Walking in stations/spaceships + boarding

You don't get the point, ED always had this in the design, SC did not, it was a add on. SC is now trying to be ED with more fidelity *shivers*. PG was not the main component in SC, suddenly it is.
I don't need SC on my SSD, becasue all I want from a space game are right there in the design of ED. Go read the scope from 2012. Sadly SC are now trying to imitate ED instead of being something different, and that was regarding the story and RP value. FD are already working on it, the only question is only if it will be in season 3 or 4.

I am not familiar with early ED path (as I am new to ED) and whether walking around was planned, but obviously FG did not go that route at least at this point. With next season? adding a new galactic menace and gameplay centered on dealing with the threat, well that is cool especially given impact on existing alliances, factions, etc. Whether ED has space legs 5 years (season 5,6,etc...) from now is kind of irrelevant, as SC will have it surely by then with their own path by default. As noted, if ED has all you want from a space game right now, why introduce a very complex mechanic that will simply stall other paths introduced as part of maturing the current gameplay mechanic? If you want space legs, simply back SC or go for easy offering in NMS (though must heavily mod to bring out true colors).

Who knows though other than FD devs/project teams themselves to their LOE for introducing space legs. Perhaps its in the pipeline now and ready for release soon, and all this discussion is moot. But if not, I hope they stick with what they have figured out now as a winning game mechanic and further build upon it. Obviously it works given the size/scope of support and offerings. I am frankly amazed of all the community integration for handling ED data such as EDMC, TCE, etc.. (very cool!).
 
Last edited:
I am not familiar with early ED path (as I am new to ED) and whether walking around was planned
It is and it was. And is already in the cards as not being too far off - in relative terms. 2.3 will have multi-crew and character generation/customization. Ships are already made with walking around in mind. So they are getting all their ducks into a neat little row, and will announce space-legs when good and ready.

If I were a betting man, I'd say as a run-up to Season 3 in order to create a lot of buzz and get us all to open our wallets and beg Braben to take as much as he wants if we can just get our mitts on 3.0 ASAP :)
 
Last edited:
I am not familiar with early ED path (as I am new to ED) and whether walking around was planned, but obviously FG did not go that route at least at this point. With next season adding a new galactic menace and gameplay centered on dealing with the threat, well that is cool especially given impact on existing alliances, factions, etc. Whether ED has space legs 5 years (season 5,6,etc...) from now is kind of irrelevant, as SC will have it surely by then with their own path by default. As noted, if ED has all you want from a space game right now, why introduce a very complex mechanic that will simply stall other paths introduced as part of maturing the current gameplay mechanic? If you want space legs, simply back SC or go for easy offering in NMS (though must heavily mod to bring out true colors).

Who knows though other than FD devs/project teams themselves to their LOE for introducing space legs. Perhaps its in the pipeline now and ready for release soon, and all this discussion is moot. But if not, I hope they stick with what they have figured out now as a winning game mechanic and further build upon it. Obviously it works given the size/scope of support and offerings. I am frankly amazed of all the community integration for handling ED data such as EDMC, TCE, etc.. (very cool!).

SC having it would be more reason for ED to have it than not. Competition wise.
ED has lain all of the ground work for walking and player interaction. With multicrew and commander customization it's the next logical step? Since we know they add something new every season and then improve upon it and the main game what could they add besides walking?
 
It is and it was. And is already in the cards as not being too far off - in relative terms. 2.3 will have multi-crew and character generation/customization. Ships are already made with walking around in mind. So they are getting all their ducks into a neat little row, and will announce space-legs when good and ready.

If I were a betting man, I'd say as a run-up to Season 3 in order to create a lot of buzz and get us all to open our wallets and beg Braben to take as much as he wants if we can just get our mitts on 3.0 ASAP :)

Heh, well if that is the case, excellent! I will likely open the wallet as I am enjoying ED right now and anything coming will be added to my rig! Along with SC and NMS?! Oh yea, and cannot forget SE! :)
 
Last edited:
I think you misunderstand the post. Its not that its not fun, but rather there is a different option that exactly provides what you seek. Do you have SC on your SSD? If not, recommend you get it. I have ED, SC, and NMS and between SC and ED, its interesting the overlap between the two even now. The SC mobiglass vs the ED station services have so many similarities, even the little UI visual flutters and navigation noises are the same. What you and other describe in their desire for "space legs" is EXACTLY what SC has....exactly!

