Problem here are draw distance and area. They need to be able to cover huge areas with vegetation.
They've already done it with asteroids in ring systems. That isn't the problem.
Problem here are draw distance and area. They need to be able to cover huge areas with vegetation.
So, let's say we get wonderful atmospheric or gassy planets. So what? What new gameplay will they bring? Great, we'll still have to cruise @ 2km AGL waiting for the RNG gods to pop a blue POI ring then land to drive and scan waiting for the RNG god to pop a rock or maybe it's a tree trunk. Then we shoot it and hope the RNG god planted what we needed in the debris as we scoop it up then head back to the ship to take off for the RNGineer to complete the trip. Yeah. That added so much yawn...
Adding new types of planets will add nothing to the game other than a 1-day or possibly 1-week "wow" factor. Make some screen shots then done. After that it's back to grind gameplay, and the planets will be just as repetitive and samey as the rest of the kazillion star systems.
If anyone thinks it will add more than this then please share thoughts how. But leave the imagination-theory-crafting part off for this - think realistically if you can...
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.
* Map terrain; discoveries could include rare mineral deposits, alien ruins, deep crevasses, exploring caves (both with an SRV and with a remotely controlled probe)
* 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.
* 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.
Driving around an airless moon, collecting rocks .. not my idea of a good time.
.. 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.
* 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.
Driving around an airless moon, collecting rocks .. not my idea of a good time.![]()
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
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!
Must... resist... sarcastic.. reply.... aghrrr.....
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"
Whilst I get what you are saying, I can and do, quite happily sit, sweeping over planetary rings, getting as close as I can and still be in supercruse, rolling side on and watching the planet roll past overhead, in VR listening to something like Loss Aversion by Carbon based life-forms, and grinning from ear to ear, simple because it looks so cool. There are things in the game that don't really do anything, and yet, make for very rewarding experiences.
Whilst I get what you are saying, I can and do, quite happily sit, sweeping over planetary rings, getting as close as I can and still be in supercruse, rolling side on and watching the planet roll past overhead, in VR listening to something like Loss Aversion by Carbon based life-forms, and grinning from ear to ear, simple because it looks so cool. There are things in the game that don't really do anything, and yet, make for very rewarding experiences.