Something I wrote a LONG time ago...
To anyone reading: English in NOT my primary language, bear on please.
And so it begins...
FPS Module / FPN (First Person Navigation) does give the opportunity to players to move in a first person perspective in the Elite Dangerous universe outside the boundaries of the ship she/he owns.
As written before, it's only really applicable on ships above a certain tonnage.
That is, those that have the physical space behind the commander chair for the necessary structure (a/many corridor/s, more rooms and so on).
There could be some ships whose Cockpit opens directly into the "outside". Boarding that kind of ship would prove... tricky.
This detail must be left entirely in Frontier's capable hands.
I could see in FPN (First Person Navigation) a minimalistic GUI integrated in some sort of headpiece.
This would allow for remote operations of simple subsystems, without the need to physically move all over the ship just to activate something. It also remove the need for an immersion breaking fast-travel options.
What could be smart is the use of a separate instance for the player involved in a FPN (First Person Navigation) section.
I.e.: FPN sections would only actually activate and set the player(s) in a separate instance when certain conditions are satisfied:
Ok, from now on this module is referred as First Person Navigation (FPN)
Main areas of interest:
... Continuing From Previous Post ...
This concludes the first post.
I'd love to discuss more but I feel more and more like The Beatles "Nowhere Man"...
Maybe I'll just posting altogether.
But I still have some ideas...
How should Modules be delivered?
I think a Suspension of Disbelief method is in order, and more than possible...
For example
From the previous post... I've reached the Hard Limit...
---- EXAMPLE ----
There's few things as thrilling as going first person to see how bad that hole in the main hull is...
Imagine it: Two seater Cobra Mk.III, during "salvaging" operations in an asteroid field there's an impact. Decompression alarm, pierced hull in room 4. The commander order you to handle it as she keeps on flying. On your console, you switch the screen from the Scanner to Damage Control and seal the whole area in room 4 with a button.
As the "Tariq's Soul" it's out of the asteroid field it's time to see how bad it is. You get up, your helment extend from the relaxed position around your neck and your GUI kicks in. Travel to the corridor, down the ladder and seal the corridor behind you. As you open the door that leads to Room 4, all the little air left is sucked out with some particles and noises are no-more. Just your breathing and footsteps. You turn on the headpiece light and off the emergency breaker. The room goes dark and that's when you notice the hull has an hole as big as your chest, the light of that distant sun beaming in... Also the entire cargo pod <1> is wasted.
Brilliant. All those expensive suspended-animation Chinchilla are now just as good as fertilizer...
---- FIN ----
To anyone reading: English in NOT my primary language, bear on please.
And so it begins...
FPS Module / FPN (First Person Navigation) does give the opportunity to players to move in a first person perspective in the Elite Dangerous universe outside the boundaries of the ship she/he owns.
As written before, it's only really applicable on ships above a certain tonnage.
That is, those that have the physical space behind the commander chair for the necessary structure (a/many corridor/s, more rooms and so on).
There could be some ships whose Cockpit opens directly into the "outside". Boarding that kind of ship would prove... tricky.
This detail must be left entirely in Frontier's capable hands.
I could see in FPN (First Person Navigation) a minimalistic GUI integrated in some sort of headpiece.
This would allow for remote operations of simple subsystems, without the need to physically move all over the ship just to activate something. It also remove the need for an immersion breaking fast-travel options.
What could be smart is the use of a separate instance for the player involved in a FPN (First Person Navigation) section.
I.e.: FPN sections would only actually activate and set the player(s) in a separate instance when certain conditions are satisfied:
- The player is alone: let's face it, to have fun with the FPN it's better to have no other worries going on.
So the first check would be if the player is reasonably alone in a certain radius. This would make sure he can be placed in a safe instance where she/he can perform the FPN section with no annoyance (beside the FPN). So while "salvaging" an empty hulk or mining, or during a delivery of a bio-weapon (Military-Grade Chinchilla), IF there's nobody around, there's a percentage of a FPN Section happening.
