ship interiors - will they happen

As much as I agree with your sentiment, if Frontier had sense, the next update won’t focus on implementing a single major feature to completion, but instead build upon the foundations created by Odyssey. It won’t satisfy the hardliners in either camp (and where’s the station interior fanatics?), but it will appeal to the broadest spectrum of existing, former, and future players.

Which is how you maximize the uptake of a paid expansion.
Just one single major feature is not reasonably possible for such a complex game as Elite. If anyone would try to put everything on just one - would be stoopid. Every expansion/DLC is a combination of various features, some are more prominent or easier to market than the others, but still never just one thing.

To attract players and get any public attention to the game - it has to have something that at least looks big in major updates. "Earth in danger" card was already played, there is not much left to work with in the current game. New Colonisation feature is quite big, but being a free update - we'll see how it goes and where it would lead. Thargoid return wouldn't trump "Earth in danger" and Guardians don't really mean anything for general public/potential new players. ELW is many many years away, and if Planets with thicker Atmosphere would be a spotlight of the new update - it would create a major expectation of ELW and such, with a consequent let down after.

Right now, at least to me, many thing are pointing towards - a CMS game with Colonisation. Maybe Atmospheric planets would be a flavor addition for Terraforming. There are many things that are going for it, and Terraforming is a state/economy, it would require deliveries of commodities - all fits with a gameplay for Traders, and adds something (albeit the same) to Colonisation gameplay.

But if going for CMS in Elite is not the plan, then Interiors + EVA + Stations + Aliens in space is the most realistic continuation, imo, and it would build upon the foundations created by Odyssey.
 
For all those trying to argue against ship interiors, I think you’re playing the wrong game. There are other space MMORPGs where everything is automatic, where the focus is not on immersion, just ship management, but this is not your game. Elite is a space simulator, it’s not an arcade game where you magically enter a blue tube of light and appear sitting in your ship. For NMS, it’s also acceptable to disappear and appear in your ship with a click, that’s an arcade game, but not Elite. The fade to black in Elite is as arbitrary in this game as a salty ice cream.
This mis-characterises the debate. No-one is saying ship interiors would be a bad thing. Many of us just think they won't be happening. Explaining why isn't the same as "arguing against".

Actually, over this thread I've changed my mind slightly. I used to think the answer to the thread title was "no". Now I think it's "nope".
 
No-one is saying ship interiors would be a bad thing.
Many do, just read this thread.

Many of us just think they won't be happening. Explaining why isn't the same as "arguing against".
I wish people do that - Explaining why, discussing it - at least an interesting conversations would be possible, but it is very rare. Most of the time it either "can't see, no content" or "I want something else instead" or "I don't want it" with very rarely something sensible attached. From time to time there will be someone who says that it would be very hard to do, but that is the extent of how far any such explanations go.

Then someone inevitable comes and repeats again how there is no gameplay, sometimes going into details about some other things, but then inevitably circling back with someone coming in an repeating it again, the cycle continues. It is a convenient argument to use, as it both - dismisses the whole thing on a spot and slightly suggests that some other things have gameplay, without the need to go into the details.

So yeah, most of the time it is only "arguing against" and that is just boring.
 
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I'm not against it but I don't really think it will add much to Elite one way or another. I'd rather see time spend to improve other aspects of the game.
 
Many do, just read this thread.


I wish people do that - Explaining why, discussing it - at least an interesting conversations would be possible, but it is very rare. Most of the time it either "can't see, no content" or "I want something else instead" or "I don't want it" with very rarely something sensible attached. From time to time there will be someone who says that it would be very hard to do, but that is the extent of how far any such explanations go.

Then someone inevitable comes and repeats again how there is no gameplay, sometimes going into details about some other things, but then inevitably circling back with someone coming in an repeating it again, the cycle continues. It is a convenient argument to use, as it both - dismisses the whole thing on a spot and slightly suggests that some other things have gameplay, without the need to go into the details.

So yeah, most of the time it is only "arguing against" and that is just boring.
As I said in the last thread:
You will* get people confidently telling you the engine can’t do it, while ignoring that the game already does similar things (multiplayers walking around rotating stations that are in orbit around planets/moons that are in turn orbiting around other bodies) and much more knowledgeable forumites than me have described how it’s just a case of maths and vectors - something FDev have shown they are more than capable of.

