How "Space Legs" should be implemented (in my opinion)

That would actually be awesome. One of the hardest things these games deal with is walking animations not looking ridiculous, and we're already in space... our characters are all super skinny too; if you play in VR you'll notice your arms and legs are noodles, which implies not being very used to gravity.

TBH, we should basically be the belters from The Expanse most of the time when not on stations, just floating around our ships.
 
That would actually be awesome. One of the hardest things these games deal with is walking animations not looking ridiculous, and we're already in space... our characters are all super skinny too; if you play in VR you'll notice your arms and legs are noodles, which implies not being very used to gravity.

TBH, we should basically be the belters from The Expanse most of the time when not on stations, just floating around our ships.
Also, Im now getting Lone Echo.

Haha yes the belters are definately the right comparison I'd say :)

It's a great game. Plus this form of locomotion using your hands and small maneuvering thrusters works perfectly from a seated position. I have knocked things over several times though reaching for a handhold as i float by. Lol in that video you can even hear my husband complain i almost hit him at one point :D
 
Ideally i want it to be like star citizen, but i know it wont, thing is, all it needs to be is decent. I think it was yamicks or what ever was quoted saying, "All we needed is mediocroty." Thats all we need, give us a half decent shooter/ interaction walking sim on our ships, stations, and on planet surfaces and give us a series of tool/weapons and it will be a smash hit.
 
Ideally i want it to be like star citizen, but i know it wont, thing is, all it needs to be is decent. I think it was yamicks or what ever was quoted saying, "All we needed is mediocroty." Thats all we need, give us a half decent shooter/ interaction walking sim on our ships, stations, and on planet surfaces and give us a series of tool/weapons and it will be a smash hit.
What is this specific aspect of Star Citizen like?
 
That is works and that you can interact with things, thats it, thats all it needs to do.

It’s a bit more than that. They put millions upon millions into their fps mechanics; it’s a AAA game level of effort in and of itself. Star Citizens walking is mediocre space legs the same way the Taj Mahal is a mediocre hotel.

To experience a true taste of exactly what you’re asking for/looking at getting, look a walking in Space Engineers, Empyrion or X4 Foundations. Each is a different style but they are all just mediocre, straight to what you need, walking in a space game. If you are honestly OK with those then you’ll likely not be disappointed with whatever FDev produces. If those don’t cut it for you, then space legs may not deliver. Creating more than that would require a ton of effort, and I’d be shocked if FDev was willing to put that much into 1 mechanic.

But hey, I could be wrong.
 
Oh i know they put a lot of money into the game, hell they have never even confirmed 100% we are getting space legs in new era. But all im saying to make the ED community happy, with how much we currently have, or rather dont have, most would be tickled pink with even mediocre FPS mechanics.

If we just got Empyrion level of space legs, which i think is what we are going to get with probably better reloading/weapons, i think most people would be damn happy with that. So long as we can walk around our ships and interact with things.
 
Has anyone else played the Zero-G VR game Lone Echo?

Source: https://www.youtube.com/watch?v=3ZGywm3Mdao

Personally I would love it if Space Legs was implemented in this way(In space at least)

Would make a very immersive addition to the game. Just my opinion and granted, you'd really need VR for it to work but still. Would be very cool :)
Alright, done! Thanks for the video. Here are my thoughts:

It would be amazing if the mechanics were like that to some extent, but I think it's important to keep in mind people need to be able to play with KB+M and controllers as well. So a lot of the motion controls are "out" (in the sense that there can't be things which are exclusive to motion control). What I would hope we get using non-VR is something like Subnautica for zero-G (with body-mounted thrusters) and any FPS game (say, Skyrim or Fallout) for walking under gravity (no idea how they should handle different gravities, I've never seen or heard of it being done so, blaze your own trail Frontier). That should be manageable using a controller or KB+M.

For VR, I really hope Frontier takes the time to make some of those button-click interactions doable with motion controllers as a native feature, and borrowing from Lone Echo for that would be a fantastic idea. What I would like to avoid is for it to have a "VR port" feel like vanilla Skyrim or Fallout, where arrows magically appear in your hand after firing them, movement is very clunky, etc. This would mean non-VR players are advantaged over VR players to some extent (being able to do something like reloading with one press that's a full motion in VR), but VR will be intrinsically, automatically better for other things (like aiming a gun, if you're good). I also really hope they do inverse kinematics like Lone Echo, I think it's important because of the realism of Elite, it would stand out a lot if you had floaty hands.

Those are just my thoughts though! Happy to hear anyone else's :)
 
Alright, done! Thanks for the video. Here are my thoughts:

It would be amazing if the mechanics were like that to some extent, but I think it's important to keep in mind people need to be able to play with KB+M and controllers as well. So a lot of the motion controls are "out" (in the sense that there can't be things which are exclusive to motion control). What I would hope we get using non-VR is something like Subnautica for zero-G (with body-mounted thrusters) and any FPS game (say, Skyrim or Fallout) for walking under gravity (no idea how they should handle different gravities, I've never seen or heard of it being done so, blaze your own trail Frontier). That should be manageable using a controller or KB+M.

