This is how to do ship interiors..

Hey frontier, and any elite only player who's put their foot down that ship interiors will be useless.

Here's an excellent example of what i would personally like to do with ship interiors. In the example below, replace water with space, and the submarine with a python. Also use your imagination to replace assets from the original game with that of elite. Think the arx pot plants and more.

Source: https://www.youtube.com/watch?v=uydt-0hJMJg


The gameplay turns out to be much deeper than expected. The depth and essential "longevity" comes from both locating the blueprints / instructions that create each item you can place, as well as the materials required to produce them. They can and should be scattered throughout all the existing gameplay loops, the more interesting and convoluted the better.

What i love about the sample in the video is the nature of the placeables and how they exist in the ship. I would love to do exactly that in elite.. living spaces, storage, fish tanks, utility items, coffee machines etc.

An interior placeable system combined with a generic cargo area with some form of loading / delivery mechanic would be great (if possibly not frontier practical) for ship interiors. The cargo bay should be used to accept and deliver cargo missions. And maybe get in and out of your srv + armstrong moment.

Just a suggestion best of luck. If anything, i hope the people who cant imagine what to do with ship interiors give the game from the youtube video a go.
 
Got you covered there buddy. I think many explorers would appreciate another carrot for looking around apart from credits and tags.
Yep, the blueprints scattered around planets, stations, outposts, POIs is a neat idea.
Or (and to keep the Elite mindset) as a mission reward - go kill 30 scavengers and I will show you how to make an aquarium. :)

All in all, this is a solid suggestion.
 
Hey frontier, and any elite only player who's put their foot down that ship interiors will be useless.

Here's an excellent example of what i would personally like to do with ship interiors. In the example below, replace water with space, and the submarine with a python. Also use your imagination to replace assets from the original game with that of elite. Think the arx pot plants and more.

Source: https://www.youtube.com/watch?v=uydt-0hJMJg


The gameplay turns out to be much deeper than expected. The depth and essential "longevity" comes from both locating the blueprints / instructions that create each item you can place, as well as the materials required to produce them. They can and should be scattered throughout all the existing gameplay loops, the more interesting and convoluted the better.

What i love about the sample in the video is the nature of the placeables and how they exist in the ship. I would love to do exactly that in elite.. living spaces, storage, fish tanks, utility items, coffee machines etc.

An interior placeable system combined with a generic cargo area with some form of loading / delivery mechanic would be great (if possibly not frontier practical) for ship interiors. The cargo bay should be used to accept and deliver cargo missions. And maybe get in and out of your srv + armstrong moment.

Just a suggestion best of luck. If anything, i hope the people who cant imagine what to do with ship interiors give the game from the youtube video a go.
Nice. I like it.
 
I'm still puzzled with their decision of not including ANY interiors at all. Not even a cockpit. They couldn't think of any gameplay associated with interiors? Or interiors are a no go since you can't use them for grinding gameplay loops? (But you can if you think about it harder)

Yeah. That probably would have been more interesting for existing players. Add subnautica style base building to just the ships being bases. You could imagine that keeping people entertained for years.. once you went though a frontier grind to get the blueprints and mats.. well of course just like engineering you're going to do it again for the other 37 ships. Would have been no brainer success.

The difference is, because i've been using ships for so long, they're connected to me and associated with elite dangerous. Already known and loved, so willing to spend new time to extend that.

With the fps shooter combat it went from retro humor to stunned to anger to flatline for me. I have nothing for suits and guns, really don't feel a thing.
 
Nice. I like it.

Glad we finally agree on something. What would you like to do? Collect geology samples from the new planet tech maybe and make a rock collection? May some of the new plant life? Or would you go full rp like some of us and use the seat function and grind for thousands of hours for a fish tank and the deluxe bed? The coffee machine is purchased from the arx store of course :)
 
Hey frontier, and any elite only player who's put their foot down that ship interiors will be useless.

Here's an excellent example of what i would personally like to do with ship interiors. In the example below, replace water with space, and the submarine with a python. Also use your imagination to replace assets from the original game with that of elite. Think the arx pot plants and more.