Again, its not that I "dont want it," but rather I already have it, in a different but similar space game. Why have two games exactly the same? Its a waste of time and resources for FG in ED, plus its a huge effort and frankly a distraction, and honestly/hopefully FG knows this. ED is what it is, and there is plenty of room for growth as a space flight sim. Keep it there and leave the FPS to SC and NMS, or others. ED to me is kind of like the next step from Space Engine (SE) where SE provides the realistic expanse, but does not have gameplay. ED has SE, but includes gameplay in the flight sim and persona build angle. FG/ED and future seasons should stick with this angle. As noted, a new alien enemy will be introduced to the ED galaxy which I am quite looking forward to (one of the main reasons I bought ED among others). It introduces all new missions/experiences with no need for space legs. Further ahead, who knows, but there is plenty of experience yet that could work within the existing FD/ED mechanic of spaceship sim only.

And if you want space legs, and FP experiences described, that is EXACTLY what SC has/is. Become a backer and get it there..., no harm in that you know...

I could have this argument fifteen times in a row and it would keep happening. FD say their bringing legs. Their bringing legs. Star citizen can stay in star citizen. We're talking about elite here not some other game. I'm not saying we should get a call of duty action smash that's not what we need but elite dangerous needs a new gameplay mechanic that's going to bring something new to the table and getting off your butt is going to do that. However they spin it.
 
Everything you suggested sounds literally like what we already have?
So at the moment you can for example undertake a mission to escort a convoy of ships. You can Wing up with a team of Wingmen (CMDR or NPC), and then have to escort the ships (for example) between two Nav beacons (arriving at A, leaving at B). Between these beacons they come under attack and you can assign the NPCs to attack/defend specific targets.

Of course (in OPEN) there could be counter missions to attack this convoy. So you find CMDRs being offered CRs to destroy the very convoy you are protecting.

And of course, these exact same mechanics can be re-used for CGs and Powerplay of course.


So you can for example have a station blockaded? So you come out of SG a long distance out from the station, and have to decide if you then want to flay the last leg (in normal flight) to it. You could be a trader trying to get good in for high profits. You could be an enforcer of the blockade, potentially on a fighter tour of duty on the station. You could be controlling a wing of NPC ships, or working withj a Wing of friends. Or you could be trying to break the blockade, or escort traders through. Again potentially working on a fighter on a capital ship.

And of course, these exact same mechanics can be re-used for CGs and Powerplay of course.


And let's not even start with piracy, which is comically incomplete as a "corner stone" profession. That needs lots of work TBH.

What ever happened to silent/cold running and some real depth and purpose to it? At kickstarter time, the first video footage of cold running suggested lots of interesting mechanics... Seemingly which have now been forgotten about. eg: Stealth missions into enemy asteroid fields to locate items without being detected?

Mining? Is there the slightest depth that DB inferred would exist at Kickstarter? Where you could go out and be rewarded for exploration by finding a rich resource? No.. Because like most other elements in the game, they're all self contained mini-games which really don't have any meaning or statefulness. ie: You can sit in a extraction site and vapourise the procession of Wanteds turning up for no other reason than to die on your lasers for ever... Destroying more ships than have ever been made. Vapourising more metal than the galaxy contains... And yet still they'll come. And you can mine an area for a year, and not a jot will change. This is not what was inferred at kickstarter time.

And the background sims trading model? Never quite worked has it.

I'm sorry, but at the moment the existing mechanics are thin. They need to be beefed up IMHO before looking at radically new areas such as first person which in itself will require just as much development effort.

Now I know this all sounds a tad harsh but the game has not moved in the way I'd like it to over the past year. Eg: Powerplay, CQC and The Engineers have been questionable allocations of valuable development time IMHO. eg: Adding 33% more pewpew (risking yet more balancing issues) really isn't interesting new gamplay for me.


How is that depth competition for walking?
Walking around is easy... It's what the game would need to offer that you can do in first person. Often you hear comments like, "Well, I'll repair my ship." How will that gameplay be added? What will it consist of to make it remotely interesting? Point at something and hold space bar?

What other interesting things will you be able to do in First Person? Think about the actual gameplay... and how much work that will be... And meanwhile the core game elements are being left as almost a list of place holders.
 
