Scaled Complexity

Dear Devs,

I'd like to be able to switch everything off after landing and then have the option to start it up when launching again. In real flight, you have to perform checklists for shutting down all the systems and the same for starting up again etc. I know that not everyone wants this level of complexity but I'm sure that there are others that would?

Is this a possibility for the final release?
 

Ramireza

Banned
Mmh... they should be an Gameplay element that give such things sence :

At the moment alle Systems are turned on/off at once automaticly. This is ok, but this the Systems should suffer because of this, only a little bit of course. So, if you want to do it automaticly, ok do it, but maybe your Ship/Moudles sufer some damage over time. If you do it manualy and NOT AT ONCE like the automatic system, its more easy to the systems. Maybe there also a possibilty for new modules/money sinks : "Buy the Deluxe Automatic System Switcher! Now with nearly none drawbacks!" ;)
 
Mmh... they should be an Gameplay element that give such things sence :

At the moment alle Systems are turned on/off at once automaticly. This is ok, but this the Systems should suffer because of this, only a little bit of course. So, if you want to do it automaticly, ok do it, but maybe your Ship/Moudles sufer some damage over time. If you do it manualy and NOT AT ONCE like the automatic system, its more easy to the systems.

Well, with the "wear and tear" mechanics, stuff like that will happen no matter what, I guess... but I like the general idea of having to "start" your ship, so to speak... bringing the reactor(s) online, booting the computers, etc.

Of course, that would only make sense when first person gameplay comes, since you never really have to shut down your ship if you ain't gonna leave it...
 
Yes, and if you don't play for a week or more, you'll have to manually evict a family of raccoons (or a customizable wildlife of your choice) that will take up residence in your spaceship. Available when planetary landings come out.

:eek:
 
I agree that it would make a lot more sense once you can leave your ship, be it in the space stations (a quick walk to the bar!) or on planets. I discovered that actually you CAN turn a lot of the stuff off (apart from power - I like my cockpit to be cold and dark!) by using the right hand Modules console. But I think it should be done in sequence to prevent things going wrong (cold engine start for example). One thing that confuses me however - once you turn life-support off inside the station, you have the oxygen timer countdown... but I thought that the space station environment had it's own life support systems inside? A bug maybe?

Ps I love turning the radiators off and watching the windscreen ice up - epic!!! :D
 

Mark Allen

Programmer- Elite: Dangerous
Things like a funky startup sequence have certainly been requested internally as well :) - it's just a low priority compared to getting the gameplay where we want it!
 
Things like a funky startup sequence have certainly been requested internally as well :) - it's just a low priority compared to getting the gameplay where we want it!

w00t!, I would love to see my ship come to life one instrument and sound at a time!
 
Are we aiming for DCS A10 Warthog here, or trying to recapture the sence of space adventure and discovery that was frontier of the past? While I wouldn't mind the conventions listed here, I'd much rather FD focused more on things like the bulletin board missions, strange anomalous encounters deep in space - like weird aliens or artifacts with story and objectives attatched, planet landing and a load of quirky, spacy atmosphere - in the sense that Fallout did for the post apoc rpg genre.
 
Are we aiming for DCS A10 Warthog here, or trying to recapture the sence of space adventure and discovery that was frontier of the past? While I wouldn't mind the conventions listed here, I'd much rather FD focused more on things like the bulletin board missions, strange anomalous encounters deep in space - like weird aliens or artifacts with story and objectives attatched, planet landing and a load of quirky, spacy atmosphere - in the sense that Fallout did for the post apoc rpg genre.
Agreed, put the complexity in the environment, not the cockpit and I say this as someone who grew up with hardcore flightsims.
 
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Agreed, put the complexity in the environment, not the cockpit and this comes from someone who grew up with hardcore flightsims.

I agree, something akin to DCS or BMS would be a tad to much, but still, even a largely automated startup sequence would be highly immersive.
 
I've often said, if I won the lottery BIG, one of the things I'd do is build the game I've always wanted.

Elite is really close, but what I'd really want is precisely what was being made fun of above: Something just like DCS in space. It would take you about a half hour or more to do a full start up from cold and dark, actually flying the ship would be absolutely terrifying, and... You think landing in Elite is hard???

I'm pretty sure I would lose a ton of money, but that would be expected... However, you might be surprised how many people would share that dream. I can't imagine how fun it would be to design a ridiculously complex cockpit that isn't beholden to anything in reality.

I wonder how long it would take for someone to learn to just get it off the ground... It took me a good solid month to learn how to get a Boeing 737 NGX from Heathrow to Amsterdam, and that was based on a real cockpit.... I would put the learning curve at around that long to get out of the station.

Click-pits??? Oh Yeah!
 
I've often said, if I won the lottery BIG, one of the things I'd do is build the game I've always wanted.

Elite is really close, but what I'd really want is precisely what was being made fun of above: Something just like DCS in space. It would take you about a half hour or more to do a full start up from cold and dark, actually flying the ship would be absolutely terrifying, and... You think landing in Elite is hard???

I'm pretty sure I would lose a ton of money, but that would be expected... However, you might be surprised how many people would share that dream. I can't imagine how fun it would be to design a ridiculously complex cockpit that isn't beholden to anything in reality.

I wonder how long it would take for someone to learn to just get it off the ground... It took me a good solid month to learn how to get a Boeing 737 NGX from Heathrow to Amsterdam, and that was based on a real cockpit.... I would put the learning curve at around that long to get out of the station.

Click-pits??? Oh Yeah!

I can truly appreciate what you're saying, Bro. I just want to point out I'm not making fun of DCS. I own it myself, and am always blown away by its realism and complexty. Further, being a real life pilot, I'm totally into realizm - absokutely love the planes by A2A Simulations for that reason. But I draw a distinction between a game like ED and a sim like DCS.
 
I think that, once walking in ships and stations comes, this feature would be awesome.

Having to flick the switches to start the ship up and having the A.I. corrospond with what you just activated.

I do, however, feel that this should be an optional thing OR take less then two minutes, otherwise people would be bored waiting half an hour for the ship to boot up as previously mentioned.
 
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