- Two player ships -with the same FPN module settings- are within a certain distance: eh, good'ole piracy act. With the right weapons, and the right equipment it *SHOULD* be possible to disable another player's ship. Dynamics for "Why would I board another player's ship?" are detailed in the "Third party ships FPN" below...
- A player (or his group) reached the location for a NPC entity: there could be a NPC driven quest requiring a ship for the mission and one (or more) for escort... i.e.: The NPC that give the quest warns the player that they could be attacked and a boarding *could* happens, or (the other way around) they have to approach a certain area and board assault another NPC ship while defending from its escort. Detail on what to do are in the "Third party ships FPN" part below.
Ok, from now on this module is referred as First Person Navigation (FPN)
Main areas of interest:
- Player owned ship FPN includes (but is not limited to):
- Damage Control - actions roughly split in containment or repair.
At the beginning (considering that the module will NOT be available at launch) all these action could be performed by an automated system or NPC crew. Literally just a statistic or some GUI button activation.
In this case, with the module fully active, I could do-- Damage containment:
- this will allow me or another human-played crew-member to activate emergency procedures relative to a specific condition.- Procedures: immediate solutions are available at the player's console.
It could be necessary to move to a secondary station, or order those who are manning it to do something (either AI or Human).
In some *extreme* cases it could still be necessary to handle it personally.
I'd avoid as much as possible button mashing/puzzle solving (fire extinguisher at hand or connecting wires) or this will be skipped entirely.
NO BUTTON MASHING Q.T.E.
It's better to employ a simpler method (single button operation) based on observation and a little bit of cognitive thinking. Experience WILL help.
As an example of Damage Control and Repair look in the following post, at ---- EXAMPLE ----
- Procedures: immediate solutions are available at the player's console.
- Damage repair:
- this will happen AFTER the previous step OR in case of a faulty unit/subsystem. Damage brought upon a ship could be dealt in different ways:- Jury Rigging: It's mainly the act of removing the cause but not the symptoms. Takes little time, no spare parts are required, but not everything can be j.r..
I.e.: in case of hull damage, the hole is closed with makeshift boards, soldered, little hit-points are restored but lost armor of the area is NOT. From outside it looks closed but it will not take much to open again... - Repair: It requires spare parts and it fixes the problem entirely restoring complete functionality. Self explanatory... Takes a bit more time.
- Leave unattended: No further steps after the Damage Containment. Ballsy but Dangerous.
It isn't necessary to split clearly these two parts, they are two sides of the same coin, or better even, just a consequence... It's a logical difference not a physical one.
- Jury Rigging: It's mainly the act of removing the cause but not the symptoms. Takes little time, no spare parts are required, but not everything can be j.r..
- Damage containment:
- Secondary stations activities - Actions required for specialised equipment, turrets manning, improved behavior of certain equipment.
- Specialised Equipment:
- As in Frontier, or First Encounter, there are missions that can only be completed by owning the correct/specialised Sub-system. It can rage from a particular kind of Passenger Cabin, up to the cutting edge Radar Scanner or even just field testing a prototype for your Navy/Government of choice. Moving to the relative Secondary Station opens up the necessary narrative that leads to the beginning/development/ending of the mission. Obviously, according to the type of Sub-system/Station there are different reasoning/mechanics to implement but it *could* all be reduced to an interaction with a specific GUI. Again, it MUST BE DIFFERENT from simple Q.T.E. button mashing; being instead a simple game-mechanic that requires a bit of (?lateral?) thinking that can be honed with proper experience. It would make a player that's ACTUALLY capable to read a deep space scanner a better choice for crew, forcing people to get into the game-play or relaying on that one smart friend. Also a valid motivation to seek new friends or even creating School Ships, offering lessons in Specific Sub Systems for a price or... stuff. Got to think about this. - Turreted Weapon Systems:
- The name is pretty much self explanatory. The station provide a specific GUI with the targeting cues of the on board weapons. As in Elite 2 all the turrets (if more than one, of course) can be slaved to the Artillery Station so when the gimbals limit of one turret are reached the system switches automatically to the next one in that give direction. In case of multiple turrets with overlapping fields of fire then all the turrets that can aim at one precise spot can/will fire at the same time. Makes sense, for example, for those big Broadsides seen in the Damocles. For such kind of big ships (still unannounced for player use, but that's it... I think about it anyway) there simply would be more stations to provide redundancy beside multiple manning... - Improve equipment :
- (This is trickier as involves a certain amount of randomisation and a la Q.T.E. interface...) With this case I mean the probability of an experienced player to provide a better outcome in certain conditions as opposed as the normal AI NPC. Conditions as specific sensors reading or mining. Giving this task to a generic (face/name-less) AI NPC would just yield *some* results (to put it in numbers between 50% and 75% of the possible 100% maximum yield of a mined asteroid...). A human player would be better suited to the need of fast applications of certain commands to a specific condition. The challenge here is to create a proper mini-game with its rules et and physics.
