So about space legs.... RPG or FPS?

Trust me, if whatever they will add can be repeated people will exclusively do just that while complaining it is a grind. The only way to prevent that is by completely blocking every possibility of doing it repeatedly.
Grinding the meta is definitely the most effective method of accomplishing any progression in the game. Still not the most compelling nor immersive game-play either way.

Fortunately it isn't generally worth the hassle for me to bother accomplishing anything, even if from time to time I look over on Coriolis enviously at what can be accomplished eventually through engineering.

99 times out of 100, I'd rather just enjoy playing the game, which is why I don't have much of anything at all Engineered and why I don't have nor really need credits very much at all in the game.
 
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I will be fine with it as long as the spaecship accommodates the leg thing. If I can do the leg thing in the spaecship then it's ok. I don't care so much about the point and click shoot thing in this game. Sometimes, in the scifi things with legs, the alien girl uses the leg thing for the sensual dancing thing. So that could be worth looking into. But other than it's just that the leg thing works in the spaecship.
 
I look to FDev's old mutterings to where they might go. I suspect they'd like to try some level of RPG-ness. IE due to chat about:

But with the major caveat that it'll have to play nice with proc gen. Which means it'll probably be its own (slightly limping ;)) beast...

Certainly the old desires for synthetic voices speaks to that approach. The ancient 'tier 3' NPCs of the DDF. And if a chat Yamiks had with the devs is right, it's still a side of ED they're going for, over bespoke content.

I think there's some potential there (minor factions & your standing with them providing the 'social lanscape' etc). But blam blam is the more vocally outlined plan. And base building does suggest a survivalism tilt. So who knows if they could focus crazy resources on the roladex RPG aspect amongst all that.
Now, that is the most insightful things I've read in the forums in ages, if only I could like it more than once :cool:
 
Has anyone seen Yamiks SC NPC video?!? Why would I want that in this game? It's just more things to break. I would rather them fix the bugs rather than add more.
 
Totally digging outer worlds right now. My prediction is that IF spacelegs ever happen it is going to be harvest grinding very, very similar to NMS.
 
I look to FDev's old mutterings to where they might go. I suspect they'd like to try some level of RPG-ness. IE due to chat about:

But with the major caveat that it'll have to play nice with proc gen. Which means it'll probably be its own (slightly limping ;)) beast...

Certainly the old desires for synthetic voices speaks to that approach. The ancient 'tier 3' NPCs of the DDF. And if a chat Yamiks had with the devs is right, it's still a side of ED they're going for, over bespoke content.

I think there's some potential there (minor factions & your standing with them providing the 'social lanscape' etc). But blam blam is the more vocally outlined plan. And base building does suggest a survivalism tilt. So who knows if they could focus crazy resources on the roladex RPG aspect amongst all that.

Personally, I'd quite happily accept Galnet Audio style text-to-speech synthesis (if that's what you mean) for the greater flexibility and potential for generative content that it offers, but I suspect that many wouldn't. If I were making an AI heavy sci-fi game with generative speech, I'd probably introduce some conceit to allow me further process the audio with comb filters and vocoder effects etc (some kind of vocal processor in helmets?) - it's less egregious than trying to emulate human speech perfectly and failing. TTS will only get better though, so it would make sense to lay the foundation, which of course is the real challenge. Ultimately, these are the kind of games that I'd like to see being made though. Facade was an interesting but flawed attempt at this kind of thing. Obviously, it's extremely difficult and the relatively narrow scope allowed them to use recorded speech.

https://en.wikipedia.org/wiki/Façade_(video_game)

Regarding the broader question, I'd much prefer an RPG approach over FPS. Essentially, I 'd just be happy to be able to walk around my ships in VR, and interact with it in more naturalistic ways (repairs maybe, and so on). The new "automation" might point towards a move in this direction, in a nascent form.
 
Since all things seem to point to the april leaks as being accurate, it seems like we are getting space legs as the new era in 2020's big update...
So that is a quick outline of what I hope for from, and what I am affraid we will get as "space legs", whats your thoughts?

