Odyssey would be amazing if it had ship interiors.

Back then I even made a post asking them to introduce the various destinations for Carrier interiors sections.
I have absolutely no idea why they removed that feature!
Its simple, the demo is a proof of concept, not a final product. What will have happened would be someone that came up with several alternatives, bolted them together and produced the demo. Then the money people would have come in and said. "You can achieve that with half the rooms and corridors. If we remove those then our costs will go down and our profits will go up.". Actually there was probably no profit increase due to adding fleet carrier interiors. There is therefore no financial gain in adding the extra rooms. Now if we could purchase extra rooms and decorate them using ARKs then the incentive would be there, but that involves Fdev making a leap of faith that the income would exceed the initial expenditure. With all the negative vibes and rudeness to Fdev on the forum I'm not too surprise they are scared to take the leap.
 
Its simple, the demo is a proof of concept, not a final product

It was "the revelation stream" - i would expect what was revealed to actually make it into the game.
Basically a case of: this is how it's going to look and work, not a case of: this may happen if we get the budget for it.

Then the money people would have come in and said. "You can achieve that with half the rooms and corridors. If we remove those then our costs will go down and our profits will go up.". Actually there was probably no profit increase due to adding fleet carrier interiors. There is therefore no financial gain in adding the extra rooms.

It's not about to add rooms and corridors. Everything is already in the game, less the option to have multiple destinations for elevators.

But, i guess it's a moot point already and not something that will ever make it in the game.
(Pretty much like the fabled Odyssey engineering blueprints and blueprints pinning that was announced in the U8 Patch notes, but never actually made it in the game 😒 )
 
I wonder if the problem was that the original design was a Wonkavator connecting the front & real elevators as they are now, and we know how ppl around here can hate on things not being realistic enough ;)

wonkavator.gif
 
Both.

But what I am trying to do is keep this on topic here. Saying how there are good mechanics in a game and the potential they might have in Elite is one thing. Going off on a page and a half about other games,

Fair point, fixed.


I watched the video you supplied. I must admit that I did not like the transition between outside the craft to inside. It was an instant jump and felt really unnatural. The transition time for ED is much longer (Hence the large amount of black screen), so I don't think that type of transition will work.

Yeah i've been thinking about that myself, because it certainly is noticable in subnautica.. Both the quickness, and the second step. Subnautica has you going back in and out of your ship every 2 minutes for air, which elite doesn't do, so i think the problems from subnautica would be very different.

It may sound odd, but the fade to black transitions are probably not that much of a problem.. its going directly from your chair and skipping the experience of getting out of your seat. Just considering elite, landing on a moon, walking to the back door of your cockpit and fading to black to the srv would be okay. For legs, you probably need to walk there a bit more, but that would depend on how realistic getting that developed would be. Appearing at the top of landing gear would be just fine, it beats the current teleport.

Just in case you missed a prior thread, there's a better example from subnautica 1 (just imagine this is a python) which might fill the gaps in imagination:

Source: https://www.youtube.com/watch?v=uydt-0hJMJg
 
It was "the revelation stream" - i would expect what was revealed to actually make it into the game.
Basically a case of: this is how it's going to look and work, not a case of: this may happen if we get the budget for it.
I'm willing to bet it was a case of "We need a video of how it looks now. Not got one. Let's use the proof of concept instead."
 
Fair point, fixed.




Yeah i've been thinking about that myself, because it certainly is noticable in subnautica.. Both the quickness, and the second step. Subnautica has you going back in and out of your ship every 2 minutes for air, which elite doesn't do, so i think the problems from subnautica would be very different.

It may sound odd, but the fade to black transitions are probably not that much of a problem.. its going directly from your chair and skipping the experience of getting out of your seat. Just considering elite, landing on a moon, walking to the back door of your cockpit and fading to black to the srv would be okay. For legs, you probably need to walk there a bit more, but that would depend on how realistic getting that developed would be. Appearing at the top of landing gear would be just fine, it beats the current teleport.

