Atmospheric Worlds. A Start?

Outside the bubble most of that is irrelevant, apart from mat collecting...which in all honesty is not the most interesting gameplay is it?

What else you would want to do on bare planets outside bubble though - except for some escape pods, fungus, volcanism here and there, sight seeing some interesting vistas.
 
On airless moons you can:
* Enjoy driving around in SRV, discovering things in SRV or either ship, like persistent POIs, stations, etc;
* Collect materials;
* Attack bases, get information, acquire kills;
* Visit Engineers;

No need for "in-depth reasoning", it is good enough for this point. Stop looking for excuse that you might not enjoy that game loop.

Huh? Whose looking for excuses? Don't assume what other people are looking for in their gameplay - it makes you look silly :rolleyes:

For the record they can add atmospheric worlds with nothing on them for all I care, at this stage I'd still enjoy visiting the varied vista's and can imagine some fantastic weathered scenery if nothing else. My point was don't expect spectacular gameplay from FD with the introduction of these worlds.
 
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verminstar

Banned
It might be enough to entice me to start playing again...current mudballs and snowballs, after a few hundred landings become boring beyond belief. Much as I love driving the srv, the novelty doesnt last forever and all planets start to look exactly the same. Just clones of each other with little or no variation...nothing to find with even escape pods vanishing at about the 12 to 15 kly point. No ruins, no interesting features whatsoever past getting a good spot fer selfies. Collecting materials takes all of an hour or two and is about as entertaining as clipping ones toenails.

Atmospherics would be really cool fer the actual entry and landing physics, but without more reason to actually land, theres very little point beyond the novelty of flying through an atmosphere. I fear if trying to find anthills...I mean elites version of volcanoes...where flying through the atmosphere fer hours using the technological miracle called the eyeball mark 1 would get very boring very quickly.

Put simply, atmospheric planets are something I wouldnt even begin to contemplate until some significant detail was added to the planets themselves. Actual atmosphereic landings should be see as the introduction of something special when/if ye make it to the surface. The planet itself would be the icing on the cake if frontier spends the time to get it right. So on that note, Im not expecting to see them anytime soon. Deep down, Im not optimistic they will even start anything like this within the next two years, not when ye take their past history into account ^
 

verminstar

Banned
People initially thought the rocky worlds were amazing but given enough time they complained that they were bland.
If ELW's with jungles and little else are released, I would predict a similar response.
There has to be a meaningful and compelling reason for them to exist and for players to want to visit them other than "It looks cool"

Before 2.2, there were varied terrain worlds...after 2.2 and some changes made by frontier, we got bland and beige and then the complaints started in earnest. Those complaints lasted through several mega threads...guessing ye missed the explanations why players were complaining and still are ^
 
There should be MORE things one is able to do on an airless moon when those other things get boring, which they do.. very quickly.

I personally think boring will become everything on such scale. MORE I can agree on though. I really wonder what would be perfect formula - considering I don't believing throwing in moar gonna help and satisfy those who complain.

* Map terrain; discoveries could include rare mineral deposits, alien ruins, deep crevasses, exploring caves (both with an SRV and with a remotely controlled probe)

If there would be that many to discover, it would become new normal and boring quickly. Caves and crevasses are atmos planet thing. Rare mineral deposits though are good idea. Alien ruins - I would hate them becoming a regular thing.

Also I don't think it should be become planet side honking. But I hope that's something Sandro will work on. As I said, I don't see throwing in more being satisfying thing. People don't like just driving around SRV anyway.

* Limited base building; both personal, and faction or PowerPlay orientated. E.g.: You might want to set up a mining operation. Either on your own, or for a faction/Powerplay mission. Or perhaps set up an observatory to monitor an interest star, or parent planet or whatever.

Never understood appeal and certainly is not focus of ED as a game. Won't complain if it comes, but I expect other things first before going into this territory.

* Drill deep into an ice moon; uncovering million year old secrets, or better yet, manage to drill through an ice cap and discovery a body of water beneath - where you then launch a probe to explore/collect samples (both for cash ("Science Guild" .. kinda like Stellar Cartography, but for science nerds), or your own experiments).
* Harvest gas vents which can be sold at market.
* Harvest from those heat vents; charging power adapters or batteries or something; which can also be sold at market.

Same material collection, will get boring anyway. Problem with discovering unique things that they are, well, rare. There's no really 'usually found rare things'. I know gamers might not like that notion, but that's how real life works. There's no chemical shortcutting there.

.. I think the underlying problem is that "good enough" is just not good enough.
"Good enough" in development means "the bare minimum that can be released" - and that is something I simply cannot stand.

Not really. Development can't go on forever (NMS, SC anyone). It simply can't at some point some version with MVP will be released. Either it scratches your itch or not. "Inch deep" is not objective observation considering complexities involved. Gamers very frequently lack sense of scope.

They were!

but then they changed things and we ended up with the "Great Blandness" as you know full well, but just refuse to acknowledge.
They added things. They added two alien races. They improved textures.

Things get boring after time. They just do. Only way to enjoy ED is not to overplay ED.
 
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I'd rather want them to take meaningful steps, not placeholders.

1st step: flying in atmospheres, not landing on planets.
Where?
At gas giants!

