The Spacelegs(TM) gameplay mechanic discussion club thread!

ALRIGHT! listen up Commanders!

In this thread we will NOT discuss if we need spacelegs or not, we will discuss how it COULD be designed, as a meaningful add on for ED.


I will start with a couple of examples.

Salvation. If you stumble on a drifting space ship, you can EVA into the ship, inside there will be modules and spare parts you can sell or use to modify your own ship. In some rare occasions you can actually repair the ship and to get it 100% up and running you will need to repair all the damaged modules.

When the Ship is repaired, you can A) activate a beacon, and rescue teams will come and transport it for you B) you bring a friend and he/she can fly it back to a station for you.

In the station you can sell it, or keep it as your own ship.

Take the outpost.

In take the outpost you and your friends need to take the outpost, by combatting the forces in it, when you have done so, the outpost and the surrounding area will belong to the fraction your group represent.

Have fun, cheers.
 
I think stepping out of your SRV or ship to:
1. Conduct repairs on your ship - useful for deep space explorers
2. Explore caves and buildings too small for your SRV
3. Artefact hunting - Not unlike S.T.A.L.K.E.R. with a hand held scanner looking for small objects of high value (diamonds, data, devices)
4. Interact with objects in game such as switches, levers, consoles in order to move forwards with exploration or mission objectives
5. Bobbytrap or demolish objects
6. Man hardpoints and weapons placements
7. Set defences up
8. Build stuff

...basically anything that serves a purpose and some interaction and not solely to admire the view
 
Elaborate on a bunch of placeholders.
-Land your ship, lock it down with some security measure
-Exit the pilot seat, disembark into a transport pod.
-Select your destination (Market, Civil Sector, Shipyard etc.), the state of which is dictated by the condition of the station
-The market will have several vendors, some sell tech, some sell food, some sell salvage, some have a table, some have a warehouse etc.
-The black market will be interspersed within the regular market and be a matter of contacts and special opportunities
-The market can include establishments of varying rapport, some of which are frequented by known scum
-Fly low and stealthy to approach the ground base, landing over 1km away. Tell your crew member to keep the engines hot.
-Exit the pilot seat, disembark into an SRV
-Drive the rest of the way to the base and park the SRV behind a hill. Exit the SRV and infiltrate the base on foot.
-Use a provided security code to gain access to the interior
-The interior can have a supply room, communications room, mess hall etc.
-Sneak into their main computer room and download their archives and plant remote charges at key points in the facility
-Locate the hostages and lead them to the airlock so they can don pressure suits
-Lead/load the hostages onto the SRV and detonate the remote charges
-Order your crewmate to meet you halfway and scoop you up
-You chase a wanted criminal onto an Anaconda and have to search the thing for them
-The Anaconda takes off with you and your friend stowed away, the crew pull the intruder alarm and start hunting you down
-You end up stunning or killing most of them and commandeering the ship over a misunderstanding
-You force the pilot to fly you back so you can drop off your bounty and get back on your ship
-Take a shuttle-ride to any station or planetary base instead of flying your hauler (with delay). Buy a new ship or buy a ride to one of your old ships if you want to fly.
-Restrict access on stations to useful areas, expanding as the game permits
-Start with the ship, then planets, then stations
-Hide in a derelict and make it a home of sorts
-Customize ship interiors
-Elaborate ship's system details, interact with them and affect their functionality

Just a few
 
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-Orbital skydiving (teams, groups, championships, splat practice)
-Have a science station that can give you more detailed information on geology, radiation, gravity etc.
-Keep a scientific journal, more than just a hidden checklist
-EVA geological studies on asteroids
-EVA mining for those precious gems
-Crawl into a Jeffries tube and fix your FSD motivator
-Get rescued by one of your partners (what we currently call crew) in one of your other ships if you get blown up.
-Hire a crew of a suitable size, like 12-40 for a Conda, and provide life support requirements
-Crew operate as another ship's resource, with benefits and requirements, liabilities in some situations
-Engineering station to give more detailed ship's status and to assign said crews
-Performing repairs both EVA and inside
-Riding to space on top of a ship
 
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It would be a good place to for them socks that they sell in Frontier Store to go.

Something tells me they did this the wrong way round - who invents socks b4 the legs to put them on?
Perhaps they were looking for the answer to the chicken or the egg conundrum
 
Go to the bar for a beer, to pick up gossip on good trade routes, bounties, missions etc.
Visit that park you always see at that Starport when landing.
Land on an undiscovered planet and plant an "I was ere" flag. (yes I Know it will not be visible to anybody else, but its something to do).
Walk round my huge corvette and Cutter just because I can.
 
