I've seen it suggested a few times that Space Legs or EVA might be implemented in phases, with ship exploration most likely being the first phase.
At the same time, some people complain that while it would be nice, it wouldn't really add much to the game to just be able to walk around your ship.
The discussion then is around what kind of interactions we could have in different areas of our ships that would make this first phase interesting, and that leads me to think about ship roles other than what falls under the category of Bridge Crew.
So, this thread isn't really about making fleshed out suggestions for features (though anyone is welcome to), but rather an imagining of what could be possible, what we'd like to see, and what additional mechanics may be needed.
Personally I envision something in the spirit of the Psi-5 Trading Company game, but with the general vibe of the Firefly TV series.
But before getting to specific interactions, I think a game mechanic would be needed that allows the space for ship crew activities and interaction.
Currently the only time the ship can go without explicit instructions from the pilot for a while, without being stationary, is during a supercruise journey to a distant planet within a system, and even then not for very long.
I've previously suggested a slow travel alternative to sequential hyperspace jumps, where you plot a course as usual through the galaxy map, but then hop into a "slipstream" in which the ship holds course without stopping until the route termination point, however many system hops away. Obviously, there would be some concerns with this, and I've addressed some of those in that thread.
However it's accomplished, the point is that there needs to be game-driven opportunities for all crew members to interact with each other as well as with the ship while some in-game progress is being made, and very importantly, at least one of these opportunities has to allow the pilot to leave the bridge at times for a while.
Once that time for interaction is available, a lot of role playing options become possible, and ways for the ship crew to cooperate in completing missions or goals, and for social interactions.
The kind of roles I envision are, for example:
-Captain: Issues general directives to any or all crew members, including the pilot. Selects missions and sets goals. Can hire and dismiss crew. Makes PA announcements. Usually owns the ship.
-Engineer/Technician/Mechanic: Can improve effectiveness of repairs as well as certain modules, i.e. thrusters.
-Cargo crew: Can use ship launched cargo vessels to transfer cargo from ships too large to dock, or conceal illicit cargo for smuggling.
-Fighters/defenders: For boarding or defending the ship and other crew if your ship is boarded.
-Medics: First aid or surgery for injured crew members.
-Ambassador: A player whose reputation with in-game factions is leveraged for better missions, and whose system permits are applied to the ship, and whose Powerplay rank can be used to purchase perks for the ship from the Power they're pledged to. Ambassador gets a bigger cut of the rewards.
One crew member other than Captain can have the dual role of First Mate, which is acting Captain if the Captain is logged out.
Some other dual roles may be possible, like Fighter and Cargo Crew, or Medic and Ambassador for example.
When Space Legs is extended to planet surfaces, other roles may become possible, as well as further activities for existing roles, and the Captain can select from the crew for any planet-side expeditions or missions.
These are very basic outlines with nothing really fleshed out, and obviously systems and mechanics would need to be implemented to keep every role engaging, and to create skill requirements for each activity.
Mini-games and onboard single and multi player activities would also help with that.
This would be taking Elite in a new direction, which some players would love while others would no doubt be very against. Of course, the option to go solo or only have bridge crew would still be there, though in my experience, keeping all existing play styles viable doesn't tend to placate those strongly opposed to a new play style.
Who would like to see something along these lines in Elite's future, and what kind of roles, activities, and game mechanics do you have in mind?
At the same time, some people complain that while it would be nice, it wouldn't really add much to the game to just be able to walk around your ship.
The discussion then is around what kind of interactions we could have in different areas of our ships that would make this first phase interesting, and that leads me to think about ship roles other than what falls under the category of Bridge Crew.
So, this thread isn't really about making fleshed out suggestions for features (though anyone is welcome to), but rather an imagining of what could be possible, what we'd like to see, and what additional mechanics may be needed.
Personally I envision something in the spirit of the Psi-5 Trading Company game, but with the general vibe of the Firefly TV series.
But before getting to specific interactions, I think a game mechanic would be needed that allows the space for ship crew activities and interaction.
Currently the only time the ship can go without explicit instructions from the pilot for a while, without being stationary, is during a supercruise journey to a distant planet within a system, and even then not for very long.
I've previously suggested a slow travel alternative to sequential hyperspace jumps, where you plot a course as usual through the galaxy map, but then hop into a "slipstream" in which the ship holds course without stopping until the route termination point, however many system hops away. Obviously, there would be some concerns with this, and I've addressed some of those in that thread.
However it's accomplished, the point is that there needs to be game-driven opportunities for all crew members to interact with each other as well as with the ship while some in-game progress is being made, and very importantly, at least one of these opportunities has to allow the pilot to leave the bridge at times for a while.
Once that time for interaction is available, a lot of role playing options become possible, and ways for the ship crew to cooperate in completing missions or goals, and for social interactions.
The kind of roles I envision are, for example:
-Captain: Issues general directives to any or all crew members, including the pilot. Selects missions and sets goals. Can hire and dismiss crew. Makes PA announcements. Usually owns the ship.
-Engineer/Technician/Mechanic: Can improve effectiveness of repairs as well as certain modules, i.e. thrusters.
-Cargo crew: Can use ship launched cargo vessels to transfer cargo from ships too large to dock, or conceal illicit cargo for smuggling.
-Fighters/defenders: For boarding or defending the ship and other crew if your ship is boarded.
-Medics: First aid or surgery for injured crew members.
-Ambassador: A player whose reputation with in-game factions is leveraged for better missions, and whose system permits are applied to the ship, and whose Powerplay rank can be used to purchase perks for the ship from the Power they're pledged to. Ambassador gets a bigger cut of the rewards.
One crew member other than Captain can have the dual role of First Mate, which is acting Captain if the Captain is logged out.
Some other dual roles may be possible, like Fighter and Cargo Crew, or Medic and Ambassador for example.
When Space Legs is extended to planet surfaces, other roles may become possible, as well as further activities for existing roles, and the Captain can select from the crew for any planet-side expeditions or missions.
These are very basic outlines with nothing really fleshed out, and obviously systems and mechanics would need to be implemented to keep every role engaging, and to create skill requirements for each activity.
Mini-games and onboard single and multi player activities would also help with that.
This would be taking Elite in a new direction, which some players would love while others would no doubt be very against. Of course, the option to go solo or only have bridge crew would still be there, though in my experience, keeping all existing play styles viable doesn't tend to placate those strongly opposed to a new play style.
Who would like to see something along these lines in Elite's future, and what kind of roles, activities, and game mechanics do you have in mind?