Last edited:
I think you misunderstand the post. Its not that its not fun, but rather there is a different option that exactly provides what you seek. Do you have SC on your SSD? If not, recommend you get it. I have ED, SC, and NMS and between SC and ED, its interesting the overlap between the two even now. The SC mobiglass vs the ED station services have so many similarities, even the little UI visual flutters and navigation noises are the same. What you and other describe in their desire for "space legs" is EXACTLY what SC has....exactly!

Again, its not that I "dont want it," but rather I already have it, in a different but similar space game. Why have two games exactly the same? Its a waste of time and resources for FG in ED, plus its a huge effort and frankly a distraction, and honestly/hopefully FG knows this. ED is what it is, and there is plenty of room for growth as a space flight sim. Keep it there and leave the FPS to SC and NMS, or others. ED to me is kind of like the next step from Space Engine (SE) where SE provides the realistic expanse, but does not have gameplay. ED has SE, but includes gameplay in the flight sim and persona build angle. FG/ED and future seasons should stick with this angle. As noted, a new alien enemy will be introduced to the ED galaxy which I am quite looking forward to (one of the main reasons I bought ED among others). It introduces all new missions/experiences with no need for space legs. Further ahead, who knows, but there is plenty of experience yet that could work within the existing FD/ED mechanic of spaceship sim only.

And if you want space legs, and FP experiences described, that is EXACTLY what SC has/is. Become a backer and get it there..., no harm in that you know...

First of all, I am a backer of SC and I play that and ED about equally. The thing is, Star Citizen does have a lot of the elements, but they're going at it the wrong way completely. It has been stated that ED was developed with spacelegs in mind, so it IS coming, there is no stopping it., but the question is WHEN.

The reason why I want ED to have it is very, very simple... And maybe a bit childish... Because I believe FD can actually pull it off, and CIG obviously cannot. CIG does a lot of flashy      with Star Citizen that obviously wont work in an MMO (the NPC interraction with long     cutscenes and stuff for instance). FD seems a lot more grounded, and if they do it (they will), I know it will be done right. So far they've implemented things in the right order and at a good pace, so I have way more faith in them than I ever did in CIG.
 
First of all, I am a backer of SC and I play that and ED about equally. The thing is, Star Citizen does have a lot of the elements, but they're going at it the wrong way completely.


SC going at it completely wrong... please explain?? As I see it, SC is doing it completely right with what is currently available, and gameplay shown for v3.0 at Gamescom.

As for FD "pulling it off," that is not the reason to do it. As noted in earlier thread, ED now has a mechanic that works. You, and all others on here, along with all the community tools/content, showcase this fact..., space legs excluded. Frankly, none of us knows what is coming unless you are privy to FG internal project material and concept paths. Thus, its simply all speculation.

Fact is, ED is now a spaceship sim where u fly from the pilot's seat and do stuff. New seasons that we know of now, enhance upon this mechanic. Whether space legs was something in orignal planning... well things may change if you have a good thing going, which I believe FG does now.

I also come from the earthly flight sim world of DCG, IL2, CLOD, FSX, etc... and none of these have ability to get out of plane, except when bailing. Similarly, ED is a space ship simulation that drives gameplay from the pilot's seat. It works, its cool, and its immersive. What I see is FG building upon that mechanic which they have quite successfully employed.
 
Might as well throw my 2p into this:

I am desperate to see "walkies" introduced ! .. As has probably been said 100 times in this thread, the stations, outposts and ships have all be designed with First person activities in mind.

I would bet my house that the first person stuff has been in development almost as long as the base game has.

How this manifests itself into Elite: Dangerous i don't know .. but I have faith that FD do.

Can't wait to step out of my chair and stretch those tired old legs of mine... :)

(what's FG?)
 
Last edited:
So at the moment you can for example undertake a mission to escort a convoy of ships. You can Wing up with a team of Wingmen (CMDR or NPC), and then have to escort the ships (for example) between two Nav beacons (arriving at A, leaving at B). Between these beacons they come under attack and you can assign the NPCs to attack/defend specific targets.

Of course (in OPEN) there could be counter missions to attack this convoy. So you find CMDRs being offered CRs to destroy the very convoy you are protecting.

And of course, these exact same mechanics can be re-used for CGs and Powerplay of course.


