“Station-legs" to be a fully developed standalone product? [discuss]

Well 5 mins is something of an exaggeration, but 100m is a minute's walk assuming you're going directly, which isn't going to be the case inside a ship.
That'll get boring real quick.

I thought the SRV bay is at the front of most ships. It will be like 15- 30 seconds at most, probably less. I fail to see why it would get boring unless that is all you do.
 
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Well 5 mins is something of an exaggeration, but 100m is a minute's walk assuming you're going directly, which isn't going to be the case inside a ship.
That'll get boring real quick.

Do you get bored of all those long supercruise travels, or SRV rides?
 
And as for the "well fix the main game first"

2 point rebuttal
1) That's ED 3.0:Beyond's job.

2) A separate "STATIONS" game which doubles as an expansion to existing customers,
can have an entirely different dev-team, and won't be stuck with many of the idioms Elite Dangerous has to live by,
because it's not based on the same Space-Ship game mechanics.

Walking around your ship is an entirely different concept that gels the space-ship only players to the stations players.
You own both games, it's a seamless experience.
 
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I thought the SRV bay is at the front of most ships. It will be like 15- 30 seconds at most, probably less. I fail to see why it would get boring unless that is all you do.

Boring is definitely a subjective thing. Walking down a corridor to get from bridge to SRV isn't something I'd consider compelling gameplay.
I've not studied the relative positions of the SRV bay, since it's academic at this point.

Do you get bored of all those long supercruise travels, or SRV rides?

Sometimes I do, yes. Especially with the SRV. I'm more accepting of supercruise since I accept the 'space is big' concept and enjoy that particular sense of scale.

In addition, both of those activities are entirely optional, so I can choose whether or not to do them. If the cockpit/SRV transition is optional then that's great, I won't use it.

My position is this:
I'm want spacelegs to provide new, meaningful gameplay options - not simply to provide a gating mechanism for minor enhancements to existing activities.
Neither walking down a corridor instead of an instant transition, nor hiding special activities behind walking around a station meet this criterion.
 
Boring is definitely a subjective thing. Walking down a corridor to get from bridge to SRV isn't something I'd consider compelling gameplay.
Must be one of the most ridiculous comments I have read on these forums.

It's no different from leaving space dock or going into space dock in your ship. On its own it's not compelling gameplay. But when it all adds together as a whole, it certainly can be.

It's like people look at stuff with blinkers on.

My position is this:
I'm want spacelegs to provide new, meaningful gameplay options - not simply to provide a gating mechanism for minor enhancements to existing activities.
Neither walking down a corridor instead of an instant transition, nor hiding special activities behind walking around a station meet this criterion.
That is precisely what I have been saying. It's like you are arguing with me for wanting the same thing as you.
 
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Must be one of the most ridiculous comments I have read on these forums.

It's no different from leaving space dock or going into space dock in your ship. On its own it's not compelling gameplay. But when it all adds together as a whole, it certainly can be.

It's like people look at stuff with blinkers on.

Entering dock requires a modicum of skill - matching rotation, lining up with the slot, avoiding other traffic - and leaving does too, to a lesser extent.
Unless you envision walking to the SRV bay to be a timed activity with the threat of instant laser death if you loiter or collide with other pedestrians, I honestly can't imagine how you can claim it's the same thing.
 
Entering dock requires a modicum of skill - matching rotation, lining up with the slot, avoiding other traffic - and leaving does too, to a lesser extent.
Unless you envision walking to the SRV bay to be a timed activity with the threat of instant laser death if you loiter or collide with other pedestrians, I honestly can't imagine how you can claim it's the same thing.

Sigh. Keep at it. Skill has nothing to do with it. Stop trying to find excuses when you have none.

None of your reasons are any good. All is, is I don't want it because of reasons.You can't actually explain what they are though apart from walking to the SRV and back will be boring. Which is no reason at all. You need to try harder if you want to convince me that it's bad or wrong. And if you don't want to convince me, why bother talking about.
 
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Imagine, imagine, imagine...

As much as I love the sound of all of this, I near-guarantee you you'll end up having to imagine most of those things :)

It all sounds wonderful, but at 4 years of life of ED I'd still much rather see the core game experience added to it - SC, mining, smuggling, exploring, gas giants, atmosphering landings, more planetary SRV-based gameplay etc - we are in my opinion quite far away still from that core reaching good depth and sharp balance - what you outline, with proper sub-stories and such is basically an entire other game parallel to the current design.