Now that I like!

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Flag planting - first person to set foot on a body can put down a flag, complete with custom logo, that appears as a point of interest to everyone in the game.

Absolutely and make it an exploration reward and add first landed by <CMDR> to the system map. You could even add a scanning mechanism to find the place to put a flag up. ie the POI already exists but needs to be located.
 

Deleted member 115407

D
Land at an Orbis. Hop out of your ship and walk to the flight control tower. Drop your Pilots Federation ID and sell your ship. Take one of those yellow cars to the agricultural spindle. Buy one of the farms... and a tractor... and a straw hat. Spend your days farming while you watch buckyball racers zoom around overhead.
 
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There are tons of activities you can do on foot, exploring stations and planetary bases is just one, on foot missions with a weapon in hand, scanning caves, bringing packages to destinations without a landing pad, assaulting other ships or rescue them, repairing stuff inside or outside the ship, repairing or salvaging missions inside relics, missions inside enemy bases entirely built underground or in tall Skyscrapers, entering alien bases, stations or ships, capturing pirates and taking them to prison planets, building bases or stations, living in your own ship or base, build factories turning materials into modules and ships, perhaps clothing and spacesuits, renting apartments in any city or station, meeting ppl in clubs or bars for a gathering or a party, it would add a lot to ED universe in my opinion, tons of stuff that would make it even more awesome.

Land at an Orbis. Hop out of your ship and walk to the flight control tower. Drop your Pilots Federation ID and sell your ship. Take one of those yellow cars to the agricultural spindle. Buy one of the farms... and a tractor... and a straw hat. Spend your days farming while you watch buckyball racers zoom around overhead.

retirement ? LOL it would be cool to be able to live in those rings but I would not sell my ships, I would make enough money to buy a place there for sure
 
A farming simulator mod on an O'Neil cylinder or Hadleys Hope style colony would be kinda neat.

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Farming%2BSimulator%2B17.jpg
 
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OP - I know you protested no debate in the thread, but I felt it important to note down my opinions on this as it is also relevant to your request for opinions, if that makes sense?!

I have never been fond of the idea of legs, as I have never seen a continuing purpose to being able to walk around the ship more than once....

However, your 1st post examples of the ideas on how to implement legs as a game mechanism, are absolutely spot on! I don't think anyone could argue that the kind of features you have described would be pointless, as it seems like a really good idea and implementable game mechanism.

So, in other words, kudos to you and your suggestions - for the first time with this subject, I like the ideas, and see no reason why not to implement them. Great work mate, I like it a lot and can see it working out excellently within the outward scope of the game. I sincerely hope that something along the lines you have written, is what we will receive in the end through the game of ED!!

Nice on,
The Hat :)
 
For pirating, you could actually attack a ship, disable it, board it, eliminate the crew, and steal it. Then build your own pirate fleet of stolen ships.

Of course with space legs they could also catch you and put you in one of those prison settlements.
 
OP - I know you protested no debate in the thread, but I felt it important to note down my opinions on this as it is also relevant to your request for opinions, if that makes sense?!

I have never been fond of the idea of legs, as I have never seen a continuing purpose to being able to walk around the ship more than once....

However, your 1st post examples of the ideas on how to implement legs as a game mechanism, are absolutely spot on! I don't think anyone could argue that the kind of features you have described would be pointless, as it seems like a really good idea and implementable game mechanism.

So, in other words, kudos to you and your suggestions - for the first time with this subject, I like the ideas, and see no reason why not to implement them. Great work mate, I like it a lot and can see it working out excellently within the outward scope of the game. I sincerely hope that something along the lines you have written, is what we will receive in the end through the game of ED!!

Nice on,
The Hat :)

Well, implementing a new mechanic just to say we did it, is never a good idea. However I truly believe that good game design, even if it is just basic fetch missions, can be fun and very interesting game play. We see that i almost all games, get this to do that. Skyrim, Witcher, Bio shock, Alien Isolation you name it use the same mechanic, however they do it in such a way it;s fun to play the game over and over.

And thank you for the roses :)
 
I'd be quite happy, at this stage, with full ship internals to explore and interact with the ship. Tour the cargo bay. Manually perform mechanical repairs to modules. Additionally, space stations and megaships, just enough to cover a physical location where each station contact is located (though, if you like you can still just use 'Station Services' to access them.) Additionally, a social area on the stations/megaships - a lounge or a bar that serves as a place to gather outside of our ships, and show off our CMDR avatars
 
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