Source: https://www.youtube.com/watch?v=uydt-0hJMJg


The gameplay turns out to be much deeper than expected. The depth and essential "longevity" comes from both locating the blueprints / instructions that create each item you can place, as well as the materials required to produce them. They can and should be scattered throughout all the existing gameplay loops, the more interesting and convoluted the better.

What i love about the sample in the video is the nature of the placeables and how they exist in the ship. I would love to do exactly that in elite.. living spaces, storage, fish tanks, utility items, coffee machines etc.

An interior placeable system combined with a generic cargo area with some form of loading / delivery mechanic would be great (if possibly not frontier practical) for ship interiors. The cargo bay should be used to accept and deliver cargo missions. And maybe get in and out of your srv + armstrong moment.

Just a suggestion best of luck. If anything, i hope the people who cant imagine what to do with ship interiors give the game from the youtube video a go.
I love Subnautica and the Cyclops in general.
Compared to Elite's ships though, the interior of the Cyclops covers the bridge of the big ships and nothing else.
So if they do only cockpits and bridges you still got to multiply that with the number of ships in the game plus any new ships coming in the future.

But yes. Subtract the comic-like nature of Subnautica and I would like that for Elite.

Something that would be great as well, and easier to implement, is the Cyclops' cameras and lights.
I want ship lights and cameras around my ship which can be selected and controlled from cockpit, and maybe even remotely.
 
and any elite only player who's put their foot down that ship interiors will be useless.

While I'm in this camp... I dont hold this stance because I dont think an interior couldnt serve a purpose... But that they wont serve a meaningful purpose.

We gata remember who were talking about here (FDev)... When was the last time they added anything meaningful that wasnt still an overturned dumpstertruck of a mess, or just left barebones and unpolished? FDev's track record indicates that they would implement it on the most basic of levels, fix most it's bugs, and leave it at that... And looking back at how they've handled other things, I dont even think I'd want them to try and make something mechanically functional of it. I still have PTSD flash backs of power play...

Regardless, I still want it, even if it is ultimately pointless. I've lost all hope for ED being actually deep and involving, so the least it could do is continue to do a good job of being a pretty little immersive spaceship experience. I mean, I'll still fight and argue for more deeply involving gameplay and mechanics, but it's abundantly clear thats not what FDev wants or cares about. Which is money, btw... And making investors happy... Which right now I'm sure they're not... But thats another topic...

Back on topic, I genuinely dont think that any of the 'core' players of ED would really be that offended having to manually embark/disembark their ships, being that most tend to come to ED for the experience, not the gameplay. I hate that, but it's the way things are. Unless they massively screw the pooch with the interior design (arbitrarily long corridors/convoluted layouts that make it needlessly difficult to leave ect), it shouldnt really be a problem for anyone. But then, once again we gata remember who were talking about... But yeah... I'd still want it.
 
Last edited:
Who needs interiors!?

I'm having way too much fun simply running through the hangars, especially to my Corvette.

Digital exercise ftw!
 
We gata remember who were talking about here (FDev)... When was the last time they added anything meaningful that wasnt still an overturned dumpstertruck of a mess, or just left barebones and unpolished? FDev's track record indicates that they would implement it on the most basic of levels, fix most it's bugs, and leave it at that... And looking back at how they've handled other things, I dont even think I'd want them to try and make something mechanically functional of it. I still have PTSD flash backs of power play...

Well if frontier cant muster any more passion than to make any more than a half hearted MVP every patch, that's the one and only valid defintion of the game is doomed.

From having a think about this over the years.. i always guessed though that base building in whatever form has an edge over every other feature.. because stamping things into a game environment is frontiers speciality from all their other games. They've done it for decades in all sorts of ways, so i figure they would consider themselves confident and come up with something not so "i dont care". If they can't talk to the other teams well then just copying subnautica would work. Funnily enough, the strongest part of the subnautica base building experience is actually the exploration required to get the blueprints. The experience is so powerful. Given the galaxy to play with, elite could possibly do that too in its own way.
 
Back
Top Bottom