Possibly this could/would be skipped/merged with Specialised Equipment.
- Specialised Equipment:
- Boarding Defense - The classiest of the implementation... being boarded against you will (or maybe tricking someone into it- *wink wink* *nudge nudge*) and defending from it. There's a number of interesting variables. There would be the need of personal weapons and armours. Smaller guns may not pierce every personal armor BUT will have plus of being recoilless (magnetic propelled darts)... Bigger guns will really prove to be a problem to swing around in small corridors but could potentially rip through the doors. Or using simply Stun-gun/Electric Batons...
- Slaves/living beings/aliens-in-storage escape containment - Maybe sounds like a weak point, but I figure this would only happen with some specific missions AND only if the given precautionary measures are not taken. ( I TOLD YOU, those low energy bars would have NOT kept the Mutant-Chinchilla in that cage!). Again the whole range of personal equipment (or the lack of it) can make for an interesting experience.
- Preparations for/and E.V.A. - Literally just the simple act of walking to the Deep Space Docking Collar and don your E.V.A. add-on to the player's emergency-space suit (space-onesies?). In a bigger sense this would only be a necessary step before specific missions- as recovery of a specific item from a abandoned ship/space hulk, or some sort of NPC ship Damage Repair, planting nukes on an asteroid...
- Ship exploration and familiarisation - Just for a bit of distraction while waiting for someone, getting used to specific sub-system, Damage Control training or even admiring proud at your new Amarant Chinchilla-Leather interiors...
- Damage Control - actions roughly split in containment or repair.
- Third party ships FPN is available with vast majority of NPC ships and with human players that have the FPN module with the same settings. This is justified by the absence of the Deep Space Docking Collar that is given only to those who buy the qualification for Deep Space Extra Vehicular Activities. i.e.: buying the module.
The Deep Space Docking Collar is a self encased apparatus that takes (for game purposes) no space (or maybe a particular hardpoint. For example the Eagle (or any of those Imperial single-seaters we saw in the Damocles video) are unlikely to have the space for that.
The reciprocal of those missions would mainly be Boarding Defense.
Possible options for Player-to-Player interactions basically are- Hostile activities
- Police action- In case it's possible to enlist in a Station Police Force (or just when you do some missions for them when you're down in the gutter), routine check would bring you to dock suspect ships. Assuming that the Police Viper Mk.II has two more officers on board, it could evolve interestingly. Some shifts could just be relaxed cargo-scanning routines, other times it could really evolve in a string of Quest-like missions aimed at taking down a small gang of Pirates on the other side of that rocky moon.
- Assault/Hostage/VIP taking/saving- In case it's possible to enlist in the Federal/Imperial Navy (or just when you do some missions for them when you're down in the gutter), it would be the closest you get to the opening scene of Star Wars - A new hope.
- Hostile takeover- Actually just a variation of Assault. In this case you're rather the Pirate or the Independent with its greedy eyes on that plump escort-less fully laden unarmed transport... taking everything that's not bolted (thrice) to the ship.
