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

My preference would be for space legs to be locked on board your ship and consist of navigating through the different areas performing repairs.
Need some repairs to the powerplant? Walk to reactor bay, play a brief but engaging minigame based on extracting fuel rods, die from radiation poisoning if you fail.
Need some repairs to the distributor? Walk to PD bay, play a minigame based on completing circuitry, die from electrocution if you fail.
Need to repair the cargo bay doors? Walk to the bay, play a minigame based on mechanical, die from being blown out into space if you fail, or have to EVA back inside encased in your Remlok using a can of WD40 (or hairspray) for propulsion.....

The possibilities are endless....
I know there is an aversion to minigames, but these would only be required after nail biting combat or from being hamfisted while fuelscooping, and optional if you want to struggle back to a starport and pay for repairs.

Failing that, a basic FPS taking on Thargoid footsoldiers planetside with hand held blasters and SRVs modded into battlezone type tanks would be utterly perfect.
 
Something I used to fancy about ED is that there are no skill levels or experience points. But when you think about some of the things players have done in this game, there certainly is skill. Fixed pulse lasers are some of the best weapons in the game.

Imagine if atmospheric worlds suddenly appeared and we found ourselves being bus drivers in Ross 154... I mean I would never want to do that, I would rather open up an internet cafe in Eta Cassiopeiae.
 
I don't know where people have got the idea of Elite feet from but there is no way that Elite will have the ability to walk around in the manner of an RPG like Skyrim or a FPS like call of duty.
IF it happens it will be bare bones, walking down a space station corridor which will feel like you are skating to a vendor of some kind and choosing a mission and then turn back around like a tank turning to walk back to your ship... If they do, i hope you have the option to NOT have to walk anywhere.
 
I don't know where people have got the idea of Elite feet from but there is no way that Elite will have the ability to walk around in the manner of an RPG like Skyrim or a FPS like call of duty.
IF it happens it will be bare bones, walking down a space station corridor which will feel like you are skating to a vendor of some kind and choosing a mission and then turn back around like a tank turning to walk back to your ship... If they do, i hope you have the option to NOT have to walk anywhere.
Of course it's optional, it's not a free update so if you don't buy it you won't have it.
 
My preference would be for space legs to be locked on board your ship and consist of navigating through the different areas performing repairs.
Need some repairs to the powerplant? Walk to reactor bay, play a brief but engaging minigame based on extracting fuel rods, die from radiation poisoning if you fail.
Need some repairs to the distributor? Walk to PD bay, play a minigame based on completing circuitry, die from electrocution if you fail.
Need to repair the cargo bay doors? Walk to the bay, play a minigame based on mechanical, die from being blown out into space if you fail, or have to EVA back inside encased in your Remlok using a can of WD40 (or hairspray) for propulsion.....

See, this is precisely what I don't want from space-legs.

Right now I can repair my ship by looking at the right-HUD, powering up my AFMU, clicking on another module and clicking the "repair" button.
That is an acceptable level of immersion for me.
Creating space-legs just to provide a more long-winded way of doing something I can already do adds absolutely nothing to the game.

Also, from a commercial POV, how exactly would that work?

"Spend your money on Elite: Feet so you can spend longer doing stuff you can already do in-game in a more tedious way"

Now, if space-legs provided a bunch of new gameplay and also allowed you to wander around your ship, fixing things, without the need for an AFMU then it'd be a nice little bonus cos it'd mean you could either fit an AFMU to fix things or use the slot for something else and use your space-legs to fix your ship.

If it's only about wandering around your ships and stations, taking longer to do things that you can already do, it's no-sale I'm afraid.
 
I don't know where people have got the idea of Elite feet from but there is no way that Elite will have the ability to walk around in the manner of an RPG like Skyrim or a FPS like call of duty.
IF it happens it will be bare bones, walking down a space station corridor which will feel like you are skating to a vendor of some kind and choosing a mission and then turn back around like a tank turning to walk back to your ship... If they do, i hope you have the option to NOT have to walk anywhere.

That's kind of the point, though.

Hypothetically - assuming space-legs IS coming - it's going to HAVE to be something significant.
It's going to have to be "Fallout 4/Subnautica in space" or there won't be any incentive to buy it.

Course, whether that's actually possible, and thus whether it's actually likely to happen, is an entirely different subject.
 