Just in case you missed a prior thread, there's a better example from subnautica 1 (just imagine this is a python) which might fill the gaps in imagination:

Source: https://www.youtube.com/watch?v=uydt-0hJMJg
The problem is the balancing between the "I just want to get outside so I can scan that plant" and the "I want to experience the opening of every door and do every step to get outside" people. If it is just a long trudge to the exit then that will soon get boring. If there are is plenty to do in between then that is better. The video you attached here works because there were dozens of interactions and customisations. I still did not like the instant transition from open hatch to sat in the sub seat. I would also find certain activities, like landing ship and scanning a plant tedious if I had to do the interactive bit in between all the time. So an "Exit immediately" and and "exit to rear of ship" option would be nice.

I also agree that transitioning to the top of the stairs rather than the magic blue circle would be a great improvement, though I think there may be technical issue where the end of the ladder does not meet the ground or gets buried in a rock. Not an impossible task, but not a trivial one either.
 
Saying how there are good mechanics in a game and the potential they might have in Elite is one thing.
Well I'd like to suggest that Frontier add poker games to station concourses and fleet carriers, like in Red Dead Redemption 2. And lest you think that poker has nothing to do with space ships:

41V-NWBL0PL._AC_SX342_.jpg


STTNGs37.jpg


It sure would help pass the time while waiting for the carrier to jump! It would also give us something to throw credits (or materials) at.

Of course that would require artificial gravity or magnetic cards and chips.. Though I think we all know that AG is the unspoken, inconvenient truth of Elite these days.
 
Actually, my "rationale" for why it's not released in this more awesome state is much funnier than that. It's because Braben has shares in that other space games company too, and is still giving them a chance.
Ha, and folks say that I indulge in conspiracy theories. :) (fair play though, I do tend to theorize a lot)
 
Back then I even made a post asking them to introduce the various destinations for Carrier interiors sections.
I have absolutely no idea why they removed that feature!

With the areas pretty close to each other, I think having a hallway works better overall. However, if there were some more distant parts of the Fleet Carrier made accessible, like some viewing rooms and such, then for sure, I think the lift works well. But would still like to be able to take the walk if possible though honestly.
 
Its simple, the demo is a proof of concept, not a final product. What will have happened would be someone that came up with several alternatives, bolted them together and produced the demo. Then the money people would have come in and said. "You can achieve that with half the rooms and corridors. If we remove those then our costs will go down and our profits will go up.". Actually there was probably no profit increase due to adding fleet carrier interiors. There is therefore no financial gain in adding the extra rooms. Now if we could purchase extra rooms and decorate them using ARKs then the incentive would be there, but that involves Fdev making a leap of faith that the income would exceed the initial expenditure. With all the negative vibes and rudeness to Fdev on the forum I'm not too surprise they are scared to take the leap.
I think building a small captain's quarters with a few rooms wouldn't be so tough to do and being able to implement some ARX based customizations to it would likely yield a positive bump in cosmetic sales accordingly. Though of course, the FC isn't something that everyone has so maybe it would be a better idea to implement apartment rentals in Coriolis stations instead (preferably in addition), that way everyone can have their pad(s) to retire to at the end of a gaming session. But then, adding stuff to stations might be a lot more work than the first option. I'd still love to see it though.
 
Fair point, fixed.




Yeah i've been thinking about that myself, because it certainly is noticable in subnautica.. Both the quickness, and the second step. Subnautica has you going back in and out of your ship every 2 minutes for air, which elite doesn't do, so i think the problems from subnautica would be very different.

It may sound odd, but the fade to black transitions are probably not that much of a problem.. its going directly from your chair and skipping the experience of getting out of your seat. Just considering elite, landing on a moon, walking to the back door of your cockpit and fading to black to the srv would be okay. For legs, you probably need to walk there a bit more, but that would depend on how realistic getting that developed would be. Appearing at the top of landing gear would be just fine, it beats the current teleport.

Just in case you missed a prior thread, there's a better example from subnautica 1 (just imagine this is a python) which might fill the gaps in imagination:

Source: https://www.youtube.com/watch?v=uydt-0hJMJg
That looks good. The biggest takeaway from it that I'd like to see would be that it looks to me that you can take screenshots and hang them up on the wall as pictures? If so, that would be amazing to be able to do in Elite, like having pictures along the wall of the corridor in the fleet carrier and bar etc., or even have an ante room that is a gallery.
 
