Picture yourself docking your ship.
Now that you've landed, and your ship is descending into the hangar, what do you do?
While your ship is being pulled down and rotated magnetically(because we all should know by know, the rotation of the station is what gives gravity to it's residents in the outer regions of the station. Where we land is a very low gravity zone), then pulled into the hangar, what would your character do?
1.0 Due to physics and such, should your character remain seated until after your ship is safely seated in the hangar?
1.1 Does your ship create some sort of downward(as in, towards the floor) artificial gravity to create or mimick a false gravitational pull?
1.2 Now your ship is safely seated at the hangar of your destination.
1.3 Your seat retracts and rotates 45 degrees, and you step out of it.
Now you are in First Person mode.
Now, let's start at 1.3.
Your character steps out of their seat, and into an extremely low gravity environment. This environment is great and conducive for loading and offloading massive tonnes of cargo due to the low gravity. Your character manages to hover towards the nearest magnetically charged lift, to pull you into the hub where the rest of society is.
Now, at the opposite end, lets start at 1.0.
Your character has recently interdicted an enemy ship. This enemy ship has been left disabled. You want your character to subsequently leave it's native ship and board it's enemy ship so your character may possibly find useful supplies and/or commandeer this ship.
Your character leaves it's seat, raising into the air, and maneuvering towards the back of the bridge. Your character then maneuvers towards an air lock in which they can leave their native ship, and attempt to board a different one. this is a whole lot of silly to consider, and how this is achieved depends on whether we will have magical artificial gravity, or if we will need to maneuver our ships in such a way that we could achieve normal gravity to walk around. (If the latter is required then it might be stressful if we are constantly thrusting away from our target.)
If this is hurting your head, like it is mine, then I don't blame you. I probably got a lot of Physics things wrong here, and I wont believe anyone except John Manly if they were to correct me.
These are the types of things the Devs have to work through in order to give us a life-like-yet-playable game.
You can also probably see how a First person model of this game might as well be a very separate game in itself, too. Yet we have Devs who want to deliver everything as one, in this game. Something about instances and such. Star Citizen is still trying to tackle the riddle of the Boarding Party.
Please, before you quit due to the hackers and lack of fun and skill trees and and and, would you consider this? And then, would you please consider the game we already have?
Now that you've landed, and your ship is descending into the hangar, what do you do?
While your ship is being pulled down and rotated magnetically(because we all should know by know, the rotation of the station is what gives gravity to it's residents in the outer regions of the station. Where we land is a very low gravity zone), then pulled into the hangar, what would your character do?
1.0 Due to physics and such, should your character remain seated until after your ship is safely seated in the hangar?
1.1 Does your ship create some sort of downward(as in, towards the floor) artificial gravity to create or mimick a false gravitational pull?
1.2 Now your ship is safely seated at the hangar of your destination.
1.3 Your seat retracts and rotates 45 degrees, and you step out of it.
Now you are in First Person mode.
Now, let's start at 1.3.
Your character steps out of their seat, and into an extremely low gravity environment. This environment is great and conducive for loading and offloading massive tonnes of cargo due to the low gravity. Your character manages to hover towards the nearest magnetically charged lift, to pull you into the hub where the rest of society is.
Now, at the opposite end, lets start at 1.0.
Your character has recently interdicted an enemy ship. This enemy ship has been left disabled. You want your character to subsequently leave it's native ship and board it's enemy ship so your character may possibly find useful supplies and/or commandeer this ship.
Your character leaves it's seat, raising into the air, and maneuvering towards the back of the bridge. Your character then maneuvers towards an air lock in which they can leave their native ship, and attempt to board a different one. this is a whole lot of silly to consider, and how this is achieved depends on whether we will have magical artificial gravity, or if we will need to maneuver our ships in such a way that we could achieve normal gravity to walk around. (If the latter is required then it might be stressful if we are constantly thrusting away from our target.)
If this is hurting your head, like it is mine, then I don't blame you. I probably got a lot of Physics things wrong here, and I wont believe anyone except John Manly if they were to correct me.
These are the types of things the Devs have to work through in order to give us a life-like-yet-playable game.
You can also probably see how a First person model of this game might as well be a very separate game in itself, too. Yet we have Devs who want to deliver everything as one, in this game. Something about instances and such. Star Citizen is still trying to tackle the riddle of the Boarding Party.
Please, before you quit due to the hackers and lack of fun and skill trees and and and, would you consider this? And then, would you please consider the game we already have?