Walking around stations may be a bad idea

Walking around the underground hanger, kicking the tires on my Viper would be enough for me. No need for super-unique npc interactions. Besides, stepping out onto the landing pad seems hazardous with all the wallbouncing maniac pilots.
 
That isn't really how game development --when done properly-- works. You have a team dedicated to the FPS part, you have a team dedicated to the space part. They work with each other, but throwing all the FPS guys on the space part isn't going to just magically make the space part better. Ask Ubisoft and their 1,000+ people working on Assassin's Creed. More chefs does not a better meal make. What makes a quality product is putting the right talent on the right team and giving them enough time, and SC isn't a game being rushed out the door to meet some arbitrary anniversary like some other game I know...
I am well aware of how game development works, thanks.

But the fact remains that if you have X amount of money to make a game and you spend half of it on one type of game experience and half on another type of game experience, it is extremely unlikely that either of those experiences will end up being as good as if you'd spent all the money on one of them.
 
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Snakebite

Banned
If done right/well it could add a lot to the game, imagine making your way accross the city to meet some shady dude and buy some wierd but potentially profitable two headed turtles.
Or meeting some underworld arms dealer to buy a piece of alien technology, perhaps its a miniature shield booster not normally available, and he would certainly like you to do something in return....

Ok I get it when people say Elite is primarily a space ship centric game.... but there is room IMO for it to be more whilst not dtracting from that....
 
I am well aware of how game development works, thanks.

But the fact remains that if you have X amount of money to make a game and you spend half of it on one type of game experience and half on another type of game experience, it is extremely unlikely that either of those experiences will end up being as good as if you'd spent all the money on one of them.

Who said either of these parts of the game are getting half of $70 million? You said you understand how game development works, then spout complete nonsense. What you're talking about really only happens when you're developing a specific tech, you know, like generating 400 billion solar systems, then forgetting to add the rest of the game.
 
I am well aware of how game development works, thanks.

But the fact remains that if you have X amount of money to make a game and you spend half of it on one type of game experience and half on another type of game experience, it is extremely unlikely that either of those experiences will end up being as good as if you'd spent all the money on one of them.


well to be fair it depends on the features.

however with that, if they actually pull off what they are saying then I would be convinced that AAA game developers have been shafting us for years OR there is some new magical dev technology that is amazing because what they are suggesting is a TON of work
 
Going back to the OP, I see the concern tied to this future function/DLC. Myself, I like the idea of being able to either launch/land via station or planet, then be able to jump out and go about my business, then hop back into my ship, all in first/third person. Its all about the concept of immersion, some titles have had success while others, not. I'd rather Frontier/ED take their time and flesh it out properly. Right now i'm happy flying through the galaxy..
 
I'm actually kind of excited to be able to be able to get up and walk around my ship, if nothing else. Stations would be a bonus. Perhaps, I'm way off but from the videos I've watched it seems to me like Frontier "planetary landing" are more atmospheric flight than actual get out of your ship and trudge across the surface. I believe vehicles were mentioned too. There are a few points that I'll be interested to see what they wind up doing.

1) Will there be a "create a character" so that we're not all identical pilots in the same jumpsuit? That leads to questions about a third-person mode... or are others the only ones that will ever see us?

2) Will we have the ability to customize the interior of our starships? Colors, furnishings, etc. I would suppose yes, but I hope there are a lot of options to make your cabin your own - since it's essentially the game's "housing".

3) I wonder if we'll get the chance to roll up a co-pilot. It's a sad old world when you look over at the second chair... and it's always empty ;)

I'll buy it regardless. FD has earned their money so far.
 
The idea of EVA scares me. I'm wary of leaving the game to take a leak when I'm in space... Not sure I'd like to leave my pilot seat...
 
I can remember another older game where the ability to walk around added quite a bit to the atmosphere, so it all depends how you do this. That disaster you are talking about was just incompetent people writing games with things such as procedural universe clearly beyound their skills or imagination. I have faith in Frontier in this aspect, althought landing on planets is much more important.
 
Anyone remember Damocles? You started off being dropped off at a space port by a space ship and then had to get a taxi to a building? I would love to start a save without a ship and then work your way up to it. That moment you finally step into the cockpit for the first time and you get that new car smell!
 
I would prefer more ways to interact with the universe we have, than more universe with extremely limited interaction.
 
Oh good, maybe you can explain how hit points worked in the original version. :)

“This is Free Trader Beowulf,
calling anyone…
Mayday, Mayday…”

You get hit, you die. :)

Total hits are the sum of your three physical stats. Max is 45 for humans. In practice, the threshold was much lower.

