Your right there bud, just my assumptions tbh. But keep in mind Fdev have stated that ships have been designed with interiors in mind, whats to say stations haven’t also been designed the same way, so the groundwork would likely already be there for it. Initial space legs will also probably be limited to our ships, whereas Atmos would deff require more Ai forms & animations for animals/alien life and perhaps local vegetation and cloud movements due to changing atmospheric ground conditions if there is any. As for fps gameplay I’m expecting basic interaction with our environment, I don’t think anyone is hoping for COD or Halo levels of fps gameplay mechanics.
See up
there ^^ somewhere for a video I posted where several staffers clearly state the ships and the
stations were deliberately built with legs in mind from the begining and they can't wait to use it. What is also worth keeping in mind is all the other IP they've been working on parallel to ED eg. JWE.
So now they have experience building a dinosaur park, with realistically fleshed out reptiles, prehistoric Earth life and plant models they can deploy to other titles with minimal mucking about. If they have the mechanics right, anything that stems from that should be significantly more realistic than NMS.
Finally, there's the FPS "problem" of ballistics in zero-G, since realistic recoil mechanics are going to throw you off your feet and backwards until you meet resistance. Caution: Do not shoot yourself in the foot in 0.01G or you might achieve escape velocity and be stuck in orbit if we can't "Recall Ship".
Also, if the chair doubles up as your escape pod, what happens if you die on foot?
Edit: Look into the A10 Warthog for stall velocity when firing the Avatar (multi) canon...
Edit, edit: Quick mention on Planet Coaster assets - Themed planetary cities anyone?