LEGS INSIDE SHIPS

Players Expectations/Wishes:

  • seamless walking around and take a look to all main modules
  • possibility to inspect the cargo
  • possibility to enter and interact with passengers cabins and passengers
  • extinguish fire on board
  • repairing systems
  • seal hull leaks
  • interact with modules for partial/temporary upgrades
What I realistically expect:
  • short loading transitions between the various area of the ships: cockpit, hallways, modules, hangars (do you remember the door animation in Resident Evil 2?)
  • we will be able to visit generic modules (engine room), hangar bays, passenger cabins (these will be locked when there are passengers), but not interactions other than open/close doors and switch on/off lights. We will be able to get on onboard the SRV or the SLF and drop directly from there (there will be a transition though).
  • we will be able to leave the ship from the aft door (with a transition).
What we might really get instead:
  • Walk around the cockpit
  • Interaction with the cockpit door: (a) leave the ship, (b) go to SRV hangar bay, (c) go to SLF hangar bay, (d) visit engine room/whatever module. By selecting one you'll be directly teleported there.
The same differences between "expectations" and "realistic case" should be applied to all areas of the game affected by legs.
 
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Deleted member 182079

D
So you think it will be to harvest/grind on foot, something we can already do in our SRVs. Seems a bit pointless.
It would be the easiest way to implement space legs I reckon. And it's not like there aren't already a number of pointless activities in the game as is.

I think it'll be similar in scope to the Guardian content. You do it a couple of times and have seen everything, then get bored. Hope I'm wrong but I also think they should focus on other areas first (gas giants and atmos namely), because I play Elite to fly a space ship not to walk around corridors or some such.
 
Frontier already know how to make npc's. Top down turn based strategy could be much more manageable for multiplayer infrastructure of Elite. Maybe there could be dinosaurs inside the stations, that move every Thursday.
 
Now, that is the most insightful things I've read in the forums in ages, if only I could like it more than once :cool:

Cheers, but I'm just scanning the tea leaves really :D

I do think human scale realms driven by proc gen NPC generation could be intriguing. (I kinda also think they've failed to make it notably 'emergent' to date at ship scale though ;)). It would at minimum add a lot more 'colour' to locations to have the local state & power balance reflected more obviously by the characters etc, and potentially settings.

There is also this lingering impression that they've got unfinished business with The Outsider's slightly experimental 'simulated character motivations and aims' approach. I thought it was intriguing that Braben suggested some of its tech could find its way into a Legs DLC:

chuan (reddit): Given the unfortunate fate of the shelved "The Outsider" project at Frontier, is is likely that some of the ideas for the project might find their way into ED?

David Braben:
Like with all our games, the technology is shared, so many elements have already been re-used in other games, and in Elite: Dangerous too, and perhaps more so, once you can walk about.

Never know :D


Personally, I'd quite happily accept Galnet Audio style text-to-speech synthesis (if that's what you mean) for the greater flexibility and potential for generative content that it offers, but I suspect that many wouldn't. If I were making an AI heavy sci-fi game with generative speech, I'd probably introduce some conceit to allow me further process the audio with comb filters and vocoder effects etc (some kind of vocal processor in helmets?) - it's less egregious than trying to emulate human speech perfectly and failing. TTS will only get better though, so it would make sense to lay the foundation, which of course is the real challenge. Ultimately, these are the kind of games that I'd like to see being made though. Facade was an interesting but flawed attempt at this kind of thing. Obviously, it's extremely difficult and the relatively narrow scope allowed them to use recorded speech.

https://en.wikipedia.org/wiki/Façade_(video_game)

Yep that seemed to be their hope at the time. Although they also admitted that the tech was no where near good enough, so modulation was a more likely route. (Interesting that the generation speed for Google's WaveNet has zoomed along in the meantime. I've no idea if it's applicable to games, but it suggests that 3rd party solutions could be getting closer ;)).

Although the mission video found in the files was obviously actor voiced:

Source: https://www.youtube.com/watch?v=-WzS-n0EiCI&feature=youtu.be


My suspicion is they might still be wrestling with it. Aiming for something in the ballpark of generated voice, but with bespoke audio as the fallback.

(Thanks for the Facade link by the way, had never heard of that!)


as long as i can fit class 1 seismic charge launchers to my ship via legs or the ye olde traditional way i don't give a rats ARX

I misread that as 'to my legs'. That would be one hell of a rocket jump ;)
 
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