You Know What Would be Super Cool?

The Majestic class interdictor has at least some space that has gravity, also, I don't actually see why magboots would make things static? Braben described them as making it easy to get around. Additionally, imagine being able to walk around, and also dynamically change your orientation so that you're now on the ceiling, and also 200 yards farther down the hall.

Still sounding cool to me.



Stay frosty,



Cmnd Fulsom
 
I long for the days when I can get out of my SRV and walk along the top of a steep cliff, or jump across one with the aid of a thruster pack strapped to my back.

We can currently telepresence into others cockpits. Imagine if our SRV had a limited range external "telepresence emitters" and our ship had the same but with further range. We would never have to leave the SRV or ship at all, we could just appear as a hologram outside the SRV and be able to walk a limited range, say 1.5km for SRV and 3km for ship.

I know space legs may never happen. It doesn't stop a person from dreaming of this feature.

Love this game.
 
You know what else would be super cool? Fixing the stuff that needs fixing and implementing decent professions, atmospheric landings, CQC waiting room in game, and 100 other things I think are far more important than space legs.
 
I appreciate your opinion, but I don't agree that these things are more important. Fixing bugs, sure, but that's never going to stop the team from working on new functionality, it just wont, as for atmospheric landings, I would rate that lower for the obvious reason that it doesn't actually add any new content to the game, CQC, well, I don't actually care about that. As for decent professions, we have decent professions, even if you are personally dissatisfied.




Stay Frosty,



Cmnd Fulsom
 
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I appreciate your opinion, but I don't agree that these things are more important. Fixing bugs, sure, but that's never going to stop the team from working on new functionality, it just wont, as for atmospheric landings, I would rate that lower for the obvious reason that it doesn't actually add any new content to the game, CQC, well, I don't actually care about that. As for decent professions, we have decent professions, even if you are personally dissatisfied.




Stay Frosty,



Cmnd Fulsom

Passive aggressive much? Your opinion is stated in the OP. You didn't need to restate it. My opinion is just as valid as yours. Thanks.

Do you even realise how entitled you come across when you dismiss my opinion with 'I don't care about CQC, so...'
 
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I would hardly call detailing why I disagree with your opinion passive aggressive. I wouldn't really call it aggressive at all. I feel I've been quite cordial thus far. Though direct with my thoughts and opinions.



Stay frosty,



Cmnd Fulsom
 
The Majestic class interdictor has at least some space that has gravity, also, I don't actually see why magboots would make things static? Braben described them as making it easy to get around. Additionally, imagine being able to walk around, and also dynamically change your orientation so that you're now on the ceiling, and also 200 yards farther down the hall.

The habitation ring of a majestic gets turned off in a combat situation (ship to ship combat, secret boarding missions with "gravity" might be possible).
Magboots only attach your feet to a surface - the rest of your body still reacts to any impulse it gets without getting damped by gravity - kinetic weapons are certainly not a good idea in those situations.
Static, because you will have to be very careful to always keep one foot on the ground while trying not to let the rest of the body floate around uncontrollably. (Unless FDev uses MagBoots magic as a way to explain gravity like gameplay)
 
You know what else would be super cool? Fixing the stuff that needs fixing and implementing decent professions, atmospheric landings, CQC waiting room in game, and 100 other things I think are far more important than space legs.

Dont think many would disagree with you apart from maybe the CQC waiting room. It would be nice, but not too bothered if it never happens and would much prefer space legs over that.

Still no harm in talking about the potential of space legs is there.
 
As a point of contention, the recoil of small arms would barely move you in Zero-G. The effect wouldn't not exist, but it would barely be noticeable along any reasonable time scale. As for movement concerns. Every other form of movement includes some form of movement assist to help deal with exotic environments. Most likely our suits incorporate both mag boots and some form of active thrust which would combine to simulate movement in low gravity.

Also, how often do you actually have both your feet off the ground with moving. I know gravity pulls you towards the center of mass of the planet, but your locomotion is optimized to always have one foot on the ground.