Well I'd like to suggest that Frontier add poker games to station concourses and fleet carriers, like in Red Dead Redemption 2. And lest you think that poker has nothing to do with space ships:

41V-NWBL0PL._AC_SX342_.jpg


STTNGs37.jpg


It sure would help pass the time while waiting for the carrier to jump! It would also give us something to throw credits (or materials) at.

Of course that would require artificial gravity or magnetic cards and chips.. Though I think we all know that AG is the unspoken, inconvenient truth of Elite these days.
Yes, would love to be able to play some TX Hold 'Em for credits on my FC. I know some may think of this stuff as fluff, but they are good for immersion and also keep players in the game.
 
Fair point, fixed.




Yeah i've been thinking about that myself, because it certainly is noticable in subnautica.. Both the quickness, and the second step. Subnautica has you going back in and out of your ship every 2 minutes for air, which elite doesn't do, so i think the problems from subnautica would be very different.

It may sound odd, but the fade to black transitions are probably not that much of a problem.. its going directly from your chair and skipping the experience of getting out of your seat. Just considering elite, landing on a moon, walking to the back door of your cockpit and fading to black to the srv would be okay. For legs, you probably need to walk there a bit more, but that would depend on how realistic getting that developed would be. Appearing at the top of landing gear would be just fine, it beats the current teleport.

Just in case you missed a prior thread, there's a better example from subnautica 1 (just imagine this is a python) which might fill the gaps in imagination:

Source: https://www.youtube.com/watch?v=uydt-0hJMJg
Thanks for the tour of that beautifully decorated Cyclops from Subnautica. Mine typically had a lot of the function features (storage lockers, plants for food, medkit dispenser), but that one was decorated gorgeously.

While I really want functional ship interiors, I think the Cyclops may actually be an argument against them waiting. Why do I say that? Notice the fire extinguishers mounted throughout the Cyclops. For those who haven't played the game, you can actually use them to put out fires when your sub gets critically damaged. You can also install a centrally controlled fire suppression system. My point is that while I rarely got to use both in the long early access period, by the time the game was fully released, I NEVER needed to do this. In fact, I rarely even had to leave the sub to do external repairs on the hull. They had added so much functionality to Cyclops, that it was rare it took damage. And if it was so badly damaged you had a fire break out... you're about to die anyway.

Sadly, I think a lot of the "fun" mechanics we think would be good for ship interiors, won't work. Either are ships are undamaged (shield tanks) or we're dead before we could do any internal repairs. Honestly, the only time I can think of where this would be needed would be post AX combat - either after winning or running away. You might need to run around and use a caustic extinguisher and/or repair internal modules by hand. While I would love this level of immersion, I have a feeling the ratio of Dev development time to actual player use would be very bad.

I'm still very much in favor of ship interiors. I'm also in favor of having fun stuff to do in the interiors. However, I have yet to see idea where they could do that and it would be worth it (i.e. not a waste of their time for something never used, or an annoyance we now always have to deal with).

I still think they should implement the interiors, just so we can walk around. Then they can add the interactivity later. I don't want them to get stuck in forever feature creep like Star Citizen.
 
My point is that while I rarely got to use both in the long early access period, by the time the game was fully released, I NEVER needed to do this. In fact, I rarely even had to leave the sub to do external repairs on the hull. They had added so much functionality to Cyclops, that it was rare it took damage. And if it was so badly damaged you had a fire break out... you're about to die anyway.

Sadly, I think a lot of the "fun" mechanics we think would be good for ship interiors, won't work. Either are ships are undamaged (shield tanks) or we're dead before we could do any internal repairs. Honestly, the only time I can think of where this would be needed would be post AX combat - either after winning or running away. You might need to run around and use a caustic extinguisher and/or repair internal modules by hand. While I would love this level of immersion, I have a feeling the ratio of Dev development time to actual player use would be very bad.
Using your example above, I think what you are talking about would be perfect as a mechanic for long-distance exploration. I agree that combat is generally too immediate, though not entirely unfeasible. However, exploration provides a reasonably paced scenario for such things to work IMO.