I'd love to see it one day, just think priorities would still be somewhere else in a spaceship- based game for now.

I agree with you though that this is a good argument against space-legs being a simple first person shooter - something I don't think would ever happen with ED anyway, thankfully.

While I do want space legs, I would prefer to wait for the rest of the other stuff done first apart from earthlikes. No real point in having earthlikes if we can't explore them properly.

Also I don't think anyone wants space legs as a generic first person shooter.
 
When you said you want Elite: Soldier of Fortune, I laughed thinking someone is a skilled operator of irony and sarcasm.
Then I realised you're entirely serious.

Beyond discussing whether this is actually a good idea or not, it is a completely and ridiculously unrealistic one. I'm not sure you have any clue of how much work this would entail, it's basically building an entire other game on top of the current one.
Consider how long it took FD to build the current 'spaceship' game and to the state it is in, meaning - still not complete at the core and in progress.

And you're taking about optional 'expansion' with purchasing stations fps/rpg etc for those who don't want to bother flying.

I like the ideas, you know, I really do and I know they come from enthusiasm and are well meant, but boy are you detached from reality if you think something like this is coming anytime soon or at all.

I mean no offence, simply food for thought.

So it's impossible or unlikely that Frontier Could create a second game parallel to Elite Dangerous, using the same gaming engine.

So planet coaster, and the up and comming Jurasic Park game, they are impossibilities?

But yes.


Seperate game, seperate community, that people can purchase and never need to own Elite Dangerous.
Yes it would require a second dev team.
Yes it would require parellel development, working on it's own, not really caring about Elite Dangerous per-sig,
just that it jacks into the the BGS, and if you own ELITE dangerous then you seamless climb to and from your ship.

And so you litterally create the agency within the game's own DNA and premise to be focused around the first person experience.
It's own community and demographic might be larger than Elite Dangerous it self, so it can be marketed and funded itself.

And for the LOVE of god it's 2018,
Just because someone mentions "first person" DO NOT BRAND the concept with a straight up shooter, singleplayer or multiplayer.
We got exploration, puzzle games that are first person now, RPG's, tree dialogues, personal stats, looting, crafting.

The experience does not need to be defined by the prior console generation (Xbox360 / ps3 / PC) culture.
My idea for "STATIONS" has nothing to do with Walking on planets at the moment.
Just literally what happens on the stations (for now)
 
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So it's impossible or unlikely that Frontier Could create a second game parallel to Elite Dangerous, using the same gaming engine.

So planet coaster, and the up and comming Jurasic Park game, they are impossibilities?

But yes.


Seperate game, seperate community, that people can purchase and never need to own Elite Dangerous.
Yes it would require a second dev team.
Yes it would require parellel development, working on it's own, not really caring about Elite Dangerous per-sig,
just that it jacks into the the BGS, and if you own ELITE dangerous then you seamless climb to and from your ship.

And so you litterally create the agency within the game's own DNA and premise to be focused around the first person experience.
It's own community and demographic might be larger than Elite Dangerous it self, so it can be marketed and funded itself.

And for the LOVE of god it's 2018,
Just because someone mentions "first person" DO NOT BRAND the concept with a straight up shooter, singleplayer or multiplayer.
We got exploration, puzzle games that are first person now, RPG's, tree dialogues, personal stats, looting, crafting.

The experience does not need to be defined by the prior console generation (Xbox360 / ps3 / PC) culture.
My idea for "STATIONS" has nothing to do with Walking on planets at the moment.
Just literally what happens on the stations (for now)

I'm sure they could make one, but there doesn't seem to be any call for it. It would just be another generic FPS which is no needed when there are so many already around.
 
So what we don't want,
Vapid shallow experience.
Non rewarding gameplay.
Not thought through mechanics.
First person controls, poorly realized assets, a mere extension to the mission board.
I don't want a dedicated single player campaign.
I don't want a forced and empty multiplayer arena forced upon us.