Also, thinking about it, a really cool artificial gravity mechanism would actually be to have real gravity. Capital ships and stations built around a core of some form of exotic matter that takes up little space but has extremely high density allowing it to produce noticeable gravitation. In that paradigm the ferragut could have gravity, but it would be arranged radially around the center of the ship.



Stay frosty,



Cmnd Fulsom
 
I won't argue that atmospheric planets won't have beautiful vistas. Because they certainly will, and I want atmospheric landings too. It's just that, as with horizons, I think it sounds really nice, but wouldn't necessarily increase the amount of activities to do in the game.



Stay frosty,



Cmnd Fulsom
 
Boarding actions. I know, space legs probably aren't in the cards for the near future. But let's think about it this way. There are all of two capital ships in the game at current, three Soontm Imagine being able to dock with a Farragut and walk around it, jump in a boarding pod and get yourself launched through space onto a hostile majestic, and breaching onto the decks and fighting the crew and automated defenses. It'd be awesome, it'd be a great change of pace from the usual, and, it'd be a lot less work than modeling the inside of every different type of station, since, again, two types of capital ship.

*sighs* Here we are again :( - "Yeh, it'll be really cool when we can walk to a bar and get missions..."

So, here you are basically proposing GTA5 type depth of first person mechanics in ED (for Capital Ship battles?). Meanwhile, we haven't even got anything approaching the depth suggested in the promo video of the capital ship battle released nearly FIVE years go. And we certainly haven't even got combat scenarios with anything approaching the interest/depth of spaces games such as X-Wing from TWENTY years ago.

So, please let's not find a new Eastern front to open up on, when after 3-4 years so much of the existing core game is paper thin, and desperately needs some design and development with bar raising gameplay (rather than time frittered away on the like of Generation Ships, Thargoid bases, Guardian Bases, Megaship gameplay, CQC, Multicrew etc).

So no, I vote for super dooper interesting gameplay to be added (finally) to things like the space ship combat in ED.
 
I won't argue that atmospheric planets won't have beautiful vistas. Because they certainly will, and I want atmospheric landings too. It's just that, as with horizons, I think it sounds really nice, but wouldn't necessarily increase the amount of activities to do in the game.
It is expanding the foundation of the game instead of adding feature bloat with a game focus derail.
 
*sighs* Here we are again :( - "Yeh, it'll be really cool when we can walk to a bar and get missions..."

So, here you are basically proposing GTA5 type depth of first person mechanics in ED (for Capital Ship battles?). Meanwhile, we haven't even got anything approaching the depth suggested in the promo video of the capital ship battle released nearly FIVE years go. And we certainly haven't even got combat scenarios with anything approaching the interest/depth of spaces games such as X-Wing from TWENTY years ago.

So, please let's not find a new Eastern front to open up on, when after 3-4 years so much of the existing core game is paper thin, and desperately needs some design and development with bar raising gameplay (rather than time frittered away on the like of Generation Ships, Thargoid bases, Guardian Bases, Megaship gameplay, CQC, Multicrew etc).

So no, I vote for super dooper interesting gameplay to be added (finally) to things like the space ship combat in ED.

Elite is not X-wing, X-wing is a narrative based mission driven single player game. Elite is a procedurally generated task driven MMO. These are not the same type of game, these are not similar types of games. If you're holding out for mission driven game play like in X-Wing before you'll be happy with new mission types and environments. Well, I have bad news, you're going to be dealing with a lot of disappointment, because those sorts of missions are simply not compatible with the core design of ED. As for the cinematic trailer, of five years past. Well, that's a prerendered cinematic. I don't know what else to tell you.

You want improvements to the core game, that's fair enough, but I have yet to hear one suggestion for such improvements that is both specific enough to be actionable, and practically achievable within the confines of the game's mechanics and design. I have been accused by several commenters, yourself included of wanting Elite to be like GTA, or CoD. Well, if that's the case, you also want Elite to be like another game, but the fundamental difference is that I want Elite to be like a game it could feasibly emulate, you want Elite to be like a game it cannot feasibly emulate. I'd rather an at least theoretically achievable if far off or even unlikely goal. Than one that not only won't happen, but can't happen due to basic incompatibility between the vision and the realities as they stand.