You will* get people asking “where is the gameplay” while ignoring the many, many suggestions from players over the years (and FDev concept art from the KickStarter) for things that can be done with ship interiors.

You will* get people pointing at the infamous KickStarter video and others saying “but ten years ago!

*possibly
…and we managed to cover all three in this thread as of 2 weeks ago - though there have been fresh instances since.

As you say, the cycle continues 😁👍
 
From time to time there will be someone who says that it would be very hard to do
I'd probably say "very time-consuming" rather than very difficult. All the hard technical/conceptual problems are ones they've already solved elsewhere (provided they stick to magic boot gravity, or only exploration of the interiors of derelict spaceships, at least). But - even with scope for a lot of re-use of existing models and maybe even entire rooms and corridors from the surface settlements and station interiors, and even with a lot of re-use of interior components between different ships - that's still a large amount of things which need to be modelled and textured to centimetre-scale quality, plus all the environmental coding to go around that and make it interactive. So I think that potentially shifts the question from "can ship interiors have gameplay?" to which the answer is obviously yes to "are ship interiors an efficient way to deliver this type of gameplay in the context of the current game?" which is less clear.

There's an interesting side-effect of this, which is that if we can only explore NPC ship interiors, the work gets quite a bit less and could be done a lot more incrementally too. The only crashed ship types I think are F63, Sidewinder, Eagle, Cobra III, DBS, DBX, Type-9 and Anaconda. That's plenty to provide a variety of sizes and relationships with the rest of the crash site, so sure, it's a bit weird that no FDLs or Imp Clippers or Orcas ever crash but it's not a big deal and it saves Frontier a fair bit of work on modelling the rest. Whereas if it's intended to be the interiors of our ships, it probably needs to have all of them become available at once (or already be available from incrementally doing the NPC ones, of course).

Gradually working through the interiors of the existing derelicts a ship at a time might be a plausible incremental way for Frontier to implement something in the "ship interiors" area, and see what sort of reaction it gets, without necessarily having to commit to it as an entire monolithic project up front.
 
the work gets quite a bit less and could be done a lot more incrementally too.
Before we go into details, I'd like to note that - in my opinion features like Interiors, New landable/interactable planet types, or any other big feature that has almost a guaranteed possibility to significantly expand the depth of the world, gameplay options and underlying game systems - has to be a DLC/Expansion, to have needed time/resources/attention to make it into an actual feature in the game and not only in the name, so to say. I don't see it being possible as a patch, like Ascendancy with PP 2.0 for example, more like Odyssey with subsequent several Ascendancy patches. Likes expansions of regular MMOs - on Expansion launch only core systems for the expansion are present and some initial content. As time goes, patches are released that introduce additional systems and expand on systems that were introduced previously.

I'd probably say "very time-consuming" rather than very difficult. All the hard technical/conceptual problems are ones they've already solved elsewhere (provided they stick to magic boot gravity, or only exploration of the interiors of derelict spaceships, at least). But - even with scope for a lot of re-use of existing models and maybe even entire rooms and corridors from the surface settlements and station interiors, and even with a lot of re-use of interior components between different ships - that's still a large amount of things which need to be modelled and textured to centimetre-scale quality, plus all the environmental coding to go around that and make it interactive.
Completely agree. It'll be time(money) consuming to develop interiors. Right now it looks like Elite is going back to good health. If that is to continue, eventually there would be a need for Major additions to the game and resources to do it. At this moment "very time-consuming" is obviously a problem, and no major feature have an option to be anything more than a fantasy. Eventually - well, doesn't matter if it's interiors or planet types or something else that changes/expands/requires new systems - any of them would require time/money to develop.

Interiors, or New planets, or Alien civilizations - all of these would require new models, re-use of what's possible from old models and textures, etc. In terms of how wide of a base there is already - it pretty much looks like the widest available base is for interiors, plus there is a very significant possibility to re-use many things for different interiors - Ships, Wrecks, Derelicts, Stations... or at least have a wider and wider base to re-use and/or adapt with less changes as more models/textures are changed/added.

That leads us to the gameplay question
"are ship interiors an efficient way to deliver this type of gameplay in the context of the current game?"
Previously I posted a speculation about a possible outline for gameplay and features, it's to big to repeat - link. There is a possible incremental progression, obviously it's not a precise combination of features/systems for each patch to patch, and could be approached from any side with any combination as convenient for a development process.

