Why is ship interiors something that is not planned to be included if at least half the player base wants it?

Ship interiors are not planned at the moment because from what I can tell, there is no true distinction at the system design level between player agency and vehicle. When in the SRV you 'are' the SRV. When in the ship you 'are' the ship. Horizons level multicrew slaves you to another player's ship. I've not had a chance to sufficiently analyse the odyssey method but it looks like it may be a kludge that effectively does the same thing, going on where crashes and odd behaviours seem to occur.

Fixing that kludge is not trivial (and honestly that's what I though they were aiming for with Odyssey, but guess not). I can't see any other reason to exclude it (other than the asset creation required), but include the hangar/turbolift/concourse faff.

Will we get this fixed? Yeah, eventually. Will it be in the current iteration of the engine? I'd have to say unlikely. FDev have put layer upon layer of incremental development on, and it can only go so far before something vital way, way down in the original codebase can't work any more and you have to refactor the whole shebang from the ground up. Not doing so leaves you with a hacky mess of code that doesn't work the way it was originally intended (so you have to chase documentation tails when bug hunting - and you get some really spurious edge cases falling out of things), corresponding stability issues and an increased cost of maintenance. You spend more time fixing than you do innovating.

Does that mean Elite Dangerous dies and Elite V rises? Mmmmm. I'd say 'sort of, I think'. If I were FDev, I'd already be way into full redevelopment of the engine and core game systems design, especially if the original coders/designers are no longer in the company. Import the existing structures and play use cases onto the new system, sync it all up and a great many people might not even notice. The branding remains the same, player investment (and 'game state') is undamaged and those long time fans keep buying arx on what is effectively a new game that just happens to look very much like the old one, for a while at least. In short, to the end user it'd look like a patch the size of a new install (as assets likely would be refactored too).

But right now, I think the current Elite codebase has a very, very limited lifespan ahead of it.

Edit: @Agony_Aunt mentioned it - but yes, Star Citizen approached this (player separation from ship, ship 'ownership' vs 'authorisation' and so on) problem quite some time ago. They frankly went a little overboard with the implementation on many things in an attempt to future proof the systems to handle 'realistically'. Personally I think losing interial dampers or maglocks on cargo and getting smashed into a wall or crushed by a floating crate against a wall during ship maneuvers, though 'realistic', does not sound fun. Or getting asphyxiated because the CO2 scrubbers aren't working any more. Again, yeah, perhaps realistic, perhaps even fun to do to an enemy, but overall, perhaps one step too far. Anyway, it's not an easy or trivial problem to tackle.
 
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Yeah the devil is in all the details (and the physics obviously).

But if you think about it the social hub inside stations is already akin to players moving inside a ship stationary within the station though. And from its windows you can see another ship coming in or out, which physics wise is in essence not too different than the situation where the hub "ship" were moving and the other ship staying still. Etc.

So, technically I think it is in principle feasable. It is all the edge cases, game loops and mechanics, zero g, and detail devils that probably give FDEV a huge headache just thinking about it.
The social hub cannot be rammed by a ship, so no acceleration inside that would turn you into mush. The problem is not technical, it is ideological.
 
Yeah the devil is in all the details (and the physics obviously).

But if you think about it the social hub inside stations is already akin to players moving inside a ship stationary within the station though. And from its windows you can see another ship coming in or out, which physics wise is in essence not too different than the situation where the hub "ship" were moving and the other ship staying still. Etc.

So, technically I think it is in principle feasable. It is all the edge cases, game loops and mechanics, zero g, and detail devils that probably give FDEV a huge headache just thinking about it.
In all the cases where walking in the interior of an object is supported, if your foot avatar is motionless, the other object does not appear to move.
  • The concourse does not move relative to you on foot.
  • The planet you are standing on does not move relative to you.
  • Buildings and wreckage do not move relative to you.
Ships can move even if you are standing still (just need to dismiss your ship). What is the only object that the engine does not support you walking within? Ships (counting SRV’s as ships). I don’t think that this is a coincidence.

The exception might appear to be dropping out of Frontline ships, but that could easily be a specific cheat baked into the engine - you have no control over your player movement, just what you look at.

There is also the issue that “you are your ship” when you are in the pilot seat that somebody raised, but I think that can be worked around.
 