So you can for example have a station blockaded? So you come out of SG a long distance out from the station, and have to decide if you then want to flay the last leg (in normal flight) to it. You could be a trader trying to get good in for high profits. You could be an enforcer of the blockade, potentially on a fighter tour of duty on the station. You could be controlling a wing of NPC ships, or working withj a Wing of friends. Or you could be trying to break the blockade, or escort traders through. Again potentially working on a fighter on a capital ship.

And of course, these exact same mechanics can be re-used for CGs and Powerplay of course.


And let's not even start with piracy, which is comically incomplete as a "corner stone" profession. That needs lots of work TBH.

What ever happened to silent/cold running and some real depth and purpose to it? At kickstarter time, the first video footage of cold running suggested lots of interesting mechanics... Seemingly which have now been forgotten about. eg: Stealth missions into enemy asteroid fields to locate items without being detected?

Mining? Is there the slightest depth that DB inferred would exist at Kickstarter? Where you could go out and be rewarded for exploration by finding a rich resource? No.. Because like most other elements in the game, they're all self contained mini-games which really don't have any meaning or statefulness. ie: You can sit in a extraction site and vapourise the procession of Wanteds turning up for not other reason than to die on your lasers for ever... Destroying more ships than have ever been made. Vapourising more metal than the galaxy contains... And yet still they'll come. You can mine an area for a year, and not a jot will change. This is not what was inferred at kickstarter time.

And the background sims trading model? Never quite worked has it.

I'm sorry, but at the moment the existing mechanics are thin. They need to be beefed up IMHO before looking at radically new areas such as first person which in itself will require just as much development effort.

Now I know this all sounds a tad harsh but the game has not moved in the way I'd like it to over the past year. Eg: Powerplay, CQC and The Engineers have been questionable allocations of valuable development time IMHO. eg: Adding 33% more pewpew really isn't interesting new gamplay for me.


Walking around is easy... It's what the game would need to offer that you can do in first person. Often you hear comments like, "Well, I'll repair my ship." How will that gameplay be added? What will it consist of to make it remotely interesting? Point at something and hold space bar?

What other interesting things will you be able to do in First Person? Think about the actual gameplay... and how much work that will be... And meanwhile the core game elements are being left as almost a list of place holders.


I've actually got an idea for fleshing out RES sites. I'm sure it'd be a lot of work, but it does leverage a lot of things that already exist in the game so that should help.

Give the RES sites "states" that are managed by the BGS, that you can view in supercruise and in the nav panel. Each state would have a set of spawn tables associated with it.

Secure: System security has a firm grip on this RES site. Only police and miners spawn. This is the default state for Low, Medium, and High intensity res sites (although "high" doesn't actually spend much time in it, more on that later). This state is intended for, well, mining. Resource extraction. That sort of thing. When the site is Secure, you can mine in peace knowing NPC pirates will not show up and the police are watching your back.

____________________________________________________________________________________

Pirate Raid: A local pirate gang feels like they've got enough muscle to take on System Security here. The spawn table here works in phases: on entering the instance, police spawn first. After that, pirates spawn in waves while the police call in reinforcements. During a Pirate Raid, the pirate ships will target system security first as they attempt to gain control of the area, then go after miners if they feel like they are winning. If pirates are destroyed faster than System Security, eventually the raid will fail and the system will go back to the Secure state. If system security is destroyed faster than the pirates, the RES site will be Overrun.

Pirate raids have a random chance of occurring based on the type of RES site (Low is least frequent, High is most frequent). The chance slowly increases over time, so there will be an occasional raid sooner or later. System states that reduce system security increase the chance of Raids, as does killing System Security and selling to the black market. Busts also increase the chance of raids, as funding for security is cut and people down on their luck turn to piracy to make a living. During a pirate raid, the system's controlling faction gives a bonus on their own bounties in that RES site (~20%-30% ish?). If a pirate faction controls one or more stations in the system, the frequency and intensity of pirate raids will be increased for all RES sites in the system. Additionally, if they control a station, the pirate faction will offer combat bonds or something similar for killing System Security during a raid. Doing so is still illegal and will still put a bounty on you.

Finally, as long as there are ongoing raids in the system, the controlling faction will generate missions to kill pirates in-system and any pirate factions present will generate missions to kill system security.

_____________________________________________________________________________________

Overrun: System Security has withdrawn from the RES site, and pirates are running rampant. This is the default state for Hazardous RES sites. Only pirates and the occasional foolhardy miner will spawn. Overrun RES sites don't have the bonus pay that Raids do, but they make up for it in volume and may still generate missions to "clean up" that site.