I'm still very much in favor of ship interiors. I'm also in favor of having fun stuff to do in the interiors. However, I have yet to see idea where they could do that and it would be worth it (i.e. not a waste of their time for something never used, or an annoyance we now always have to deal with).

I still think they should implement the interiors, just so we can walk around. Then they can add the interactivity later. I don't want them to get stuck in forever feature creep like Star Citizen.
There are two ways to look at it, from the perspective of focusing on the feature as a standalone component and from the perspective of bringing a greater experience to the game as a whole. It's like the suggestion to add poker tables to Fleet Carriers, on its own why bother? But in the greater scheme of things I would say it could add a lot to the overall experience of interacting with Fleet Carriers if one were to dock with one in open and see some CMDRs playing a game that you could join if you wished to. It could be used as way to resolve disputes, maybe earn a free pass through Deciat.. stuff like that.
 
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Yes, would love to be able to play some TX Hold 'Em for credits on my FC. I know some may think of this stuff as fluff, but they are good for immersion and also keep players in the game.
I wonder how Frontier would implement a card game in ED.

:unsure:
<< wavy lines >>

Go to planet and fossick around for cards behind rocks
What card you get is random but you have to complete a 3 ring scan to even get one
When you find a card, you can only take that one card
Then you have to fly each card back to your FC one at a time to make a hand (watch out for pirates after your tasty fingers!)
The ante is a random commodity each round
To bet you have to go to the nearest station and buy 1T and bring it back. FC owners can just take it from their stock if they have it (lucky sobs)
Don't even think about raising....
To change cards you have to put them up for sale at the bartender, you can only buy cards from other bartenders at this phase (this is called a player economy)
If your players are still going at this stage (hey, MC has problems OK, don't judge!) you get to Call
Folding means you have to go to your hangar and self-destruct your ship, to get back in the game you must find a Inter Astra and pay the rebuy (Don't gamble without rebuy! That's rule #1)

<< wavy lines >>
:unsure:
 
I wonder how Frontier would implement a card game in ED.

:unsure:
<< wavy lines >>

Go to planet and fossick around for cards behind rocks
What card you get is random but you have to complete a 3 ring scan to even get one
When you find a card, you can only take that one card
Then you have to fly each card back to your FC one at a time to make a hand (watch out for pirates after your tasty fingers!)
The ante is a random commodity each round
To bet you have to go to the nearest station and buy 1T and bring it back. FC owners can just take it from their stock if they have it (lucky sobs)
Don't even think about raising....
To change cards you have to put them up for sale at the bartender, you can only buy cards from other bartenders at this phase (this is called a player economy)
If your players are still going at this stage (hey, MC has problems OK, don't judge!) you get to Call
Folding means you have to go to your hangar and self-destruct your ship, to get back in the game you must find a Inter Astra and pay the rebuy (Don't gamble without rebuy! That's rule #1)

<< wavy lines >>
:unsure:
You know what would be crazy, is if you could use your mats as ante.
 
I wonder how Frontier would implement a card game in ED.

:unsure:
<< wavy lines >>

Go to planet and fossick around for cards behind rocks
What card you get is random but you have to complete a 3 ring scan to even get one
When you find a card, you can only take that one card
Then you have to fly each card back to your FC one at a time to make a hand (watch out for pirates after your tasty fingers!)
The ante is a random commodity each round
To bet you have to go to the nearest station and buy 1T and bring it back. FC owners can just take it from their stock if they have it (lucky sobs)
Don't even think about raising....
To change cards you have to put them up for sale at the bartender, you can only buy cards from other bartenders at this phase (this is called a player economy)
If your players are still going at this stage (hey, MC has problems OK, don't judge!) you get to Call
Folding means you have to go to your hangar and self-destruct your ship, to get back in the game you must find a Inter Astra and pay the rebuy (Don't gamble without rebuy! That's rule #1)

<< wavy lines >>
:unsure:
  • You won't be able to read your cards because they have sunk 2 inches into the table.
  • On each deal the screen will fade to black for 10 seconds.
  • You can change the deck backs, but you must go to an engineer 500ly away to do that.
  • You are not allowed to have two pairs, you can only collect one suit at a time.
  • While you are at the card table the barman will refuse to serve you a drink. Oh sorry that happens anywhere.
 
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