This is how to do ship interiors..

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.
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.
 
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.

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...
 
Just give the boundaries of the hull and components, some textures to use to keep the theme, some blueprints and guidelines and let the community build the interiors themselves. You'll have a million ready in the first week.

Create a marketplace where people can pay for them and they'll auto download, with Frontier taking a cut. Pay in ARX if you have to.

God damn, the wasted potential is infuriating.
 
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.

Well, to me odysee didn't add anything to the core gameplay (more than just another srv and associated mission board). To how i play elite nothings going to change.
 
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...

I was actually a big proponent of interiors, and I like what you've shared. However, it is a task they need to do and as a business it probably needs to be part of its own expansion pack. Now the issue they could potentially paint themselves into is needed X pack to enable Y pack to work. If you need Odyssey for interiors then there could be an issue, although personally I can see interiors alone work without it, but it would still generate angst.
 
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...

Immersion isn't a universal thing, you know - it's just a personal opinion, so what is immersive for one person might be complete tedium for someone else. Simply saying "it'll add to the (meaning 'my') immersion" doesn't make it a universally wanted feature.

FYI, I played Subnautica right up until the point where I built the Cyclops and then thought "well this is kinda dumb and pointless". Although I had much more fun building bases in Conan Exiles, I never felt any 'personal connection' to them, beyond being where all my crafting tables were.
 
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.

Sure. To what you said, id be saying the strongest practical option is player housing. I agree, going up to an internal panel and using your repair gun.. hang on its not that bad :) External repairs could be great because of the space walking novelty experience part of it. Unfortunately for repairs, the feature would already have to compete with afmu's and limpets so would be a great challenge for the manual version to add value.

Piracy could be fun, but i think practically unlikely unless multiplayer only. A really good compromise is x-rebirths version, but frontier are only capable of a few percent of that ambition so its not realistic.

Source: https://www.youtube.com/watch?v=gATSfKtPL4w

Keep in mind this game was first launched in 2012. That even allows for an eternity for it to be copied.
 
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've completed both Subnautica games. For reference.

That works there, because you have a significant personal inventory, a crafting system, a food system, a health system, and a power system.

Elite? No food. Health refilled in ship and SRV. Crafting? Nope. Personal inventory of items? Nope. Just loadouts. Consumable system is basic as all heck.

Elite would be more like Mass Effect stuff, where you have a captains cabin. Which IS doable- a captains cabin that is transferred between active ships. Just for the sake of simplicity, the cabin should teleport along with your store of stuff, if you take a taxi or whatever. THAT would be nice- the ability for people to board your ship and see the trophies in your cabin. And better yet- this isn't loaded in normal gameplay, JUST when Commanders want to visit their cabin, or visit another persons cabin. So an order of magnitude less data calls than ship cosmetics, though quite a bit more info, probably.

And being able to walk around the cabin would be nice. Since that's already modeled anyway, just needs collision meshes, and the ability to teleport back into the captains seat REALLY quickly. And I would hope that it would be quite hard to mess up, but FDev have NOT impressed me with most Odyssey systems, so far. Most are pretty terrible, actually. They even broke volcanism.
 
Subnaughtica works, as it was designed to be like that from the ground up - It's a survival & resource game, where your current actions affect future decisions. Shoe-horning features taken from that game, into ED, IMO would not work - very little of ED is about "survival" (Craft A to make B so that B+C gives you D, that allows you to live longer ...). Adding such features, while it would give ED some depth, would deviate it away from what it was originally designed to be - a ship space simulator.

While I do welcome additional elements to the game, I fear that a "survival" aspect would harm the game more than cure it. Sure, the internal ship design of Subnaughtica looks nice, but its purpose and function clearly fits the design of the game. I can't see the connect for ED ...
 
I am not convinced.

I do want ship interiors, but I want them for boarding. I want to play space chess with a Wookiee. I want to fix the power plant when I drift in space after a hard battle. I want to explore a ship wreck and salvage components or find the deceased pilot to bring him back to his grieving widow.
Sure, after you've fixed your FSD a dozen times it gets repetitive, but that's not what it is about. It's about the feeling of being Han Solo and not the feeling of being an interior decorator. I am not interested in finding blueprints and materials for a toaster. I don't want to play the sims. That doesn't mean I am necessarily against some base building / decoration elements, but it shouldn't be the main gameplay loop of ship interiors.
You are correct that it probably would be quite successful (if done right), and I guess many people would enjoy it. But it's absolutely not what I want from the game.
 
I think the original idea was inspired by some strong and interesting observations..

  • Adding a shooter to an exploration game turned out completely pointless even with making an effort to try and make it work.
  • Being required to do base building in an exploration game turned out to be much better than expected even when I had written it off in my head as something I didn't want to do.

Yeah ship capture would suit the lore and gunplay community, but if engineering mats and mouse driven laser cutters is the deepest elite goes isnt that even more unrealistic?

We know frontier are very comfortable with blueprints, materials, and stamping games... it seems like a very natural suggestion.
 
well base building/ship interiors seems to me logic steps into the evolution of ED, but when, that is another topic. I dont want anything more so soon if it is bad implemented. I want more immersive experiences from ED. Let's them fix EDO first

So we got, in order, uber refined ship travelling, then eye-cacth minning variety, missions, factions and powerful lore, then srvs and planetary stuff. now legs AND hands. I believe is a quite broad spectrum of things to do there now. It could be many more there and it will.
Luckily soon they could add brains to our commanders for enjoying all of that, lol
Ok no, but seriously, lets them right fix it first
 
There's so many ways the game could be improved but won't be. Anyways, they are busy trying to get this thing to run with acceptable performance on last gen XB and PS, and this will probably take them most of the year.
 
As I have told before in different topic…
EDO has all what it need to put interiors in game and not only for ships.
There is could be lots of missions on foot tied up to interiors.
Assasination missions for example that need to be done in pirat lord anaconda?
Invading space structures with interiors in pirat hideout or political assasinations/kidnapping.
Underground basements of drugs cartels that need to be cleared out and set on fire.
The list can go on…. But FD simply missing this wonderful chance to make they game on different lvl compared to others.
 
Yeah, I'd have thought Subnautica's Cyclops is a good example of what's possible with ship interiors. The Seatruck in Below Zero is good too, though not as internally upgradable.

Considering ED is a game where you can spend many, many minutes sitting in a cockpit with virtually nothing happening, "there's nothing to do" is a fairly odd reason not to add interiors.
 
At this point the only reason I can imagine for ship interiors not to be in the game is some sort of deep design flaw which would make it impossible or too difficult to impliment.
 
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