_____________________________________________________________________________________

Security Operation: System Security is attempting to take control of the site. This is essentially the opposite of a Pirate Raid. Pirates spawn first, then the police spawn in and attack them. Bonuses and missions are generated similar to a Pirate Raid. If the police win, the system is Secure. If they lose, it goes back to being Overrun. Security Operations have a random chance to occur in Overrun sites, with odds increasing over time much like Raids. System states that raise the security level make Security Operations more likely, as does killing pirates. Boom states also increase the chances of a Security Operation, due to increased funding available for system security.

______________________________________________________________________________________

These states would be tracked by the BGS so that they can be synced across instances. And ideally, they would be able to change while you are still in the RES, with an appropriate announcement from System Security such as "We have incoming pirates on sensors.", "They're retreating, we won!", "We can't hold here any longer, fall back!", etc.
 
I've actually got an idea for fleshing out RES sites. I'm sure it'd be a lot of work, but it does leverage a lot of things that already exist in the game so that should help.

Give the RES sites "states" that are managed by the BGS, that you can view in supercruise and in the nav panel. Each state would have a set of spawn tables associated with it.

Secure: System security has a firm grip on this RES site. Only police and miners spawn. This is the default state for Low, Medium, and High intensity res sites (although "high" doesn't actually spend much time in it, more on that later). This state is intended for, well, mining. Resource extraction. That sort of thing. When the site is Secure, you can mine in peace knowing NPC pirates will not show up and the police are watching your back.

____________________________________________________________________________________

Pirate Raid: A local pirate gang feels like they've got enough muscle to take on System Security here. The spawn table here works in phases: on entering the instance, police spawn first. After that, pirates spawn in waves while the police call in reinforcements. During a Pirate Raid, the pirate ships will target system security first as they attempt to gain control of the area, then go after miners if they feel like they are winning. If pirates are destroyed faster than System Security, eventually the raid will fail and the system will go back to the Secure state. If system security is destroyed faster than the pirates, the RES site will be Overrun.

Pirate raids have a random chance of occurring based on the type of RES site (Low is least frequent, High is most frequent). The chance slowly increases over time, so there will be an occasional raid sooner or later. System states that reduce system security increase the chance of Raids, as does killing System Security and selling to the black market. Busts also increase the chance of raids, as funding for security is cut and people down on their luck turn to piracy to make a living. During a pirate raid, the system's controlling faction gives a bonus on their own bounties in that RES site (~20%-30% ish?). If a pirate faction controls one or more stations in the system, the frequency and intensity of pirate raids will be increased for all RES sites in the system. Additionally, if they control a station, the pirate faction will offer combat bonds or something similar for killing System Security during a raid. Doing so is still illegal and will still put a bounty on you.

Finally, as long as there are ongoing raids in the system, the controlling faction will generate missions to kill pirates in-system and any pirate factions present will generate missions to kill system security.

_____________________________________________________________________________________

Overrun: System Security has withdrawn from the RES site, and pirates are running rampant. This is the default state for Hazardous RES sites. Only pirates and the occasional foolhardy miner will spawn. Overrun RES sites don't have the bonus pay that Raids do, but they make up for it in volume and may still generate missions to "clean up" that site.

_____________________________________________________________________________________

Security Operation: System Security is attempting to take control of the site. This is essentially the opposite of a Pirate Raid. Pirates spawn first, then the police spawn in and attack them. Bonuses and missions are generated similar to a Pirate Raid. If the police win, the system is Secure. If they lose, it goes back to being Overrun. Security Operations have a random chance to occur in Overrun sites, with odds increasing over time much like Raids. System states that raise the security level make Security Operations more likely, as does killing pirates. Boom states also increase the chances of a Security Operation, due to increased funding available for system security.

______________________________________________________________________________________

These states would be tracked by the BGS so that they can be synced across instances. And ideally, they would be able to change while you are still in the RES, with an appropriate announcement from System Security such as "We have incoming pirates on sensors.", "They're retreating, we won!", "We can't hold here any longer, fall back!", etc.

