A problem with Space Legs™

I find it strange play the same game but cant meet someone because he didnt buy something or turned something ON in menu. Why to divide players? Make more emptiness? Cover bad net-code for more players in instance?
Wouldn't be different than how Non-horizon is divided with Horizon.

You can't play SRV between a horizon player and a non-horizon , so it's just as odd there. And how do you meet other players in Solo? It's an option.
 
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So do I, but first I need to know whether there's any meaningful mechanics behind the feedback loops and design that brings them.

They're going to be boring and barely used otherwise.
When it comes to the legs, I want them first.
So I can get out of the chair and inspect my cockpit.
Walk around it on planets, and such things.
Then Frontier can escalate what we can do after that.

And I also want to see my npc-crew, sitting in the empty seats.
They don't have to do much, for starters; just fill the void. :)

Let us pray!
 
When it comes to the legs, I want them first.
So I can get out of the chair and inspect my cockpit.
Walk around it on planets, and such things.
Then Frontier can escalate what we can do after that.

And I also want to see my npc-crew, sitting in the empty seats.
They don't have to do much, for starters; just fill the void. :)

Let us pray!

Don't you think that is sailing way too close to the winds that led us to 'this is multicrew, it's rubbish right now and we'll only look at improving it if people use this rubbish thing that no-one wants to use'?
 
Ever thought of space legs being something like they did in the first mass effect? Station = citadel, running around to several offices to get missions, pay bounties, shop stuff, outfitting? would be a first step. second step could be onboarding srv for materials etc.

whatever.

FDev is just salivating at the idea of getting rid of the mission board and making everyone walk all over a station the size of rhode island in order to get missions.

"Yes! Yes! We'll give the players their space legs! Oh yes my pretties! Be careful what you wish for! Bwa ha ha ha hah a ha!"
 
Piloting a spaceship is a task (in supercruise, at least) that requires all your attention (Hutton Orbital runs notwithstanding). Automated reboot/repair functions are accessible through the systems interface panel.

Disabling, matching rotational and velocity vectors, then boarding and attempting to commandeer another vessel sounds exciting, but what happens when you win and now have two ships to deal with? Or, what happens when you lose? Where do you respawn? In the nearest station, far away from your ship, which your former victim now has to deal with? In the pilot's seat of your ship?

It seems, then, that space legs might necessarily be restricted to a function of multicrew for many 'gameplay' elements.

Getting out of the pilot's seat while docked, landed planetside, or idling, on the other hand, is another matter entirely.

FDev could implement some basic spacelegs or workarounds to the concerns you've mentioned. In X2:theThreat, it had simple EVA thustpack where you could float to an empty enemy ship. The way they dealt with disabled enemy ships was to eliminate the pilots where they either had died or abandoned their ship via their own EVA suit (usually to nearby station then they poofed). ED could do some workaround such as boarding raiding an opponent ship where the host pilots are incapacitated or killed. So then they optionally get shunted into an escape pod and jettisoned or captured alive and put in a brig for a time period and later transferred to a station. There could be a "shipless" station mode for pilots who lost their ship when they can wander around and have to either buy or have one of their ships transferred or choose to hang around and do some intra-station spacelegs mission gameplay. So there could be various ways to workaround sticky spacelegs issues concerning player assets and ships.
 
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Anyone remembers X4, space legs sure did make that game so much better. Sry about sarcasm, but be careful what you wish for.
 
Anyone remembers X4, space legs sure did make that game so much better. Sry about sarcasm, but be careful what you wish for.

I think its fair to say X4 was cursed in many ways, but in the earlier games, X2 being my fave, the implementation added to the gameplay and the possibilities available to the player.
 
I think its fair to say X4 was cursed in many ways, but in the earlier games, X2 being my fave, the implementation added to the gameplay and the possibilities available to the player.
Agree completely, they had really good game mechanics.
 
I want to see the engine room of my Corvette. Look through the windows. Go the cargo holds, see the parked SLF. Go to the sex dungeon in the crew quarters. You know, see my ship inside out. Bonus if you let me do space walk.
Having the option to walk to my SRV would be a blast. (Option. Dont want to, push a button, easy, period.)
 
What if the legged character is shot in the head? How could we justify playing on? Clones?

As opposed to the same pilot dying in a ship around Sag A and immediately teleporting back to bubble?
Don't look for too much logic in the game, it's known for not following its own rules, let alone pure and simple logic ;)
 
What if the legged character is shot in the head? How could we justify playing on? Clones?

you are already hologram. How can you explain ship explosion with you and after pay rebuy you are fresh again?

all is fake, there is no real lore in Elite. Elite is grind game with smell of arcade space simulator, nothing deeper.
 
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you are already hologram. How can you explain ship explosion with you and after pay rebuy you are fresh again?

This is actually handled by the game lore, we are using escape pods. The game just skips the whole process because it would be boring and FDEV couldn't be bothered to render a cutscene. IIRC you can even hear your ship voice saying eject before your ship explodes. Could be wrong though since dying in the game is almost impossible unless you engage in PvP.
 
This is actually handled by the game lore, we are using escape pods. The game just skips the whole process because it would be boring and FDEV couldn't be bothered to render a cutscene. IIRC you can even hear your ship voice saying eject before your ship explodes. Could be wrong though since dying in the game is almost impossible unless you engage in PvP.
Ye, this. But a headshot - there isn't really a cure or escape pod for that.
 
The game just skips the whole process because it would be boring and FDEV couldn't be bothered to render a cutscene.
game skips whole process ... that is best answer :D, players must use imagination.
But it doesnt explain fast travel to last dock as you mention before.

Ye, this. But a headshot - there isn't really a cure or escape pod for that.
there isnt a cure to huge detonation too, even when you are in escape pod, nobody is going to rescue you, because escape pod doesnt exists. You just *poof* out of there.
Make pilots as holograms and use it in some lore text would explain lot of things.
 
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