As it usually goes, there are fundamental systems/models for a feature or a set of features, and there are systems/models/textures that are build/re-used from these fundamentals. In this case, fundamental are - systems for interiors to be "attached to ships", EVA mechanics/controls/animations as an extension from current on-foot, and systems that allow exit/enter without a blue circle. These systems are fundamental, at minimum, because pressing a button into a black screen into popping up near the ship/airlock of another ship or station in space wouldn't work as graciously as it does right now for on-foot game-play. Plus, it is something that required to expand possible gameplay options/mechanics/interactions of player with the game (and these are the only new basic mechanics/interactions that left to add to the game, apart from underwater mechanics).

Are they an efficient way to deliver this type of gameplay? - Well, without these systems/mechanics/interaction I don't think it's even possible to have that gameplay or any variation of it, and if these were developed - they could be introduced from player ships or derelicts, doesn't matter, yep, what's easier to start with.

There's an interesting side-effect of this, which is that if we can only explore NPC ship interiors, the work gets quite a bit less and could be done a lot more incrementally too. The only crashed ship types I think are F63, Sidewinder, Eagle, Cobra III, DBS, DBX, Type-9 and Anaconda. That's plenty to provide a variety of sizes and relationships with the rest of the crash site, so sure, it's a bit weird that no FDLs or Imp Clippers or Orcas ever crash but it's not a big deal and it saves Frontier a fair bit of work on modelling the rest. Whereas if it's intended to be the interiors of our ships, it probably needs to have all of them become available at once (or already be available from incrementally doing the NPC ones, of course).
It looks like there is one crucial detail missing - maybe I'm wrong, but players want interiors NOT because they want to get inside of something on a surface of a planet, there are buildings/settlements for that already. It is probably about - being able to walk around the ship in space. For some it's more about their own ship, for others it's about other ships, or both. On top of that - derelicts only on the surface of the planet don't really provide a lot of options for interactions and gameplay - scavenge like we can do from outside right now, but also from the inside. As an additional gameplay - nice, but as a main test for a feature - doesn't look like it.

I doubt that it can qualify for any test of interiors or if players would like them.

But, if it was about derelicts/wrecks in space - yeah, good stuff and a good start. There is a problem of "Black screen -> Blue circle" without other systems.

A compromise could be - make player ship interiors with closed doors/hatches for various modules sections, leave only cockpit/sleep room/corner and corridors/connections/airlock, and go for a full space test. Less work for player interiors, other interiors can be added gradually for the gameplay first and then re-purposed for players ships, with gradual addition of passengers/crew/rescue/repair/etc gameplay. It probably would still bring some unhappy responses, but less than a "ground test".

Gradually working through the interiors of the existing derelicts a ship at a time might be a plausible incremental way for Frontier to implement something in the "ship interiors" area, and see what sort of reaction it gets, without necessarily having to commit to it as an entire monolithic project up front.
From a position of testing the waters - I see the point in that approach.

Maybe it is not important for everybody to look at it this way, but so far every feature that was released as a free patch has some form of monetisation attached. Reasons are probably obvious for everybody, as "time-consuming" first and foremost means "money-consuming".

It is perfectly fine to want to spend less for a test. But even with a limit to only derelicts - with all the models/changes and additional gameplay mechanics to be able to test something tangible - without a backup (monetisation or initial expansion sale) - it doesn't seem a wise thing to do. On top of that - first impressions are important, doesn't matter what major feature it is, Odyssey shown that clearly too, so that minimal viable test - has to be decent, no matter the feature, or it'll be just a waste of time/money.

When there is a time and resources to develop Major additions to the game, in terms of being time/cost-efficient to gameplay and additional systems for that gameplay and future additions - what other major features are comparable? WW/ELW most likely even more "everything-consuming", Alien Civilizations would require atmospheric worlds with life first or they will be the same as we have now but in a different star system. If I'm wrong about that, I would love to know how.

We already have, in my opinion, the biggest features that are possible to develop on a free base - Colonisation and New Ships from time to time. Improvement to other parts of the game, similar to PP 2.0 can happen too. But something new, that adds systems for new ways to interact with the game - I don't think it can happen as a free update.
 