- Delivery interception- Another variation. Whether your employer is a Government, a Black Ops illegal team, or just a Smuggler- all you need to know is
<You have to board the "Salty Tears", quiet any resistance, go to deck 2 and collect only the crate that looks like this *Picture uploaded to your PDA*...> - Technology/Apparatus stealing- As Delivery Interception, it adds the need to have a specific (given by NPC?) tool for the removal of that cutting edge radar/prototype Tritium Scanner from the "Long Train Run" on its way back from the testing field.
- Terrorism- As Assault... actually just a different objective- Planting a bomb or killing a specific target.
- ...more
- Non-Hostile activities
- Salvage operations and Supporting activities- The Station receives every week dozens of call for help/rescue. You are in service as Space-Coast Guard (or just when you do some missions for the community as a punishment for crimes or when you're down in the gutter and need cash fast) or Deep Space Support Delivery (kind of Air to Air refueling/Weapon delivery/Mechanical Aid). Sometimes you make it on time... Other times all it's left to do is collect-haul the hull back to the station for the bodycount & ID.
<Now, let's hope that's no pirate bait waiting for us... That would ruin my record of 32 successful recovery.> - ...more
- Salvage operations and Supporting activities- The Station receives every week dozens of call for help/rescue. You are in service as Space-Coast Guard (or just when you do some missions for the community as a punishment for crimes or when you're down in the gutter and need cash fast) or Deep Space Support Delivery (kind of Air to Air refueling/Weapon delivery/Mechanical Aid). Sometimes you make it on time... Other times all it's left to do is collect-haul the hull back to the station for the bodycount & ID.
- Hostile activities
- Player's ship to space station embarking/disembarking.
What I'd really like here (but this is VERY personal, so feel free to disagree) is to have no weapons in the Space Stations. As bad as it sounds, it makes leaving the Ship a relative issue. Gives the players a free feeling for exploring nooks and crannies for interesting NPC...
It allows for interaction that would not be otherwise available to players. Not simply a glorified trading screen. One thing made me feel weird in Elite 2, First Encounter, all the X games but NOT Freelancer, was the impression I was THE SHIP, not a person flying it. Like being bolted to the seat, bound to never leave again. Maybe, pirates station, or illegal ones of any sort could provide some challenge in that, allowing for FPN shooting. But at least you have the choice whether to risk it or not... Choices are good.
... Continuing From Previous Post ...
- Special pickup-delivery missions/Shady Deal
It can be related to both NPC and Human Players.
NPC would just offer as in Elite 2 and 3 to take a package somewhere.
The fact that are not going through legit channels should give you a hint...
In the latter case it would allow to pick up from not-so-clean-records-guys stuff that's "hot". You cold get some real friends like this...
And lose them too...
There would be a bargaining phase with a timer that would give some urgency to the matter. It would be necessary to simulate Police patrols or "moles" that keep nosing around with the inherent risk of getting caught.
So, for instance, a two minutes bargaining phase with an Offer/Demand GUI-
Whether the deal is done or gone, there will be always just ONE chance to do it for each couple of players.
Hardcore? Maybe but it would be indicative of the risky situation in which the two players are. There will be no d!cking around... - NPC interaction
This could be a throwback to Elite 2 and 3. Remember those missions where you had to give people hints about someone they where looking for? Exactly.
Just that here you have to physically check places the NPC hinted at.
It could be a single loop mission or it could become some sort of Scavenger hunt... Completing this mission might end up with said NPC handcuffed in your worst passenger cabin. And guess what, on the way back to the client one of these Boarding defense might be in order.
<You didn't think my friends were going to give up so easily, didn't you?>
Or the target could actually be in a ship that just left and it will take no less than a full-out Assault to take him/her. - Human-to-Human interaction
A simple yet effective way for those who like to Role-Play to recruit other RPG players. Imagine the bar, with its Sim-Cabinets.
<Jenner here tells me here you're a hotshot with Plasma turrets... show me.>
Or flying fast through asteroids or a simple shooting gallery... - Exploration
You just arrived in one of the biggest station in Sol from a little setback system with two suns and just barren desert planets... You certainly would love to look around from those huge windows, hanging above good old Earth...