So what would i like?
I want a rich engaging experience when we leave the ships right?
I want it to be its own sandbox, an extension of the world I know, where I can continue my own story outside the cockpit.
I want to see this world they created.
There is a concept art PDF book which I think you can download from the store.
They have a lot of thought, depth and design around the interiors, how the Coriolis stations have terraces, the types of corridors, clothes, etc.

I want to see that lifted to the forefront.
To have this world we see in galnet and books be visually represented.

To mingle in the crowds, to track down an target. See the npc that are rendered in the contact lists as we rank up with a local faction.

To develop weapons, tools, skills,


We have a number of good sandbox experiences these days,

And will we get the majority of that as a mere expansion? I doubt it.
But as it's own free standing game, then all of that is a necessity.

How can this be another team fortress? Or a cod clone?
This is going to be an online, free roaming sandbox, just like elite dangerous is already, I don't expect that change outside the cockpit.

And as many people have said over the years, this kind of thing would be its own game in its own right, that it would require another dev team solely dedicated to just this expansion,

So go the whole way, have that dev team, have that parallel gameplay, sell it, market it as its own thing. Create a new community, gather a new demographic, get more money coming in, and all of that just benefits us pilots whose world just gets wider, deeper and richer
 
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And I will also weigh in:


I'm a starship pilot, not a theoretical physicist - why on Earth would I be better at fixing an FSD drive than an automated system?


I totally get it - not everyone who can drive a car can repair it.


That said, I think it would be cool to be able to repair things myself without having to take my ship to the mechanic.


And no, unfortunately automated systems can't fix everything :-(


Also these:-
1) transitioning to/from SRV/LSF;
2) SRV/LSF repairs?
This won't be any fun on a big ship - having to spend 5 minutes navigating corridors is NOT compelling gameplay


I would love to walk the corridores of my ship, especially when I'm stuck in supercruise for 10 minutes :)


Man, it you be cool to drop down to the observation lounge in my Conda and play some space chess with Chewy.


STATIONS:
1) station interactions: mission accepting, commodity trading and all that stuff we do from cockpits;
No point in having the same interaction in the ship that you get out of the ship. If you stay in your ship or don't get the elite feet update you get the mission board as it is now. If you get out of your ship and meet the people in question you can have a more meaningful interaction which could give you more option to the job. Need to make going into the station worthwhile.
Disagree. If people want to walk about that's up to them, but ithouldn't be forcing it on players by making it a better option
Also add in mission destinations, black market contacts (more than one) and so forth.


I don't think anyone should be forced to get out of their ship, but if you've been in the cockpit for an hour if would be a lot of fun to get out of your seat and walk around the station.


It would also be cool if their were leader boards in the station pub for things like virtual darts or something similar.


2) social areas (is there actually a need for this? I don't think so, but it's possible);
Probably not needed, but could be added to fleet carriers. Maybe have bars where you can pick up hints about things.
Agree that it's not needed except for fleet carriers.
Again, bars shouldn't give you anything that isn't available from other sources (local Galnet)


I think social areas would be awesome.


It's not really deep gameplay, but it is a lot of fun to meet up with freinds in social areas in other games, and I think it would be fun to do it in Elite as well :)


But I get why anyone who is a lone wofl would not care about them, but for those who play with friends I think it would be fun.


3) switching ships.
Yes
As long as it's optional


Back in PGR3 they had garages where you could see all your cars and walk around them and it was awesome.


That said, I would love to be able to see all of my 29 ships lined up and be able to climb into them manually :)


PLANETARY:
(Here the possibilities are much wider due to different surface missions etc.)
1) Mission interactions (as wide as missions currently);
2) Engaging with surface installation interiors (influenced by mission type);
3) Exploration-related activities (actually using drill instead of laser-blasting chunks? New mining activities?)
Explore alien ruins, abandoned outposts instead of just scanning some datalinks outside the outpost
I'd rather there were new mechanics, rather than simply the same mechanics as the SRV but in smaller spaces


Exploring on foot is fun and interesting in Astroneer and No Mans Sky, so it could be also be in Elite.


EVA to other ships for salvage. EVA to other ships to find a specific items for missions.
This still runs the risk of being existing mechanics but in a smaller space. Maybe some kind of puzzles (think System Shock hacking or Skyrim lockpicking) to access areas, rather than just a select and hold a button down


Sounds like fun :)
 
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