Good ideas here
 
Layers of game mechanics and back ground sim mechanics that can sit on each other, and create feedback or hopefully emergent gameplay.

eg:-

1) Add in convoy escort missions/mechanics.
2) Add in NPC wingman (even just allocated in some missions) which you can then command to attack this/defend that. (see 1)
3) Allow CMDRs to act as Wingmen in some missions (see 1)
4) Add station blockade mechanics so the back ground sim can put a station in full blockade where CMDRs (& NPCs) can attempt to enforce, break or run it (for extra trade profits). (see 1, 2 & 3).
5) Consider if CQC had been fighter mechanics in the core game. eg: to patrol stations/platforms/capital ships etc (see 1, 2, 3 and 4)
... and so on!
6) Imagine if serious conditions (eg: like a plague) the background sim could kick off blockades etc. Civilians might need evacuating from these stations, so the passenger missions in 2.2 have something more interesting things to feed off, especially if CMDRs/NPCs can escort/protect you etc (see 1, 2, 3, 4 and 5)

Just these sort of mechanics then improve what can also potentially be offered in Community Goals and Powerplay tasks. And of course when 2.2 and 2.3 arrive with you having an additional fighter or a crew of CMDRs on a single ship, again those are made all more interesting in how they fit into those existing (more interesting) mechanics.

And if the Thargoids arrive? Then an more interesting back ground sim can make the most of it with systems falling into chaos thanks to nearby Thargoid attack. Stations can go in to lock down/blockade. Civilians need escorting out under protection while under attack?. Stations/capital ships need fighter escorts/protection... Etc...

We need the depth and variety of the tools in the current game to be increased/improved IMHO. Especially before moving onto other areas that need equal attention and depth (eg: first person).

Yes, that is good, but they are just expanding on the mechanics we already have.

I totally agree that the background sim needs to be more dynamic and have been pushing for that for a while now.

I see no problems with space legs even if it's just exploring what we have now in a different environment.

What we have seen at gamescom looks good, I'm sure there is more to see as well.

Myself I am totally looking forward to space legs.
 
Last edited:
SC going at it completely wrong... please explain?? As I see it, SC is doing it completely right with what is currently available, and gameplay shown for v3.0 at Gamescom.

As for FD "pulling it off," that is not the reason to do it. As noted in earlier thread, ED now has a mechanic that works. You, and all others on here, along with all the community tools/content, showcase this fact..., space legs excluded. Frankly, none of us knows what is coming unless you are privy to FG internal project material and concept paths. Thus, its simply all speculation.

Fact is, ED is now a spaceship sim where u fly from the pilot's seat and do stuff. New seasons that we know of now, enhance upon this mechanic. Whether space legs was something in orignal planning... well things may change if you have a good thing going, which I believe FG does now.

I also come from the earthly flight sim world of DCG, IL2, CLOD, FSX, etc... and none of these have ability to get out of plane, except when bailing. Similarly, ED is a space ship simulation that drives gameplay from the pilot's seat. It works, its cool, and its immersive. What I see is FG building upon that mechanic which they have quite successfully employed.

You make it sound like by adding legs it would ruin the game. That's nonsense. Adding more stuff to do in the pilot seat will not fix the lack of depth in this game. The lack of depth is derived from the lack of scope and personality. There is no flair no real immersion. Nothing in this game sucks you in and makes you care. A gameplay mechanic that would add depth would be a narrative. Even if it's an aloof narrative. We have no driving force in this story.

As for do we know it's coming.
Yes we do. We don't know the dates but space legs is happening FD has said several times that it was being implemented this isn't a discussion on if it's happening. The evidence suggests it will be season 3. That is speculation.
 
Adding the basic ability to walk around should be a piece of cake. When you look at it in it's simplest form, all it is is a camera attached to a 3D object that moves around in a 3D environment. And that is exactly what we already have. The only difference is the 3D object the camera is attached to is a character instead of a ship, and the environments are different. We already even have the most rudimentary basics for FPS gameplay. The SRV turret. We're looking in first person view, aiming and firing at things. Again, they just have to switch the SRV with a character and you have the most basic FPS.

Like others have said, the real work is in creating interesting gameplay for spacelegs. What are we actually going to do while we're walking around? I know what I would like to see, and I hope they're thinking real big.
 
Adding the basic ability to walk around should be a piece of cake. When you look at it in it's simplest form, all it is is a camera attached to a 3D object that moves around in a 3D environment. And that is exactly what we already have. The only difference is the 3D object the camera is attached to is a character instead of a ship, and the environments are different. We already even have the most rudimentary basics for FPS gameplay. The SRV turret. We're looking in first person view, aiming and firing at things. Again, they just have to switch the SRV with a character and you have the most basic FPS.