Who knows, in the end, what you can find, peeking around. - ...more
- Special pickup-delivery missions/Shady Deal
This concludes the first post.
I'd love to discuss more but I feel more and more like The Beatles "Nowhere Man"...
Maybe I'll just posting altogether.
But I still have some ideas...
How should Modules be delivered?
I think a Suspension of Disbelief method is in order, and more than possible...
For example
- FPN Module- as stated before the module comes with a certified qualification (it could appear hanging/fixed to the wall behind the cockpit main console
) and a rather peculiar piece of equipment: the Deep Space Docking Collar.
All ships have the Standard Docking Collar, which allows interactions will all the Trading/Shipwork/whatever-structure to-be-landed-in stations.
But only the pressurized, armoured, insert any sort of knick-knacks, Deep Space Docking Collar would allow for a structure for professional use with some degree of safety.
This allows for module owner to experience the whole range of activities in the first post PLUS NPC interactions.
In the rare case that a NPC pirate ship manages to disable our ship we may have to face a Pirates Boarding...
I believe that, especially this module, should be "tailorable" for each player. With some check-boxes it can be specified what sort of interaction the player wants:- Single player only
- Multiplayer with Friends/Groups options
- Multiplayer with All
- Allow NPC in
This would allow for very generous people to buy the module for sake of "Shut up and take my money" without ever using it if so they wish, or only activating it when there's no wife/kids around.
These options would only be available when docked in a space station.
This because it does actually requires the dockyard structures to remove the Deep Space Docking Collar...
Once removed (at least for the selected categories) it simply makes that ship impossible to dock to, the scanner of your ship (as you inspect your possible "target") will tell you so. - Planetary Landing Module- This comes with another certified qualification (it could appear hanging/fixed to the wall behind the cockpit main console along the others) and a piece of equipment (or a complete set?):
- Atmospheric Shield(s)
- Thrusters Atmospheric Upgrade
- ASOGS - Atmospheric Supported Oxygen Generation System
Without these upgrades landing on *ANY* planet would not just be dangerous, but simply lethal.
After the Planetary Landing Module is activated by the player there will always be available a training mission (in a separate instance maybe?) that will teach the player the procedures and (if present) new GUI elements related to the planetary landing procedure.
OR: there could be a Trainer (with low-poly, filled polygons graphics, and TRON like neos effects) in a Flying School type of structure. Some sort of VR Training. (All it takes really is just to make the low poly models, it will just be a separate instance with the same engine, physics simulation...)
What happens if the Planetary Landing Module is not present and a player tries to land anyway?
The extra mile: As soon as a player is approaching the atmosphere layers of a planet, or close enough to the surface if no atmosphere, all sort of proximity warnings go off. Red sharp alarm all over the GUI (HUD or control console), blaring *AHOOOGA* and a superimposed trajectory for safe evasion to follow or, in the extreme case, the ejection prompt. A countdown on the GUI will scan the seconds left to the (game driven) ships explosion.
From the previous post... I've reached the Hard Limit...
---- EXAMPLE ----
There's few things as thrilling as going first person to see how bad that hole in the main hull is...

Imagine it: Two seater Cobra Mk.III, during "salvaging" operations in an asteroid field there's an impact. Decompression alarm, pierced hull in room 4. The commander order you to handle it as she keeps on flying. On your console, you switch the screen from the Scanner to Damage Control and seal the whole area in room 4 with a button.
As the "Tariq's Soul" it's out of the asteroid field it's time to see how bad it is. You get up, your helment extend from the relaxed position around your neck and your GUI kicks in. Travel to the corridor, down the ladder and seal the corridor behind you. As you open the door that leads to Room 4, all the little air left is sucked out with some particles and noises are no-more. Just your breathing and footsteps. You turn on the headpiece light and off the emergency breaker. The room goes dark and that's when you notice the hull has an hole as big as your chest, the light of that distant sun beaming in... Also the entire cargo pod <1> is wasted.
Brilliant. All those expensive suspended-animation Chinchilla are now just as good as fertilizer...
---- FIN ----
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