atmospheric, legs i do not feel is needed.
Nor is anything else in the game. By I want space legs, I don't need them though, as long as it is done well. What I don't want is a generic shooter added as that would be trash.
atmospheric, legs i do not feel is needed.
Legs by a landslide. So many features in this game have needed to be gimped / compromised already because of lack of legs. SLFs, multicrew, AFMUs, hull repair limpets... So many wasted opportunities that will need to be redesigned after legs, or just never have their potential realized.
Oh, dont me wrong, I want both too.But seeing what they intend to do in beyond, the atmo lighting in coaster planet, the flora in coaster planet and jwe, the weather effects and modular large fauna in jwe, it all points towards atmo first in a well-planned way. Just my guess of course.
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I just wanted to get a general read from some forum goers to see if one is favored more than the other.
Personally, as an Explorer, Atmospheric landings would definitely impact my experience more than space legs. The two combined is optimal, but if I had to choose which one I wanted first, it would have to be landings. It's a little boring landing on a rock. I want to land on a rock with water!
What do you think?
atmo landing should be higher priority simply because it was part of the originals and space legs is just too much work for very little until the core game is more complete.
Please, let us leave alone gameplay and content for a moment. I think some people here seem to trivialize the idea and implementation of atmospheric landings and vaguely think it's just an affair of some sophisticated colorization. In fact it already starts with very thin layers of atmospheres (for starters), the kind of what we already know from some of the planets in our own solar system.
You might get a glimpse of what kind of challenges our developers will face if you read this article about Titan:
These are things that I'm extremely curious about as this is already content in its own right to me. It's already difficult enough to do right for all planets in our direct neighbourhood, leave alone all landable planets in our galaxy in a halfway believable way - and with that I'm not much interested in the beautiful tourist spots of space engine. I'm very much looking forward to a great amount of diversity but also a huge number of really dull and boring looking planets. That's part of believability to me: Not each 3rd planet being an aesthetic sensation to start with...
Please, let us leave alone gameplay and content for a moment. I think some people here seem to trivialize the idea and implementation of atmospheric landings and vaguely think it's just an affair of some sophisticated colorization. In fact it already starts with very thin layers of atmospheres (for starters), the kind of what we already know from some of the planets in our own solar system.
You might get a glimpse of what kind of challenges our developers will face if you read this article about Titan:
These are things that I'm extremely curious about as this is already content in its own right to me. It's already difficult enough to do right for all planets in our direct neighbourhood, leave alone all landable planets in our galaxy in a halfway believable way - and with that I'm not much interested in the beautiful tourist spots of space engine. I'm very much looking forward to a great amount of diversity but also a huge number of really dull and boring looking planets. That's part of believability to me: Not each 3rd planet being an aesthetic sensation to start with...
Space legs on the contrary are pretty much almost there, as the camera suit already shows. Add some missing collision detection, animated bodies (a well-worn path from umphteens FPS titles) and - the most trivial part - add some wobbling for the first person view and you are all set. Space legs would be pretty much an imposed FPS game on top of the existing one and seeing FDev's history of not properly connecting all the various parts of the game together I don't even want to think about how that will be pan out.
I could see weather mechanics being derived from the planetary map with prevailing winds, cloud and storm systems indicating where is what on a global scale. So you can see the storm on the horizon because the planet map defines it to be there and when you approach your position puts you in the storm where wind speeds and directions and precipitation is defined by weather templates. Modifications to the templates are defined through global attributes like a wind speed modifier and how much the wind will push you depending on atmospheric pressure/density and composition.Honestly I'm not getting my hopes up that FDev will incorporate a CFD based complex weather system into gaseous & liquid environments, it'd probably bring my PC to it's knees
A less complex system with constant wind direction in an instance, with canned buffeting & occasional scripted tornadoes & other effects seems more likely IMO. In FDev speak, I see a complex weather system as way down the line.
So many things that could have an unnecessary layer of faffing about added to them, which would be fun the first few times and then get dull pretty quickly after that.
Legs would be hyped up like multi-crew, and then once everyone realises that they didn't really add anything we don't already have, there'll be a collective 'meh' and everyone will go back to whining about the Engineers again.
So long-short: Atmospheric planets. ;-)