First hit goes to one of the primary stats (STR, DEX, CON), spillage was divided up randomly. Stat goes to 0, you're screwed. Two stats go to zero, you're out cold. Three stats, death.

It's been a point of contention since the beginning. Striker introduced a wounding system (workable), MT another. I'm not even going to T5... :(
 
I'm actually kind of excited to be able to be able to get up and walk around my ship, if nothing else. Stations would be a bonus. Perhaps, I'm way off but from the videos I've watched it seems to me like Frontier "planetary landing" are more atmospheric flight than actual get out of your ship and trudge across the surface. I believe vehicles were mentioned too. There are a few points that I'll be interested to see what they wind up doing.

1) Will there be a "create a character" so that we're not all identical pilots in the same jumpsuit? That leads to questions about a third-person mode... or are others the only ones that will ever see us?

2) Will we have the ability to customize the interior of our starships? Colors, furnishings, etc. I would suppose yes, but I hope there are a lot of options to make your cabin your own - since it's essentially the game's "housing".

3) I wonder if we'll get the chance to roll up a co-pilot. It's a sad old world when you look over at the second chair... and it's always empty ;)

I'll buy it regardless. FD has earned their money so far.

I hate 3rd person view and character creation with a passion so I will not remark on that other than to say I hate it because I feel that strongly about it.

I think the plan with ships that have more than one chair is to have another live person with you.
 
I'd rather we got planetary landings before EVA in space stations, just so this iteration of Elite is 'feature complete' compared to Frontier and FFE. As for EVA with role playing bits - I'm not opposed to Elite eventually becoming an RPG along the Traveller lines, with character creation and whatnot (Traveller had one of the best RPG char gen systems IMHO - though the ship generation tables in MegaTraveller were the stuff of nightmares (or Rolemaster/Spacemaster GM's dreams :D ).
 
But as others have said, if you don't want it, don't purchase the DLC

So sick of this argument. Development takes resources, and more resources pumped in to walking around means fewer resources pumped in to flying around.

I'd rather that FD continue to focus on the in-flight experience until, at a minimum, they have all of the promised ships in place, have sorted out trading, have battle-tested the faction/influence setup and worked it to the point where it allows for expansion in to unpopulated systems, and have a much wider variety of missions in place. Perhaps after that, although personally if I never leave my ship I couldn't care less.
 
I think getting out and having laser pistol battles in the hallways of the station would be great. Stealing other players cargo would be fun also. We need to be able to land on moons and planets and explore them with all terrain vehicles and on foot alike.
 
I hate 3rd person view and character creation with a passion so I will not remark on that other than to say I hate it because I feel that strongly about it.

I think the plan with ships that have more than one chair is to have another live person with you.

Just out of curiosity, without character creation how will one PC ever look different than another PC? Not trying to start anything, just wondering - even in 1st person - what would we look like? Everyone in the same suit and helmet that we can never take off?
 
You know if they gave us little caddy trucks that we could drive around the living areas of the Orbital stations to deliver would be awesome
 
Here's another cautionary example besides the disaster that was X:Rebirth.

Does anyone here remember what happened with the Silent Hunter series? For years, players pleaded with the devs to let us walk around inside the submarine, interacting with crew members, helping with engine repairs and damage control instead of having a simple menu-based command interface.

Well, we got that in Silent Hunter 5 and it killed the series.

The one good thing about it was that yes, we could finally move around inside a 3D environment from one end of the sub to the other. But the crew interaction was badly designed, the controls were clumsy, and so much time and effort was spent on that aspect that the rest of the game was a horrible, broken mess. Silent Hunter 5 would have been a far better product if they had ignored what the players wanted for full submarine interior interaction, and focused more on the rest of the game.

That can't happen to ED, at least to the same extent, because we already have a core game engine that works without the walking around stuff. And since it will be sold as an expansion, it shouldn't be possible to harm the core game the way SH5's focus on interiors did. But it's still another object lesson in what can go wrong, especially with smaller studios and limited budgets.

I think with Silent Hunter they wanted to attract a wider audience and failed to make sure that the core game was not compromised, unfortunately they forgot everything which helped make SH 3 a succees and screwed the pooch. Sh IV was fun too, but 3 seems to be more highly regarded in general. Its a real shame, I would have loved to have seen the quality of SH 3 expanded upon with multiplayer and the ability to play as a destroyer captain and commander. This would have made for a great multiplayer experience and the technology is here, the funding and perceived return isn't. Oh and it of course lets not forget its publisher is Ubisoft...:).
 
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