Space Legs Initial Implementation

TL;DR: A discussion and suggestions about what players would find acceptable as a first phase implementation of Space Legs, and why.

A huge draw for me with any game or even movie or TV series is atmosphere. It's a difficult thing to pin down and get right, but can be generally viewed as the permeating character of a production, which is felt more than specifically noticed and pointed at, and which is demonstrated through the blending of music, sound effects, visual arts, and overall artistic theme and style. It's how things come together basically.

That is why, for a first phase, I would be quite happy with a gameplay-lite implementation of Space Legs if the focus were given to complimenting personal mobility with more immersive character in the areas explorable on foot, and even the game in general. See the below spoiler encapsulated text for a better idea of what I mean about character.

By this I mean not only the all-important technical design of the ship and space station interiors, but the artistic character of these areas as well. Certain artistic themes can boost immersion, such as Cyberpunk, Blade Runner, Star Wars, etc. Elite doesn't have to adopt any of those though, and ideally should be able to carve out its own unique style, by expanding on some of what the designers have implemented already with space stations and ship design. Specifically, there should be more signs of human presence, from basic things like signage, to culturally tailored varieties of architecture and interior design. Language and attitude of NPCs we interact with should also be given some variety through assigning of traits, and perhaps include dependencies. For example, one character might naturally have the traits belligerence and arrogance, but may show some more deference, respect, or fear to a player depending on any of their ranks that matter to that NPC, from Combat, Exploration, Trade, Imperial, Federal, Notoriety, rank/relationship with the NPC's faction, and even accounting for whether you're a member of a faction at war or in competition with the NPC's faction, or pledged to a Power that has recently worked against the NPC's faction's interests. Assignment of character traits could be dependent on a number of factors, including Federal/Imperial/Alliance alignment, sector of space, pledged power, cultural aspects, and any specific backstory of the faction, with maybe a touch of RNG to ensure variances.

As the game relies heavily on procedural generation, some of these changes would have to be implemented as a limited number of assignable types.

As for gameplay, basic interactions with the ship and stations, and the ability to walk around landable planets would be fine, with perhaps a handheld mining laser. Maybe being able to hunt down shady elements or underground factions in a station/outpost for some other missions or even mission types not available on the Mission Board would be a good taste of where things could go. BGS-wise, an underground faction that gains enough traction could end up becoming a recognised faction, and you an honourary member and stakeholder for helping them get there, along with a cut of their ongoing profits proportional to how much you contributed to their rise. I'd be happy with that level to begin with.
 
So for the initial spacelegs implementation you want a completely new tier of NPCs AND a major reworking of the BGS to provide you with new ongoing passive earnings? On top of the actual gameplay of walking around?

And that's 'to begin with'?

Good luck.
 
So for the initial spacelegs implementation you want a completely new tier of NPCs AND a major reworking of the BGS to provide you with new ongoing passive earnings? On top of the actual gameplay of walking around?

And that's 'to begin with'?

Good luck.

Huh. A data bank of alternative NPC phrasing metered out by a pre-determined criteria set, and a relatively minor addition to the BGS that works pretty much the same as increasing faction influence currently does, with the passive earnings being not too different to how Powerplay pledgling rating rewards are paid.

+1 for the aerogel phrasing though. :p
 
Huh. A data bank of alternative NPC phrasing metered out by a pre-determined criteria set, and a relatively minor addition to the BGS that works pretty much the same as increasing faction influence currently does, with the passive earnings being not too different to how Powerplay pledgling rating rewards are paid.

+1 for the aerogel phrasing though. :p

But none of that has anything to do with spacelegs. NPC interactions aren't predicated on being able to walk around. Minor/unknown factions don't require walking around either.

Powerplay rewards require you to be active or they tail off. Your description of the unknown faction passive earnings makes no mention of tailing off, simply a cut of ongoing profits.
 

Guest193293

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  • Control tower: "dispatching ground crew." and this time you can actually see them arriving on the pad and starting their job. And if for example, you leave your seat and your ship is damaged and need to be repaired and refueled but you forgot to do it, in the mean time the ground crew will eventually repair it and refuel it.
  • Ground crews from other landing pad can be seen too.
  • Other pilots can be seen going in and out of the station and their ship.
  • Seeing people in queue waiting to board a ship, for a sightseeing tour for example.
beluga-liner.jpg
 
But none of that has anything to do with spacelegs. NPC interactions aren't predicated on being able to walk around. Minor/unknown factions don't require walking around either.

True, though this suggestion was made with face-to-face interactions with NPCs in mind, such as in the underground faction scenario I mentioned, to make the dialogue more varied and relevant. Interactions via Station Services benefiting from the change would be a bonus.

Powerplay rewards require you to be active or they tail off. Your description of the unknown faction passive earnings makes no mention of tailing off, simply a cut of ongoing profits.

Which is why I stated that it’s “not too different”, which does imply that there is some difference, and you’ve perfectly summed it up. On a technical level, this difference does not increase the complexity of the functionality, so again it’s nothing major.
 
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