an SLF or an SRV, then there would only be a couple of places they could go rather than potentially being able to put one miles away from the actual deploy area in the ship. This would be much harder to do in the existing game however as if a ship was out in the deep black you could not have their build suddenly become impossible after an update.

But again, FD would one hopes have had these kind of obvious issues in mind at least broadly speaking when planning the future of the game.

i still think it could work, because whilst each ship has certain module sizes we do not see where those modules go, so even IF you insisted on putting an SRV in a class 7 bay, the reality of the internal could still be such that it goes in the same space internally... if IF a krait has an SLF there is only 1 place it goes in terms of rendering, same thing with SRV...... cargo areas would be the easiest to do, and so could cobble together multiple variants for each ship., similar with passenger bays... and that is assuming we get full access which may not need to be the case.

but sure, a lot of work, and with multiple variants of different areas of a ship needed. am sure a lot could be copied over for multiple ships however and also reused not just for our ships but also a whole bunch of salvage associated gameplay of wrecks etc which would surely be part of a ship internals update
 
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And you know for a fact that happened?
For exemple, this article which summarizeson an interview of principal designer Gareth Hughes :

Other questions about gameplay details went unanswered. That’s because, principal designer Gareth Hughes said, many of those details have yet to be finalized. That includes how the game’s flight model will be changing to deal with traveling through atmospheres for the first time.
 
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yea, but guess what - making interior blueprints and keeping consistency with the current outfitting model can be quite a biatch
I kind of disagree. I always thought the "module" approach would work out quite nicely. A size 6 module has a certain dimension, maybe a door to connect to the rest of the ship and artists can fill that module's box however they like.
 
I kind of disagree. I always thought the "module" approach would work out quite nicely. A size 6 module has a certain dimension, maybe a door to connect to the rest of the ship and artists can fill that module's box however they like.

and i disagree with your disagreement :)

Check the internals placement for Krait Mk2 - specifically the size 2 optional internal (which i may use for a SRV hangar) and tell me how it connects to the hatch?
 
and i disagree with your disagreement :)

Check the internals placement for Krait Mk2 - specifically the size 2 optional internal (which i may use for a SRV hangar) and tell me how it connects to the hatch?
The Krait was added later, but luckily the earlier ships were all designed with ship interiors in mind. 😝

But you're right, SRV and SLF hangars have an extra prerequisite. But maybe those hangars would have to stay at their fixed spot and in the module slot you'll only find "control equipment". Or, you know, a closet to lock your NPC pilot into. 😄
 
But that's just some graphical assets and can easily be redrawn if needed..
It's not though, is it? The internals all exist in a 3D mathematical model so that the damage can pass through different modules on penetration.

Also, the ship skin damage model could be described as " just some graphical assets and can easily be redrawn if needed" but if it were actually easy, they wouldn't have stopped at just doing it for the Anaconda.

And I won't mention artificial gravity... but I will mention inertial damping. Without that, your CMDR will be a pancake on the ceiling if trying to walk around a ship that is manoeuvring.
 
And I won't mention artificial gravity... but I will mention inertial damping. Without that, your CMDR will be a pancake on the ceiling if trying to walk around a ship that is manoeuvring.
that ship has already sailed. i cant remember the exact numbers but i read in theory our pilots would already be jam on a seat in ships like the anaconda under full FAOFF unontrolled spin.

you seem to be holding consistency that is needed for ship internals to a FAR higher standard so you can discount them than the rest of the already implemented systems in the game.
 
... but sure, now that they're all modelled in walkable detail levels, you can have a cosmetic-only interior for your own ship too, buy wallpaper for ARX, and invite friends over for a drink (drinks not implemented).
Let's also not forget how long it took for being able to sit down on a seat in the stations to be implemented - and you still can't sit on them in the hangar lobby and some other "slimline" seat areas - can you sit on the ones in the settlements? Or are they just for storing Graphene on? :D
 
that ship has already sailed. i cant remember the exact numbers but i read in theory our pilots would already be jam on a seat in ships like the anaconda under full FAOFF unontrolled spin.

you seem to be holding consistency that is needed for ship internals to a FAR higher standard so you can discount them than the rest of the already implemented systems in the game.
Not really- it would look frankly bonkers on a Twitch stream if you're coolly sauntering around a tiny ship in multicrew whilst the actual pilot is doing crazy-ass jinking with Thargoid caustic damage flooding through the interior and multicannons zapping the internals. SC players will point and laugh.
 
I just saw this in Alec Turner's thread.


given Elite is a game which had over 100 staff working on paid expansions................ IF there are going to be other paid expansions and if interiors was going to be a chunk of one of them then this is the kind of level i would expect................. but at the same time this level of detail isnt something i would expect as an off the cuff freebie thrown into ED:O made by a few art guys who were twiddling their thumbs. I imagine it is a significant undertaking, so that ultimately comes back to what for me is the big question

is Elite getting more premium paid expansions.
Always interesting to see how different people interpret the interiors of these ships. He also managed to squeeze in four decks. FRj went with two. I'd go with one one larger "main" deck, and two smaller "utility" decks above and below it, given the modular nature of components in this game, and how large size 5 optional modules need to be to accommodate ship launched fighters.

IIRC, @Old Duck made a Krait Phantom in Space Engineers, though SE's "large blocks" are 2.5m on a side, which IMO simulaneously too big for fuel conduits, and too small to accommodate things like power cable runs, which is why I tend to build ships using small blocks in Space Engineers.
 
In the Navy we cross-trained on all systems, so that every man had at least a working understanding of every station on the boat. I was assigned to engineering, but I got to "drive the boat" as part of my training, as well as learn weapon systems, sonar, comms, etc. And as much as that was expected of regular crew, it was even more expected of the captain.

Oh, and I was the most over-qualified painter, bilge cleaner, and dishwasher ever, at least in the early months of my tour!
Don't worry mate, for my 21st I had a big party. Cafe Party.
 
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