Personally, I don't consider interior in itself as an aspect of gameplay.
It was only last year i undersood how this could work. Subnautica and NMS
Personally, I don't consider interior in itself as an aspect of gameplay.
Personally I think FDev would be better to spend their time improving the existing gameloops, rather than adding yet another shallow, repetitive bolted-on feature.Where did i say i did? It’s simply something else to add to the rotation of distractions and more options is better in my book.
When features get added (due to player demands) that weren't part of the original vision, you get the monstrosity that is 'base building' in Fallout 4. It adds nothing to the core gameplay, makes a small number of people happy, and irritates/bores everyone else.All they would have to do is design the content and chop it up and put it in the galaxy. Conceptually they wouldn't have to invent anything greater, just get the balance right.
Also ship boarding while logically valid is just as distant as player housing from the current game, ie its also bolted onto gran tourismo.
Personally I think FDev would be better to spend their time improving the existing gameloops, rather than adding yet another shallow, repetitive bolted-on feature.
When features get added (due to player demands) that weren't part of the original vision, you get the monstrosity that is 'base building' in Fallout 4. It adds nothing to the core gameplay, makes a small number of people happy, and irritates/bores everyone else.
Its not though. The immersion is insane. Its so strong it makes what people dismiss as immersion become a feature. In elite, it could put back strongly the new player feeling of being alone in space by allowing you to create a comfortable personal space to contrast with everything outside. At least it has that effect in other games...
Its not though. The immersion is insane. Its so strong it makes what people dismiss as immersion become a feature. In elite, it could put back strongly the new player feeling of being alone in space by allowing you to create a comfortable personal space to contrast with everything outside. At least it has that effect in other games...
Before we go round in circles again... If I wanted to convince the development team, I would start from functionality. The rest will follow, and is up to the art team, but not the other way around and before it's clear what exactly the Interior will be used for. I don't think simply saying "we want Interior" will get anything going. And most of the concrete suggestions I have heard in this direction are related to repetitive operations, such as repairs. It's easy to see that after a few initial oh and ah effects, the appeal will wear off very quickly. You won't lure any programmer behind the stove with that.
The only interesting exception seems to be primarily the boarding of ships in the context of piracy. But that gets extremely tricky if you don't want to reduce it to just NPC interactions. And considering they're not even capable of creating decent pirate gameplay, I wouldn't hold my breath there.
I've completed both Subnautica games. For reference.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.
Is that another JFK quote?[...]
"Its just easier not to.."