For VR, I really hope Frontier takes the time to make some of those button-click interactions doable with motion controllers as a native feature, and borrowing from Lone Echo for that would be a fantastic idea. What I would like to avoid is for it to have a "VR port" feel like vanilla Skyrim or Fallout, where arrows magically appear in your hand after firing them, movement is very clunky, etc. This would mean non-VR players are advantaged over VR players to some extent (being able to do something like reloading with one press that's a full motion in VR), but VR will be intrinsically, automatically better for other things (like aiming a gun, if you're good). I also really hope they do inverse kinematics like Lone Echo, I think it's important because of the realism of Elite, it would stand out a lot if you had floaty hands.

Those are just my thoughts though! Happy to hear anyone else's :)
I’d be really, really (pleasantly) surprised if we get Motion controls in the Next Era - I think any Legs expansion would have VR implementation akin to Subnautica or the Alien: Isolation mod, as opposed to how NMS has done it. With PvP being a possibility, I don’t think flatscreen players would be too happy with VR users being able to crouch in cover and blindfire around corners, like is possible in the VR shooters I own.

Your “body mounted thrusters” might answer your question regarding differing gravities - I could see the suit equivalent to the SRV wheel thrusters keeping us on the ground in low gravity or stop us from trying to do an impression of a puddle in high G. Though I’d quite like the option to go Walk Assist Off and be able to play at John Carter!

The only game I can think off that had a brief glimpse of something similar was the first off-world mission in CoD Infinite Warfare - after a crash landing on the Moon you get to bound across the surface before entering an airlock, which unfortunately (IMO) lets in full Earth gravity along with the oxygen. Most games seem to do zero-G or 1G but nothing in between.

Even if there’s no IK motion controls, I really hope the full body model is displayed in first person. Although floaty hands aren’t that bad (once you get into a game like HL: Alyx, you tend to forget about not having a visible bod) I much prefer the full kit - my fav mod for SkyrimVR is the full-body VRIK mod, it’s cool to be able to see what you’re wearing and also occasionally get spooked by your own shadow when in dungeons haha.

Edit: thinking about FPS battles in zero-G, I hope FDev have watched The Expanse TV series - I thought people in mag-boots getting shot and then going into a T-pose in a cloud of blood looked proper disturbing.
 
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I want Gravity plates on ships anything else causes to many restrictions, the super skinny dudes look dumb, if we can travel FTL then there's no reason not to have found a cure for gravity.
 
I want Gravity plates on ships anything else causes to many restrictions, the super skinny dudes look dumb, if we can travel FTL then there's no reason not to have found a cure for gravity.
Now you see, I'm inclined the opposite way. FTL, as we all know, is pixie space magic writ large. There is no cure for gravity. Gravity just is. While on board a ship I want zero G. Right up until I barrel roll, when I expect my passengers to get smeared against the nearest bulkhead while I black out or red out. While on planets I want G representative of the planet's mass, as we currently enjoy. While on a starport I want low G near the axis of rotation and 1G in the residential zones. At the noob hammers I want high G for working out in.
As a compromise, I'd accept G-plates in ships, but only along certain pathways, so long as they come as an additional module so that they can be disabled when I want the realism. And when you walk on them I'd expect a resounding clanging noise, and loose screws and washers to come flying out of the shadows to stick to your boots and trip you up.
 
Lone Echo gained me my "Space Stomach" as after playing through there was no issues with movement in any other VR scenario :)
Oddly enough, I finished another playthrough very recently, post-Alyx, and still found the game excellent, if a little short.
 
Now you see, I'm inclined the opposite way. FTL, as we all know, is pixie space magic writ large. There is no cure for gravity. Gravity just is. While on board a ship I want zero G. Right up until I barrel roll, when I expect my passengers to get smeared against the nearest bulkhead while I black out or red out. While on planets I want G representative of the planet's mass, as we currently enjoy. While on a starport I want low G near the axis of rotation and 1G in the residential zones. At the noob hammers I want high G for working out in.
As a compromise, I'd accept G-plates in ships, but only along certain pathways, so long as they come as an additional module so that they can be disabled when I want the realism. And when you walk on them I'd expect a resounding clanging noise, and loose screws and washers to come flying out of the shadows to stick to your boots and trip you up.
There is also no cure for aging.

But while you're flying round in the mire that you've created by leaving junk untethered and the chunder from your passenger 'Lady Maple' coats anything that doesn't have a frictionless surface, and tiny floating particles fuse electronic circuits, your poor lil' PC will burn up, far better to have gravity in a pretend future... surely you don't believe we'll still be forcing food and fluids into our systems via plastic squishy bottles and pushing rocks up our jaxies and jumping up and down in a confined space to alleviate indigestion in a thousand years? gravity does a lot of thing to a body and all of that will have to be simulated if you want this prehistoric spaceman reality life.
And all of this for a few hours of "wow..." "OK I'm bored now"
 
For VR, I really hope Frontier takes the time to make some of those button-click interactions doable with motion controllers as a native feature
I think this would be difficult to merge with a typical current VR setup for Elite, like using a HOTAS or K+M. Sure, the motion controls (particularly the Index controllers) are great and could be used to create an intuitive VR interface, but switching mid-game from HOTAS to motion controllers would feel a bit clunky to me.
 
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