- Flying through clouds! Oh my gawd, how much am I looking forward to this! Really, the main reason I want this feature is flying through procedurally generated clouds ...
- Dogfighting in clouds, with hide & seek. (Reduced weapon tracking/additional jitter when hiding in clouds due to increased interferences.)
- Weather phenomena. Lightings, rain (acid or not), storms to affect the ship's behaviour.
- "Floating" cities in the upper atmosphere layers
- Harvesting algae and other gases. Fuel scooping
- Dangerous salvage operations in the deeper layers, always an eye on the atmospheric pressure (potentially lethal; great opportunity for the awesome sound team ...)
- Hunting enormous creatures innocently "swimming" in the dense atmosphere for valuable commodities.
- Hunting down mean hunters preying on beautiful floating creatures.

Really, there is so much possible content with gas giants alone. They would make a great first step in order to build up on. Surface structures (influenced by all the atmospheric features like wind/rain and surface liquids) might be a reasonable second step still in the far future of the game (one year and plus).
But gas giants first!
 
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I'd rather want them to take meaningful steps, not placeholders.

1st step: flying in athmospheres, not landing on planets.
Where?
At gas giants!

- Flying through clouds! Oh my gawd, how much am I looking forward to this! Really, the main reason I want this feature is flying through procedurally generated clouds ...
- Dogfighting in clouds, with hide & seek.
- Weather phenomena. Lighings, rain (acid or not), storms to affect the ship's behaviour.
- "Floating" cities in the upper atmosphere layers
- Harvesting algea and other gases. Fuel scooping
- Dangerous salvage operations in the deeper layers, always an eye on the atmospheric pressure (potentially lethal; great opportunity for the awesom sound team ...)
- Hunting enormeous creatures innocently "swimming" in the dense atmosphere for valuable commodities.
- Hunting down mean hunters preying on beautiful floating creatures

Really, there is so many possibel content with gas giants alone. They would make a great first step in order to build up on. Surface structures (influenced by all the atmospheric features like wind/rain and surface liquids) might be a reasonable second step still in the far future of the game (one year and plus).
But gas giants first!

I agree. I would really like to see some of that too. It would also be a great test bed for dense atmospheric planets as well.
 
I was making a joke.


Yes, I know it quite well .. I've been doing it since I was 15 (I'm 33 now).

Sorry about being jumpy then, I am tired of that subject matter.

I agree with frustration how long it takes to get PG universe improvements in ED these days though. Again, I hope FD will say something nice about it in FX.
 
Like how to make planets beige and then leave it like that for over a year. :D

Explanation 1:
Perhaps FDEV genuinely believe beige planets are actually more accurate for the types of planet we can currently land upon?

Boring? Sure. Could it be true?

Explanation 2:
If there is a performance problem with more complex surfaces, and the simple largely monochrome approach alleviated the trouble.

Boring? Sure. Will they ever fix it? Perhaps dumping 32-bit is the first step?

Explanation 3:
To get realism for materials that could be scooped up from the surface, and yet make the grind difficult for engineering, required dull planets. Exciting planets, would have tonnes of arsenic just lying on the surface [for instance] - therefore these exciting planets had to be removed...

Boring? Sure. And another nail in the coffin for the "how engineering ruined ED" - if you believe that...

Explanation 4:
A developers spilt their 3-day old filtered-coffee over the code. That stain is awful to remove.

Funny? Yup. I like this explanation, and it makes as much sense as any other...

Does anyone else have a better explanation?
 

verminstar

Banned
Explanation 1:
Perhaps FDEV genuinely believe beige planets are actually more accurate for the types of planet we can currently land upon?

Boring? Sure. Could it be true?

Explanation 2:
If there is a performance problem with more complex surfaces, and the simple largely monochrome approach alleviated the trouble.

Boring? Sure. Will they ever fix it? Perhaps dumping 32-bit is the first step?

Explanation 3:
To get realism for materials that could be scooped up from the surface, and yet make the grind difficult for engineering, required dull planets. Exciting planets, would have tonnes of arsenic just lying on the surface [for instance] - therefore these exciting planets had to be removed...

Boring? Sure. And another nail in the coffin for the "how engineering ruined ED" - if you believe that...

Explanation 4:
A developers spilt their 3-day old filtered-coffee over the code. That stain is awful to remove.

Funny? Yup. I like this explanation, and it makes as much sense as any other...

Does anyone else have a better explanation?

Thing is we already know what the explanation is...it's an unintended side effect to changes made in 2.2...which sorta makes yer alternative guesses somewhat behind the times ^

Eagleboy is sick of the beige after a couple threads where ye got zero traction...imagine how sick of it the rest of us are after several mega threads over a year and then complain.

That hasn't gone away...nor will it ^
 
Does anyone else have a better explanation?

My apologies for not responding sooner, this issue has been on my list to chase up for a while. The reason for the difference being observed on the rocky worlds is the change to the new material system - in theory this is more accurate as it uses the chemical properties to determine the colour (obviously I'm simplifying a bit here!), however the problem is that those colours were based on Earth standard colouration for those materials, and most of those are beige/brown rather than the colours you might observe in the myriad of other possible conditions. We're currently working on a more flexible material system, and this will necessitate a fresh balance pass on these. That's not going to be in 2.3 though.

Michael
- https://forums.frontier.co.uk/showthread.php/?p=5187868&viewfull=1#post5187868

Explanation 1. :p
 
We likely won't be able to land in earth likes, it would kill most machine's or look absolutely terrible, it will most likely basic ones like some of the HMC or ammonia worlds and probably gas giants

We may get something like the screen shot you uploaded but it will be further in the future

As long as you don't have trees and stuff, it would be doable.
 
Even if they had atmospheric planets with grass, trees, and water etc, there's still the issue as to "what to do" on them...
 
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