It is expanding the foundation of the game instead of adding feature bloat with a game focus derail.

If walking is feature bloat so are planetary landings.



Stay frosty,



Cmnd Fulsom
 
I'm not really sure of your point. Are you saying the space legs portion of the game won't be perfect so it shouldn't be tried, are you saying some players will prefer the space legs portion of the game and will be annoying, so it shouldn't be tried? Well, I suppose we should scrap exploration, and trading, and ship combat, and you know, while we're at it why don't we just shut down the servers altogether.

Really, though, I can't imagine why walking around and having FPS game play couldn't be at least as well done as the flying around and space combat game play. It isn't as though the devs are incompetent, or in deed, lazy as some would put forward.

Further, fundamentally, this isn't a game about flying space ships, this is a game about being a space cowboy in the space old west, and being in space. That could mean never setting foot planet side and not even knowing what natural gravity feels like. Or it could mean literally never leaving your home planet ever. And until this game can convey the feeling of being a person going about their business in space, and not of an AI piloting an automated hauler or security vessel, this game's themeing will be a failure. I'm very sorry if that concept upsets you, but the truth cares not one bit for your feelings.

At its core, this is a game that attempts to put you into the skin of a person living their life on the new frontier, while separating you completely from any sense of reality by gluing you to your chair. It's game attempting to convey the vastness of space, while removing any familiar point of reference to allow you to judge scale.

As I say, I like this game, but this is why I want this game to improve, and succeed in its goals, and that does fundamentally mean things like space legs, like atmospheric landings, and yes, like ground combat, are necessary additions. Will there be growing pains? Sure, but there are growing pains right now. Why should that be a barrier?

Okay, I will try again. I never said space legs shouldn't be tried, but you are not talking about space legs - you are talking about a fully blown, AAA level first person combat game, complete with zero-g combat. What you want, what you are describing is an entirely new game, the only similarities between what you want and what is either in ED now, or proposed, is the design of the ships.

Next, I beg to differ, but this game is solely about flying ships, the only activity you can currently do without a ship is drive around in the SRV, everything else needs your butt planted firmly in the Commander's chair. You aren't a space cowboy, you don't roam the range looking after the longhorns. You also aren't stuck on your home planet, in fact you don't actually have a home planet, you may call a station home, or even an airless rock but you certainly not herding cattle!

At the basic level, and this is all the game provides, is you, as a newly minted member of the Pilot's Federation and a ship. That is it, nothing more, nothing less. The game doesn't give you personal weapons, there is no tab on the Holo-Me screen for weapons, holsters or load bearing vests. Actually, the only thing you are truly a member of, the Pilot's Federation, should give you a good indication to the aim of the game!

Finally, I am not upset, just trying to put a counter to concept. You want an entirely different game, something ED isn't evidently. I suspect you hit send on the OP, and sat back expecting everyone to agree with you and heap you with praise. Since that hasn't happened you have now become quiet defensive, to the extent you stated the game will be a failure if FD don't take up your concept.
 
Elite is not X-wing, X-wing is a narrative based mission driven single player game. Elite is a procedurally generated task driven MMO. These are not the same type of game, these are not similar types of games. If you're holding out for mission driven game play like in X-Wing before you'll be happy with new mission types and environments.
So you can't envisage an NPC you've built up a relationship/trust with over a year telling you he needs protection moving a convoy from [A] to , and he'd like you to provide that cover?

You can't envisage arriving at [A] to find the convoy of ships on the edge of an asteroid belt, and there also being three NPC wingmen (eg: in Vultures), who you can give simple commands such as defend this, attack than, patrol here?

You can't envisage then traveling through the asteroid field from [A] to and coming under attack and having to do your best to defend the convoy, and utilising the NPC Wingmen to do this?

You can't envisage for example one of the convoy ships being disabled and being left behind, such that when you arrive at , an asteroid station, you then get a secondary mission to return to defend/protect the damaged ship?

