What's more important to you: Space legs or atmospheric landing?

Interesting points on both sides.

I think technically they are both huge projects but basic atmospheric planets are probably a little easier to implement, starting with Gas Giants, then land able planets, then ELWs. The complexity in creating a realistic weather system is crazy, when you add life, plants, animal, marine, an eco system it becomes mind scrambling in it's complexity....I think ELWs will be one of the last projects.

On the other hand getting legs to work right, feel right and add game play value is like building another game entirely. Huge franchises like CoD, Battlefield, Destiny, Fallout etc.. spent millions and have multiple teams numbering in the hundreds trying to get that right and sometimes fall short.

If they are done right and actually add a new dimension to the game, new game play, engaging gameplay then I don't mind how or in what order they do it but I think it will be baby steps for each expansion. Maybe walking around your ship first and interactive Gas Giants will be how they approach it and expand from there.

Loving some of the artwork in this thread, does get the imagination fired up.
 
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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.

exactly.


Plus legs will be phased in.
People assume it means stations as well.
But it does not.

Phase one was always walking around just the ships.
That gives rise to walking to the srv.
boarding other ships, pirating, exploring derelicts and other sci-fi stuff.
Fixing the ship from the outside.
It it gives you something to do on those long hauls.

or a break from the cockpit when you land on planets.

I don't think I could stomach another exploring trip, without legs, nor even basic atmosphere

so when I am out exploring I'd can get more types of planets to "mix" things up.
 
I'd like "mixed" expansions, like gas giants+ship walking (so being pretty useless, although awesome, you wouldn't buy just it), followed by lifeless atmo+space EVAs, followed by unsettled ELW+planet legs, followed by settled ELW+cities walking.
Put in somewhere in it stations interactions.
 
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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. :)

If it goes that way i will be happy too ;)
 
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!:D

What do you think?

Atmospheric planets for me......
 
Many features need to be redesigned anyway to fit together and make the game work. People are assuming this will come with spacelegs. All spacelegs will do is let you walk around, that in itself will take lots and lots of effort.
By implication introducing spacelegs without reworking everything will be basically pointless.

FDev have experience/are creating planets (with coasters) and alien life (dinosaurs) so I'd put atmospheric planetary landings as much more achievable.

Would it be great to have more interativity (both with the pilot and between the elements of the game itself) so that it feels like you're actually doing things in a real galaxy rather than an individual aspect in a galaxy of multiple independent activities.

Yes clearly this would be great, my impression is that this is what people want when they ask for spacelegs but I don't see how spacelegs in itself will lead to this.
 
Atmospheric landings would be a natural and consistent expansion to the current game.
Space legs would be an artificial bolt-on attempt to fundamentally change the nature of the game to something more common and ordinary. (like PP, Arena and MultiCrew)

Let me think....
 
Didn't read the thread, but would like to put in a vote for Atmospheric landings - preferably also on inhabited planets with wildlife, forests, water, megacities and what have you, all procedurally generated.

Space legs sounds like fun, but with VR it will be a nightmare to get right, and I'd personally prefer to ride my hoverbike around.
 
Definitely atmospheric landings.

I think things such as atmospheric re-entry, pressure and weather will add as much gameplay as it does eye candy. Atmospheric planets are so much more than landings as there are gas giants as well and if they're done right it could be an experience like no other.

As far as space legs go I would like to see it happen but when I let my imagination run riot I end up thinking that the amount of work involved in executing it well is so enormous that I question the feasibility and costs involved. It's going to be really expensive to achieve, but I don't doubt that FD are capable of implementing it in some way, it's just a question of can they make it fun and worthwhile. Fortunately that seems to be the primary consideration in the minds of the devs.

The only practical use for spacelegs I can come up with is boarding other ships either as a hostile action or exploring a derelict, even the latter could be done with a small limpet or drone via telepresence. If there are no other solid reasons to walk around other than just for the sake of it it could end up as a lot of wasted effort and money for a feature that doesn't get much use and there's already too many of those in the game as it is (looking at you Power Play and CQC).
 
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Atmospheric landings. I very much doubt "space legs" is ever going to happen (at least, not in the way people are hoping for).
 
Clearly atmospheric landings (or even just atmospheric flight as a first step).

1. It adds and builds up to the existing gameplay, expands ED in the direction which was the reason I (personally) purchased it in the first place. (I know, others want space legs for the same reason. I respect that, but I still differ.)
2. For moving around on those planets, we have the SRV. While leaving it might be nice, we already can interact with planetary features. (I still agree, that exploring alien ships and narrow structures by foot migth have its own merits.)
3. I would love to experience all the atmospheric effects (clouds, lightnings, rain) and gameplay opportunities while flying around in VR.
4. The ability to land on those barren worlds made them so much more real. Without the landing part, planets are merely painted balls. The ability to land on them gives them “substance” - even without acting out the actual landing part. The knowledge of the possibility is already enough! (This is why I would accept atmopheric flight without landing at gas giants as a first step. They need to be more than just “big balls in space” too and the atmospheric flight mechanics can be implemented there without the need to create planet surfaces and all the related erosion effects on surface structures.)
 
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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.
 
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.

Spacelegs was just as much part of the original pitch as atmospheric planets.
 
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...

I just got some spacewood thinking about those methane storms. Too bad I don't have any legs to haul it around 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.

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 tornados & other effects seems more likely IMO. In FDev speak, I see a complex weather system as way down the line.
 
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.
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.

The point is to create a macroscopic system that can feed data and variables to your client so it can generate local effects derived from them. Not too much need to make the macroscopic weather systems move over the planet as people rarely spend enough time in a place to observe changing weather. A new weather map can be generated again only when a player gets close enough to a planet to see it and it's location/time stamp based so every player going there has the same map as everybody else being there at the same time.
 
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. ;-)

All of this can be said about atmo planets too. I would rather be walking/running to the missions offices on a station or planetary base than just have a bit more challenge while landing on an atmo planet where I can't do anything more than what I can already do on existing bodies. Planetary landing is quite boring with the lack of things to do once you get down and into another vehicle with crappy controls.
 
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