Like others have said, the real work is in creating interesting gameplay for spacelegs. What are we actually going to do while we're walking around? I know what I would like to see, and I hope they're thinking real big.

Same here
 
Adding the basic ability to walk around should be a piece of cake. When you look at it in it's simplest form, all it is is a camera attached to a 3D object that moves around in a 3D environment.

You seriously have no idea on what you're talking about. Adding character animation is several levels more difficult (and time-consuming) than just "attaching a 3D camera to an object that moves."
 
Last edited:
Hooray another space legs discussion, I can never resist sticking my oar in to these.

I think space legs will happen, I think it might be lots of fun. When? I don't know, but I would be fascinated to know where anyone who's claiming season 3 is getting their information from. Wishful thinking perhaps?

My uninformed gamer's opinion is that it would require a season of it's own it implement as it appears to be, as has already been stated, a massive amount of work that is akin to creating an entirely new game and grafting it seamlessly to the one we already have. Just look at all of the ideas and daydreams, some very appealing, that are going back and forth in this thread; massive amounts of work! Here are my own musings and whimsy from a similar thread:

the sort of walking gameplay I would love is something like the jetpack/glider combination that Firefall had, it was one of the most satisfying elements of that particular game. I spent many happy hours scaling the tallest most inaccessible peaks and jumping off of them or upgrading the jet boots so I could get to the ones I couldn't quite reach. I wouldn't mind if they ripped it off wholesale, it's something that could be greatly expanded on as well, for instance: dynamic flight/gliding model that changes depending on the thickness of the atmosphere, making a jump into to Valles Marineris on Mars a lot more tricky and demanding than gliding through the valleys of the Mithrim Montes mountains on Titan.

I'd like to be able to go on foot, assisted by jetpack and/or grappling hook to the places that are too challenging for the SRV and unsuitable to land in your ship and then be able to place a marker there to let people know I'd been there and see if anyone else would have the patience to figure out how it was done. Maybe for the really huge mountains you could pre-drop supply dumps along your intended path or have wing mates drop them for you.

I think if you're on foot they would probably add a survival element depending on the hostility of the environment. Earth like worlds and terraformed planets world be pretty easy but doing stuff on the surface of a planet like Venus would require supplies and planning to do an excursion that's anything longer than getting out of your ship or SRV for a few minutes to check out a wreck you spotted.

I'd have thought some foundations would need to be in place before doing this i.e atmospheric planets and life forms, a deeper mission and quest system for it to be a worthwhile experience, yes more work.

Star citizen is doing it- FD Wants to stay relevant this is a must.

Something different- its something different and no one has given any reason other than "I don't want it so you shouldn't get it" "Development time" and "SC does it go there".

Can you explain how spacelegs can be "something different" if "Star Citizen is doing it"? IMO adding spacelegs just because X game is doing it is a really weak reason for devoting the huge amounts of money and staff hours that this undertaking will require. That's not to say it shouldn't be done at all, it has been part of what FD have stated as a goal of theirs from very early on. I just think we should be prepared to wait and also be prepared for it to be delivered in stages, if not over it's own season then like planets, first maybe walking around ships, then stations, eventually planet surfaces. Hope you all have lots of patience.

OHHHH CAVES!!!, don't forget caves! Don't think anyone's mentioned caves yet in this thread.


like say volcanism

Thankyou! Finally someone gets it right.
 
Last edited:
The only thing I want is a social hub where you can gather with your friends and play space-themed versions of stuff like Risk, Cards Against Humanity, Gwent, Poker, etc.

Think along the lines of Tabletop Simulator but with actual avatars and being able to walk around.
 
You seriously have no idea on what you're talking about. Adding character animation is several levels more difficult (and time-consuming) than just "attaching a 3D camera to an object that moves."

I never said it wasn't. Even so, rigging the 3D model for the pilot with a skeleton and creating a walk cycle and a running cycle and shooting animations isn't going to take months or years. My only point is that in it's very simplest form, spacelegs is no different to what we already have. It's a 3D object moving around in a 3D environment. Yes you need movement animations, and you need to create the environments and 3D models and animations for weapons, but it's not some completely alien concept that FD have to research for a year before they can attempt it.
 
Back
Top Bottom