Ok but realistically that means adapting 38-40 ships, 4-5 different station types, then maybe some outposts?
It’s not finger painting, but it’s not quite the Sistine Chapel either
I imagine that space legs environments, particularly in ships, will not be "live" with the rest of the game. Allow me to explain:
In Star Trek Online, when you 'board your bridge' - i.e., exit the space ship mode - your ship ceases to exist on the map it currently resides. What this means is that you literally cannot be attacked, boarded, or otherwise 'interacted with' at the ship level while aboard your ship as an avatar. They are two entirely separate instances. Is this realistic? No, but it is feasible and works. Now remember, STO was built from the ground up with both avatars and ships in mind. Technically, Elite has been, too, though perhaps not as simplistically as STO operates.
If you choose to 'leave the commander seat' while in your ship, a curious problem occurs for Elite: is your ship still in motion? Is it even present?
- Can you only leave during normal space and doing so results in full stop?
- Can you leave during supercruise? What happens if the ship collides with an exclusion zone, runs out fuel, or is interdicted?
The reason these questions are important is that the
logical and lore-centric answer isn't necessarily feasible. Reasonably, you would build 'ship walking' as a separate instance unique to the Helm commander and his aboard wing-mates. However, that means the ship can't 'exist in space' when you enter ship-walking. So does the client remember the coordinates of the ship at full stop? We see this at play with planetary landing, station dropping, and other instances so it stands to reason that's how it will work.
That said, while the client remembers its location - it isn't actually there. Could this be abused? Drop out of supercruise, fullstop, enter ship-walking to avoid being attacked by a player or NPC? Nevermind the content of ship-walking! How do you institute ship repairs mid-battle if the entire instance of a ship ceases to exist when you enter ship-walking? As cool as this would be, there's a reason it largely doesn't exist in most games. It's very difficult to create that, which I think is what Good Whiskey was getting at.
Regardless, space legs has lots of potential and isn't hard to build...if the standards are acceptable. That's the key bit. How much are these two modes of play going to overlap? Obsidian Ant hints at some of this in that video. Can FDev make these experiences seamlessly interact? Or will they be fully split from one another, as in STO?