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Gradually working through the interiors of the existing derelicts a ship at a time might be a plausible incremental way for Frontier to implement something in the "ship interiors" area, and see what sort of reaction it gets, without necessarily having to commit to it as an entire monolithic project up front.
Would be a good way to sell early access for new ships
 
Before we go into details, I'd like to note that - in my opinion features like Interiors, New landable/interactable planet types, or any other big feature that has almost a guaranteed possibility to significantly expand the depth of the world, gameplay options and underlying game systems - has to be a DLC/Expansion, to have needed time/resources/attention to make it into an actual feature in the game and not only in the name, so to say.
Yes. Big DLCs like that have major problems, of course, as Odyssey showed:
1) They take up almost all the development funding while ongoing, so for the duration the existing game stagnates. The 2.5 years of Odyssey development had just one significant feature release to the live game (Fleet Carriers)
2) Because people have to buy them separately, they have to be really good. Importantly, sales to long-term established players alone (aka the people who'll buy anything) are not sufficient to fund them. Pinning down the combination of sales projections and how long it will take to develop on an ED project that large is something Frontier are not good at.

I think it'd be pretty much a prerequisite for any new DLC of that nature:
- Frontier's series of three management sims all do well (PC2 has started reasonably strongly, JW3 should be a safe bet too)
- the current development strategy keeps ED income and new player recruitment strong throughout 2025-2027
- there isn't another general economic crisis
At that point they might have the cash reserves and risk appetite to give another ED DLC a go (which would probably mean targeting a 2029/2030 release). Anything goes wrong on any of that and at best it gets put back further.

So if ship interiors have to be done as a big flashy "5.0" expansion, the answer to the original thread question is "probably not". If they can be done incrementally there's more chance.

Maybe it is not important for everybody to look at it this way, but so far every feature that was released as a free patch has some form of monetisation attached. Reasons are probably obvious for everybody, as "time-consuming" first and foremost means "money-consuming".
Powerplay hasn't. There are even a bunch of new Powerplay ship textures - simple ones, sure, but they look decent if you just want a plain colour which isn't beige and it'd be nice to have ships in your Power's colours - but you can't buy them.
The Thargoid war didn't get anything much either until the very end (with the "final attack" prebuilt ships)
FC Interiors have zero monetised customisation options
I'm not sure I can see what they could directly monetise with Colonisation, from what they've described so far.
Nothing on the engineering rewrite.
SCO+the 4 new ships is about the only thing they've directly tried to sell addons for.

Frontier's income from the ARX store is tiny compared with the income they get from new sales of the base game. The free Ascendancy update and battle for Sol made Frontier considerably more money on new base game sales than all four early-access ships sold combined, by the looks of their latest investor presentation. It's maybe nice for them if they can monetise a feature further, but it's mostly irrelevant to whether the feature itself is going to be profitable to develop.

being able to walk around the ship in space
True, though if we're restricting consideration to NPC ships (so that it's not necessary to implement more than a few of them in the first wave), and we're assuming magic boot gravity because even the ship cockpits/bridges we can already see don't make much sense without it, the difference between "in space" and "on the ground" is mostly just what you can see out the windows, if any.

and systems that allow exit/enter without a blue circle
"Boarding limpets", for ships in space, I expect. Ones on the ground could easily have accessible building-style airlocks, or Maverick-cut access hatches though.

("EVA" seems like the perfect "when we said ship interiors, we obviously actually meant ship exteriors" post-release disappointment rationalisation)
 
Yes. Big DLCs like that have major problems, of course, as Odyssey showed:
1) They take up almost all the development funding while ongoing, so for the duration the existing game stagnates. The 2.5 years of Odyssey development had just one significant feature release to the live game (Fleet Carriers)
2) Because people have to buy them separately, they have to be really good. Importantly, sales to long-term established players alone (aka the people who'll buy anything) are not sufficient to fund them. Pinning down the combination of sales projections and how long it will take to develop on an ED project that large is something Frontier are not good at.

I think it'd be pretty much a prerequisite for any new DLC of that nature:
  • Frontier's series of three management sims all do well (PC2 has started reasonably strongly, JW3 should be a safe bet too)
  • the current development strategy keeps ED income and new player recruitment strong throughout 2025-2027
  • there isn't another general economic crisis
At that point they might have the cash reserves and risk appetite to give another ED DLC a go (which would probably mean targeting a 2029/2030 release). Anything goes wrong on any of that and at best it gets put back further.
1. Yes, the risk of stagnation is there, but if they learned from previous mistakes - there are ways to mitigate it to a degree. If Colonisation CMS game is good, and there is a new story/events/narrative, with minimal development it could pull through. Obviously only if initial preparation and development is there for Colonisation and narrative. maybe a new ship once/twice a year, or at least SRV.
2. Not only good, but also have features that would turn eyes towards it, otherwise there would be only insignificantly small chance to attract new audience. And again, if Frontier would learn from past mistakes (who is there or by hiring, consultants) projections and planning could succeed. I understand that it is a big if, and that there is a baggage of the past, but they've been doing really good lately, so it's a reasonable if.