Does that mean Elite Dangerous dies and Elite V rises? Mmmmm. I'd say 'sort of, I think'. If I were FDev, I'd already be way into full redevelopment of the engine and core game systems design, especially if the original coders/designers are no longer in the company. Import the existing structures and play use cases onto the new system, sync it all up and a great many people might not even notice. The branding remains the same, player investment (and 'game state') is undamaged and those long time fans keep buying arx on what is effectively a new game that just happens to look very much like the old one, for a while at least. In short, to the end user it'd look like a patch the size of a new install (as assets likely would be refactored too).
Couldn't it be, actually, that Odyssey do is the first iteration of that refactored codebase thus all of those graphical differences? At some point ED engine had been needing a different approach before console launches and further improvements, any of them not possible without a hard change. Who knows?
 
Because what the players want isn't necessarily a good investment into the game. You were given the reason every single time the question came up: No enough game to be worth the investment. If you disagree with the statement, tough. Got to come up with enough ideas fitting to Elite Dangerous to make ship interiors worthwhile gameplay content. Just shouting "BUT I WANNA!" doesn't cut it.
its not just about what players want. Braban said there will be ship interiors and EVA activities around stations in the original info stream.
 
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I'm not sure that half the players DO wan it, there might be a fair percentage opf people on the forum that are vocal about it but the forum is only used by a tiny percentage of players. I am not bothered about ship interiors, personally I'd rather they concentrated on planets with proper atmospheres and life on them and real station interiors (hab rings not just a tiny building near the hangars or some generic settlements), yeah ship interiors might be OK the first time you see one but not much to do with one once you have it.

I'd rather we had missions chasing criminals around the inside of one of the hab rings or a colletcion request for a rare species of animal from a recently discovered world rathern a ship interior I can buy ornaments for with Arx.
 
Couldn't it be, actually, that Odyssey do is the first iteration of that refactored codebase thus all of those graphical differences? At some point ED engine had been needing a different approach before console launches and further improvements, any of them not possible without a hard change. Who knows?
That’s pretty much what they said. Odyssey took a long time since it was a fundamental rebuild of the engine. The Horizons client is now a obsolete branch.

They have to get Horizons running on the new engine, or else we can give up on seeing any new features. They aren’t going to try to keep the Horizons branch up to date with any further changes on the main branch. Therefore, no point in whining about new features until the console release.

However, getting console certification is not going to be as difficult as the doomsayers make it out to be. The console stores don’t care about hysterics about the UI changes or players’ amateur game design theories. The games just have to perform. Since console players don’t instance with PC players, they can just dial down graphical complexity faced by consoles.
  • In concourses, cut down the window view so it’s easy to cull the station and ships. Put “tinted glass” on the concourse so that ships cannot see into it.
  • Cut down settlement complexity, and slash the fire effects (which are the only thing causing my computer problems with my graphical settings dialed back).
  • Hardware is largely standardised.
  • Console players can’t insist on putting graphics settings beyond what their system can handle.
 
Well, I have just unninstalled the game. It seems it didn't worth all these years of waiting to feel more immersed in this universe. Thank God I didn't pay for Odissey. Goodbye Elite, hello SC!!!
 
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Well, I have just unninstalled the game. It seems it didn't worth all these years of waiting to feel more immersed in this universe. Thank God I didn't pay for Odissey. Goodbye Elite, hello SC!!!
How many times were you planning to walking around your ship, same ship or new ship, over, and over, and over, and over, kind of like you reading my post over, and over, and over, and over, and over, and over, and over, and over, and over, and over cause I can cut and paste faster than you can get bored? Obviously...! I suppose...!
 
Just watched Obsidian Ant's latest video, where he shows a bit of a recent livestream. Apparently there are NO plans for ship interiors.

Obsidian Ant

I can't say how angry and disappointed this makes me feel. When I bought the game, I did so after being assured that interiors were coming "soon." That they are NOT makes me feel lied to and betrayed.

VERY angry right now.
 
Man are people in for a shock going from Elite to SC. Four small planets and broke as hell gameplay.

I don't think you can even compare the two, honestly. They've been struggling to make a game that's a fraction of what Elite was five years ago precisely because they get bogged down in useless little features people mess with once.

I never had the impression interiors were a priority, certainly not for first iteration space legs. CMs always seemed to be saying it was a lot of work and content when most of the ship interiors would go almost entirely unused, and those in well liked ships would have minimal gameplay opportunities.
 
Man are people in for a shock going from Elite to SC. Four small planets and broke as hell gameplay.