Now, if space-legs provided a bunch of new gameplay and also allowed you to wander around your ship, fixing things, without the need for an AFMU then it'd be a nice little bonus cos it'd mean you could either fit an AFMU to fix things or use the slot for something else and use your space-legs to fix your ship.
Yep, that's the only way to make it work. Repairing ship is already available in game so there must be a bonus for doing it manually. Another reason could also be a temporary upgrade of few systems. Your ship jump range is 66 LY but the star you want to reach is at 70? Don't waste material for synthesis, just go to the engine room to make a manual override on the FSD to get those 4 LY more for a few jumps only.
Or by doing the manual override the syntehsis process will require far less materials (you may be able to apply a Premium mod without Yttrium and Polonium for example).
Repairing and upgrading should be a mini-game where your personal skills can make the difference on the final result.
 
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I don't know where people have got the idea of Elite feet from but there is no way that Elite will have the ability to walk around in the manner of an RPG like Skyrim or a FPS like call of duty.
IF it happens it will be bare bones, walking down a space station corridor which will feel like you are skating to a vendor of some kind and choosing a mission and then turn back around like a tank turning to walk back to your ship... If they do, i hope you have the option to NOT have to walk anywhere.
From Frontier for the most part.
In particular, an early developer video which includes things like; ship elevators, EVA'ing, ship boarding and so on. Then you have various concept art pieces of what appears to be social hubs. And finally... David Braben's vision which, amongst other things, includes being able to HUNT on ELW's.
 
I don't know where people have got the idea of Elite feet from

From stuff like this?

Newsletter 32: 'To Launch, and Beyond with the Lifetime Expansion Pass'

We also plan to allow you to get up out of your seat and walk around your ship. You can see the level of attention and thought that has already been given to the ship interiors from these ship cockpit views in this video:

Of course walking round your ship will be nice, but it is the just springboard for a very significant expansion of gameplay – you will be able to experience the inside of starports and interact with other players and AI characters, and even board other people’s ships in space and take them by force, as shown in this concept piece.

Flightsuit_combatsketch01.jpg


Of course this will be further expanded to include walking around on the surfaces of planets too.

Alpha and Premium Beta customers, and those who have already bought the £35 Lifetime Expansion Pass alongside either Beta or the full game, will have access to all these features and updates for as long as we create them at no further cost.


Elite: Dangerous Development Plan (hosted on Kickstarter page - Dec 2014)

You will be able to walk around the spaceport, you will be able to see gold being loaded into someone else's ship, you will be able to sneak in and hide in amongst the cargo. All of those things are phenomenal game play opportunities where that ship might actually be the ship of another player, so just think where that all ends.

---

Throw in things like periodic suggestions by FDev that it's still their intent:



Regarding any possible RPG leanings, they've said a smattering of things that hint in that direction. IE stuff like this:

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 speak 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.


And more speculatively, this perhaps:

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:


And super-speculatively, there's always the leaks ;)


 
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Honestly, I don't care about it at all. Elite is a spaceship flying game, and I don't feel the need to replace the functional menus in stations with a walkabout animation that'll take longer but be remarkably similar everywhere you go. Rather like the stations in No Man's Sky. Which, incidentally, is an excellent place to try this already if that's what you want. Most people will use it and say "Oh, how cool..." and then go into the options and re-enable the station menus instead once they get bored of walking down identical corridors to get to identical places to do identical things. If you've ever play "Carrier Command: The Gaea missions" - it will be like that.

My honestly opinion is that there are about a bazillion other things the devs could be spending resources on. NPC Wingmen, Damage modelling for ships other than the anaconda, proper multi-crew, NPC crew for larger ships, more complex handling models to reflect damage, more complex interactions with Thargoids, all sorts of "spaceship flying" things need improvement before even thinking about "space legs". Elite doesn't need a cut-down FPS or RPG attached to it. Especially since it may be used a way to annoy people who are trying to fly their spaceships in peace. If I want to play a sci-fi FPS, I have plenty to choose from.

If they ARE going to do this (and I think they should not) then it needs to have an option not to participate in it at all. Either with a menu you click out of in options, or some kid of McGuffin in game that securely locks your hatches so people can't do this to you, but equally you can't do it to them.

Personally. I think it'll go over about as well as Powerplay and CQC did. And probably be executed about as well.
 
Having read "out of the darkness", whcih heavily used mind/machine interfaces "neural implants" I reckon "skills" could be implemented as updates through the interface. So Hacking - using your neural interface, and some saved scripts of varying levels of effectiveness you could expedite or at least improve the chances of a successful hack, with more experience enabling you to store/under stand more complex and effective scripts. Theft/Stealth - again the more you do it, the better you would become at it, etc etc...

There is however a cavaet, for this to not something certain aspects of the playerbase turn into a grind-to-godliness-fest, there would have to be some skill decay mechanism. Given Elite is one of those games people play intensively, then take long breaks from, before coming back for another period of intensely playing the game a lot. To balance this, I'd suggest that the skill decay would deteriorate based on hours played, like "notoriety" does, rather than be based on the time passed since those skill levels were achieved as powerplay merits do.
 