Company has to do good, so there is no push and pull on resources, current and currently in development feature has to do good, hopefully there won't be a general economic crisis, hehe. All that is very reasonable, and why I've mentioned - Right now it looks like Elite is going back to good health. If that is to continue, eventually...

Not sure about the time frames, as it would heavily depend of a set of features, some longer, some easier, and if there any work toward something is happening with what is worked on currently. Generally - yes, don't expect anything game-changing happen this or most likely even the next year.

Powerplay hasn't. There are even a bunch of new Powerplay ship textures - simple ones, sure, but they look decent if you just want a plain colour which isn't beige and it'd be nice to have ships in your Power's colours - but you can't buy them.
The Thargoid war didn't get anything much either until the very end (with the "final attack" prebuilt ships)
FC Interiors have zero monetised customisation options
I'm not sure I can see what they could directly monetise with Colonisation, from what they've described so far.
Nothing on the engineering rewrite.
SCO+the 4 new ships is about the only thing they've directly tried to sell addons for.
I knew I should have put "during 2024" in there.

I wasn't present for all of 2024, but from what I've found - every big patch had something to sell. EA Ships, Paintjobs, Ship Kits. PP had these banners and a Mandalay. Engineers were rebalanced, and not a new feature, SCO is - but it's main meta function - was to make game more accessible and/or remove the part that pusher player away, and it was accompanied with pre-built ships. Then the main Thargoid event with more pre-built ships and Mk5, more PJs and Ship Kits.

Looks like everything that could've been monetized - was, never said all of it was good, heh

Frontier's income from the ARX store is tiny compared with the income they get from new sales of the base game. The free Ascendancy update and battle for Sol made Frontier considerably more money on new base game sales than all four early-access ships sold combined, by the looks of their latest investor presentation. It's maybe nice for them if they can monetise a feature further, but it's mostly irrelevant to whether the feature itself is going to be profitable to develop.
Yes, attracting new players to a B2P game do that, and Frontier did a great job at that. But since we already established that next B2P thing is long away - there is a need to make extra options for the revenue, as the pool of potential new players for a game with current features (without adding new major game-changers) is not limitless.

Ascendancy mostly attracted old players, while Battle for Sol - new, as it was that something that got out to a wider media and was cool/significant enough. But there is nothing like that left, as main features for that event were created years ago. Btw, there were a lot of posts/threads on forums, reddit, etc. with new and old players talking about pre-built ships they've bought to participate in the event. There were lots of them in the game. Both, attracting and monetising, work.

Plus every player who plays - cost money in monthly (or however they count) expenses. They are obviously experimenting with ARX and how to roll with it, in any way - it is a good revenue, with potential for more, and it is something that adds to the possibility of that bigger and better feature in the future, even if it is just by covering monthly expenses as a worst case scenario.

Of course, from any point of view - attracting new player to the game is the best thing and approach. But you need to attract them with something. There were two years to shoot titans, but only a Battle for Sol attracted these new players to join. In the immediate future - Colonisation could attract more. But then what? New ships - mostly for players who already playing. New big features require time/money. Event that could trump the "Earth under Attack" - don't know what it could be, as Thargoids or Guardians don't really mean anything to a wider audience of potential new players. All that is also one of the reasons to have that extra with ARX.

True, though if we're restricting consideration to NPC ships (so that it's not necessary to implement more than a few of them in the first wave), and we're assuming magic boot gravity because even the ship cockpits/bridges we can already see don't make much sense without it, the difference between "in space" and "on the ground" is mostly just what you can see out the windows, if any.
True. Magic boots has to be. But the point is - how would a player get to a NPC ship/wreck/derelict from their ship in space without going out of the ship and EVA? As the difference from a PoV of magic boots in space or on the ground doesn't exist, but the difference from a PoV of the player exploring a derelict in space with all appropriate interactions and on the ground with exactly how it is now - is huge. Interiors and corresponding systems/mechanics/interactions are just a stepping stone, something required, to get to what actually matters - gameplay. I really can't see how a "ground test" can provide a possibility to see if players like a possible gameplay of actual implementation of interiors as a space feature - that is something that can go further into boarding, etc., not what we can already do on the ground.