I don't think you can even compare the two, honestly. They've been struggling to make a game that's a fraction of what Elite was five years ago precisely because they get bogged down in useless little features people mess with once.

I never had the impression interiors were a priority, certainly not for first iteration space legs. CMs always seemed to be saying it was a lot of work and content when most of the ship interiors would go almost entirely unused, and those in well liked ships would have minimal gameplay opportunities.
Did a better job explaining it than I did...lol Well said :)
 
Priority. BTW what would you like to do in the Cabins?
obsidianant is going to make a video about that real soon.

i threw some ideas out about that some time ago.

- various research stations. analyze exploration data, biological/geological materials, ores/minerals.

- synthesize materials. synthesize consumables for temporary buffs.

- interact with various internal module terminals to enhance/repair modules.

- use cosmetic items to customize the look of the interior.

- have npc's/players breach your ship. fight them to protect you and your ship. or be the attacker and capture ships or loot what's inside ships. set self destruct, get out before ship explodes.

- hide certain items in special cargo holds to have a more realistic take on smuggling.

that's just the stuff you could do in human ships. now expand that idea to thargoid ships, guardian structures, derelict ships etc.

big ships are the size of a full fps multiplayer map. yes. so you can perfectly utilize it as such. or just don't rebuild the interiors 1:1, but focus on the important bits. or have a module approach, so you can re-use certain modules in multiple ships.
 
Just watched Obsidian Ant's latest video, where he shows a bit of a recent livestream. Apparently there are NO plans for ship interiors.

Obsidian Ant

I can't say how angry and disappointed this makes me feel. When I bought the game, I did so after being assured that interiors were coming "soon." That they are NOT makes me feel lied to and betrayed.

VERY angry right now.
who promised you that?
 
obsidianant is going to make a video about that real soon.

i threw some ideas out about that some time ago.

- various research stations. analyze exploration data, biological/geological materials, ores/minerals.

- synthesize materials. synthesize consumables for temporary buffs.

- interact with various internal module terminals to enhance/repair modules.

- use cosmetic items to customize the look of the interior.

- have npc's/players breach your ship. fight them to protect you and your ship. or be the attacker and capture ships or loot what's inside ships. set self destruct, get out before ship explodes.

- hide certain items in special cargo holds to have a more realistic take on smuggling.

that's just the stuff you could do in human ships. now expand that idea to thargoid ships, guardian structures, derelict ships etc.

big ships are the size of a full fps multiplayer map. yes. so you can perfectly utilize it as such. or just don't rebuild the interiors 1:1, but focus on the important bits. or have a module approach, so you can re-use certain modules in multiple ships.

Wouldn't that just make everything pointless.... just need a ship and booooom you win?
Oh wait, lets just mix this game with a game like Arma or Battlefield? /facepalm
 
Yeah the devil is in all the details (and the physics obviously).

But if you think about it the social hub inside stations is already akin to players moving inside a ship stationary within the station though. And from its windows you can see another ship coming in or out, which physics wise is in essence not too different than the situation where the hub "ship" were moving and the other ship staying still. Etc.

So, technically I think it is in principle feasable. It is all the edge cases, game loops and mechanics, zero g, and detail devils that probably give FDEV a huge headache just thinking about it.
elite dangerous is a simulator and as such you only have 2 ways to move, 1 gravity, 2 magnetic boots, your discussion does not make sense, because when you get off a ship in a station the suit's own AI tells you, No gravity, activating magnetic boots
 
So... Here's the thing.

When Cryptic created Star Trek Online one of the assumptions written into the base code of the game was, a player entity can exist in exactly one place at a time. It was a reasonable assumption for a video game and every line of code that came after relied on it.

Then, ship interiors came, and people immediately wondered, "Why can't I control my ship from the bridge?!"

It was easily the most requested thing from the players, and Cryptic would have loved to have given it to them, but it was sadly impossible. That one little line of code they laid down at the very beginning made it impossible. To get around it would have been to rewrite the entire game one line at a time.

Now, I doubt that problem exactly is what's happening with Elite, but I'll bet it's something similar. It is probably something they just can't do, no matter how many people want it. I'd bet every dollar in my pocket.

As I said in another thread, doing ship interiors the right way, you'd need to design the game from the ground up with them in mind. They didn't do that here, and you really can't bolt it on.

Really, the fact that they were able to do Odyssey at all is something of a miracle.
 
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