You return to the damaged ship, which now has repair ships periodically shuttling in/out. If you can defend it for long enough, it will survive, if not, it will won't... (What if your specific NPC is onboard this particular ship?)

OR, you can't envisage if CQC had been implemented into the core engine such that you could undertake missions/tasks and holo-me straight into a fighter? ie: All the above scenario could then be undertaken within a fighter as another alternative leverage of that same mechanic.


Are you honestly suggesting even basic combat scenarios/variations like this are beyond the scope of ED in 2018+?

Well, I have bad news, you're going to be dealing with a lot of disappointment, because those sorts of missions are simply not compatible with the core design of ED.
Explain? Not compatible with the core design of ED? I see no issue with more involved combat scenarios other than the ability and desire to design and code them (instead of frittering time away on the likes of Multicrew, CQC or Generation Ships etc).

As for the cinematic trailer, of five years past. Well, that's a prerendered cinematic. I don't know what else to tell you.
It was done in-engine and IMHO sold as as such as an indication of the nature of gameplay to be expected. See Dev Diary #6 for DB going through this video and giving an impression of the depth to be expected in ED. (We're still waiting for this depth).

You want improvements to the core game, that's fair enough, but I have yet to hear one suggestion for such improvements that is both specific enough to be actionable, and practically achievable within the confines of the game's mechanics and design.
An example of actionable, achievable design would be "Imagine being able to dock with a Farragut and walk around it, jump in a boarding pod and get yourself launched through space onto a hostile majestic, and breaching onto the decks and fighting the crew and automated defenses. It'd be awesome."

I'm surprised Sandro hasn't simply taken that and given it to the programmers as is :)

Sarcasm aside, I've been in software development for 30+yrs from machine code synthesisers, games, physics simulators, internet business functionality to full on enterprise business software. I don't pretend to know the true issues facing FD with the ED engine, but I'd suggest I can give it a fair go.

And I've been suggesting additions to the game, combat wise, C&P wise, mining wise, exploration wise for years, and always keep in mind achievability and scope! Proposing ship boarding is not a small scale addition to the game, of you in anyway want to make it a worthwhile feature.

Adding more involved combat scenarios to the core game, and then allowing them to be leveraged WOULD be a worthwhile feature. For example, given the scenarios I mentioned above, right now we could be undertaking missions/CGs to escort convoys for example through asteroid fields under attack from Thargoid scouts? We could be holo-me'ing into fighters to even do this to offer an alternative take on the scenarios. Or Powerplay could utilise these more involved mechanics for more interesting Powerplay Tasks. CGs could utilise them too. etc!

eg: Or, read my "Improve Mining" link in my sig to see how layers of improvements could work togethor. All the way from more involved mining to Fleet Carriers even playing a part in the mining and trading of stateful "gold rush" mining mechanics.


ps: I have nothing against first person... BUT, given the lack of bar raising development over the past 2-3yrs, I really do see the core game needing any/all significant development effort it can get first.
 
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You know what else would be super cool? Fixing the stuff that needs fixing and implementing decent professions, atmospheric landings, CQC waiting room in game, and 100 other things I think are far more important than space legs.

Then you should stick to topics covering those issues ring? Why posting in SL one? huh...
 
That is like saying in a world war two game
Whilst one could conceive a naval bomber driving off a Battleship, you want the pilot land the plane, and board the battleship and win

The Farragut carries a division (and by rights should deploy a wing of 3 corvettes as well as its F63 Condors)

Meanwhile a single CMDR armed with a Cobra Mk.3 can: halt a Capital Ship in its tracks, overthrow governments, outpace entire fleets, etc. Remember CMDRs are not simple pilots; we are forces of nature to be reckoned with. Besides, this is not a WWII game and we are not simply bomber pilots...

I will say this much, on foot anything in Elite sounds daft at first. However, Elite is absolutely not a spaceship game; it has always been about the Galaxy as a whole. A living galaxy with mysteries to uncover, people to meet, places worth seeing... How can we expect Frontier to not implement space legs? DB even stated that it was a core part of the Elite dream.
 
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