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.
Re: VR advantage: Pancake players like myself would get button-press reloads and other advantages over VR so I don't think it'll be completely one-sided. Besides, this game already has competitive PvP as an important aspect according to some and accepts different control inputs that have vastly different precision and utility. The game just seems to accept that some control methods will provide an advantage and that's an acceptable compromise in the name of providing people with a good experience no matter their preferred input method. As for whether we'll get them, I really hope so. To keep me interested in this game I'm planning on getting VR so I hope they support it well. It's currently one of the best VR games and it could keep that position with a bit of elbow grease as part of space legs.
Great point on body mounted thrusters, hadn't thought of that, and I'll second the request for Walk Assist Off
100% agreed about IK being much better for a game like Elite and hoping that they take inspiration from the Expanse. God I hope this update is even 50% of its potential...
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.
You'll already have to switch controls unless you're planning on playing FPS gameplay with a HOTAS. The Index's are the only controllers that would be a bit harder than transitioning to KB+M or controller, but they're not that common and you get realistic finger tracking for the annoyance. I imagine you could get pretty practiced at putting them on and off quickly without sight if you're doing it multiple times per play session.
in Ed there are places like stations and planets where there is gravity. I find it would be extremelly difficult to implement a physic and a locomotion system that function well in both ways.
To me is much more likely that Frontier will go for the same locomotion system justifying this with the use of some kind of magnetic boots on ships.
I'm not saying Frontier won't take the easy way out, there's a hell of a lot more precedence for just ignoring gravity differences altogether and treating everything like it's 1g down, but it's incorrect to say their engine can't handle it. Essentially all ship flight not close to planets is zero-g, and all flight close to planets is varying-g. They already have a realistic physics model for moving and colliding a first person view in zero-g through to minimal g through to high g, it's the physics model their ships use. They did the hard work of modelling varying gravity and how it affected movement, collisions, and locomotion when they introduced Horizons.