Honestly, I don't care about it at all. Elite is a spaceship flying game, and I don't feel the need to replace the functional menus in stations with a walkabout animation that'll take longer but be remarkably similar everywhere you go.
I don't understand why do you think that's how this would go. I don't see this happening, because Legs would be additional DLC, bought over main game. Main functionalities would need to remain the same.
When stations are concerned I see it as a possibility to add new things, like option to go to local cantina and play some 3d chess or pool or something. All kinds of things you can, but don't need to do if you don't like walking around.
I would love the ability to walk around my ship, or planet surfaces.
 
Yep, that's the only way to make it work. Repairing ship is already available in game so there must be a bonus for doing it manually. Another reason could also be a temporary upgrade of few systems. Your ship jump range is 66 LY but the star you want to reach is at 70? Don't waste material for synthesis, just go to the engine room to make a manual override on the FSD to get those 4 LY more for a few jumps only.
Or by doing the manual override the syntehsis process will require far less materials (you may be able to apply a Premium mod without Yttrium and Polonium for example).
Repairing and upgrading should be a mini-game where your personal skills can make the difference on the final result.

Yep,

Said it before but I'd like to see much, much more related to repair and maintenance of your ship - especially with regard to exploration.

I'd like to see almost every module of a ship degrade over time and require maintenance.
Basically, every module would need "tuning" (via a suitable mini-game) to keep it working optimally and it'd require periodic repairs, which'd require mat's.

So, for example, you might be trundling around the galaxy and your FSD would start to wear out.
You'd look at a screen and it'd show you the state of, say, half a dozen key parts and there'd be graphs showing you the state of tune.
You'd be able to play some kind of mini-game (twiddling dials to match curves on a graph or whatever) that'd allow you to adjust the tune so your FSD made shorter jumps and caused less wear to components or so that it could make longer jumps at the expense of increased wear.

To actually repair components, you'd have to look at each module, see what state of wear each component was in and then make pitstops at planets, gather the appropriate mat's, take them back to your ship and then feed them into a revised AFMU which could repair individual components or complete modules.

That wouldn't just be useful to explorers, though.
If you have, say, a combat ship that you fly out of a home-station, you could tune up the weapons, shield, PP, thrusters etc so they work better, in the knowledge that they'll wear out after a short time but that won't matter because you'll be able to have them repaired (without spending your own mat's) when you return to your home-station (at an increased cost, reflecting the extra work/mat's required).
 
How about something that is neither Fall of Duty or Calliout, but completely unique and "Elite"? Hm, can't we do that? Be at least a little original, rather than just rehash things that have already been done? Is that really so hard?
 
Yep, that's the only way to make it work. Repairing ship is already available in game so there must be a bonus for doing it manually. Another reason could also be a temporary upgrade of few systems. Your ship jump range is 66 LY but the star you want to reach is at 70? Don't waste material for synthesis, just go to the engine room to make a manual override on the FSD to get those 4 LY more for a few jumps only.
Or by doing the manual override the syntehsis process will require far less materials (you may be able to apply a Premium mod without Yttrium and Polonium for example).
Repairing and upgrading should be a mini-game where your personal skills can make the difference on the final result.
I would change how hull limpets and the AFMU work. I would make them as bandaids that degrade over time. To keep it up to scratch you will either need to keep repairing with limpets or AMFUs or do the actual proper repairs. Maybe have a synthesis terminal where you can fabricate spare parts for damaged modules for a permanent fix and for the hull, you will need to go out there yourself to do a permanent repair job.
 
How about something that is neither Fall of Duty or Calliout, but completely unique and "Elite"? Hm, can't we do that? Be at least a little original, rather than just rehash things that have already been done? Is that really so hard?

Ive said in the past that i think the unique part to FPS in elite would be similar to what makes ship to ship fighting fun, power management and null G. Switching between moving freely through space and then anchoring with mag boots to shoot would be really cool. Arguably it is great way to make fighting in corridors of a space station interesting.

Also, as with the ship game play, there will be plenty of non combat elements using scanners and such or maybe even hull repair or something
 
ah i see, so, quite a lot of hints and hopes and dreams. It reminds me of politician talk..

In the future we will promise this and we will implement that and we will fix the problems inherent in our party so just keep voting for us and donating money to us and we promise we will do all of the things that we said we would do… promise.

Now, just to be clear, Elite is my most played game and I have played it since release on the xbox and I thought it was epic back then and there is nothing that will stop me playing and if Elite feet do become reality (it won’t), I hope it is not a walking around your ship type deal as it will become old fast.
 
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