Basically, ground/crashed/abandoned ships could be used for initial modeling of the interiors, but for actual test of the feature and how players like it - it has to be in space.

"Boarding limpets", for ships in space
Very, very good! Now we're talking the same language, haha.

Yes, that would be very good to test things, and even some of the gameplay options (more than just scavenging) could be done to have a more accurate test for the feature. As the same limpets could be used for the rescue, once aboard there could be other activities (data, combat, sabotage) even if not initially, but gradually added.

I can see this approach working nicely. The only worry would be - it'll forever stay a "Black screen -> Blue circle", with all the consequent limitations for gameplay/interactions/etc.

("EVA" seems like the perfect "when we said ship interiors, we obviously actually meant ship exteriors" post-release disappointment rationalisation)
EVA is a mechanic to utilize being in space as a commander to the fullest, and to utilize every possibility for the gameplay ship interiors could provide - as the gameplay, interactions and immersion it provides - is the main thing why to do all that in the first place.
 
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This mis-characterises the debate. No-one is saying ship interiors would be a bad thing. Many of us just think they won't be happening. Explaining why isn't the same as "arguing against".

Actually, over this thread I've changed my mind slightly. I used to think the answer to the thread title was "no". Now I think it's "nope".
So my comment is not directed at people like you, I understand that there are also people who have already given up and believe that interiors will never come, in fact, I am probably one of them and I am just waiting for another game to come out that, in addition to including the positive aspects of Elite, also gives us the opportunity to walk around in our ship and do things with our crew. While we wait for those games to come, it doesn't hurt to try to show Frontier the way of what their community wants. In the end, the final decision to listen or turn a deaf ear to the community is theirs.
 
... there are also people who have already given up and believe that interiors will never come, in fact, I am probably one of them ...
It is really still too soon to think like this :D
And this is not wishful thinking at all!
You see,
there is a core-argument which is often ignored but is easily the greatest conduit of any pro Ship Interiors scenario :D
I mentioned it often before and feel this instance in need of mentioning it again:

🤑🤑🤑🤑🤑

Because THIS is a much more important argument then any gameplay or immersion or whatever.
And the only direct counter argument would be for the needed investment to be too high, (which it REALLY need not be :D)

HOWEVER:
Saaaaadly ... it is true that FDev is ... ... ...
not exactly great at making money :/
So yeah ...
I too would not take Ship Interiors as a granted to the bank ...
BUT:
They are still absolutely feasible :)
 
there is a core-argument which is often ignored but is easily the greatest conduit of any pro Ship Interiors scenario :D
I mentioned it often before and feel this instance in need of mentioning it again:

🤑🤑🤑🤑🤑
Thing is, do we really think fdev know less than us here about what would make them money?
 
Thing is, do we really think fdev know less than us here about what would make them money?
Well, could we do much worse :D ?
And before you just say Yes, I dare to remind you of their not too long ago stock-history :D

PS:
And as always it's not necessarily about £ made from selling interiors, it's about profit, £ spent vs £ return.
Well what do you think I meant with that:
And the only direct counter argument would be for the needed investment to be too high, (which it REALLY need not be :D)
XD

And PSS:
Even if Ship Interiors would actually flop, (EXTREMELY unlikely but not COMPLETELY impossible)
well, if done on a budget, no biggy ¯\(ツ)
Low-Risk
High-Reward
(Not that I would PREFER budget-Interiors ofc :/ [I would however prefer even budget-Interiors over NO interiors XD {Or even MORE Thargoid Content -.-}])
 
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Well, could we do much worse :D ?
Absolutely. Neither you or I have a clue about running their business. I dont claim I could run it better.

And before you just say Yes, I dare to remind you of their not too long ago stock-history :D
So? Same point holds, you know better than them? Do you have your notes from the management meetings when all the business decisions were made and your critiques, I'd love to see them.

...

We've no idea.
 
We've no idea.
Maybe you don't XD
I for one have access to their PUBLICLY available financial data such as their stock-prices, their financial reports,
and even THAT aside,
I have access to a simple look at their storefront-products and their steam reviews XD

But yeah :D
No use wasting my words once again ;)
See ya another day.
 
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