I wonder why THIS hasn’t been discussed yet?

I understand what you're saying, but then your ship interior would be one of the few places you couldn't access.

Travel the wide Galaxy, marvel at black holes, burning stars and mysterious planets.

However, don't expect to be able to go through the door at the back of the cockpit.

Like i said, if there was a choice of one or the other.

I mean, not being able to access inside of 36(?) ships or not being able to access billions of planets?
 
I mean, not being able to access inside of 36(?) ships
I don't understand the burning desire to go for a stroll around a ship, go off and examine the biowaste, check the portrait of Braben in the lounge, take a peek at the modules... Yep, all done!

Even the suggested 'boarding' gameplay would just have open reporting more logging, have nothing exceptional for the other 2 modes (as getting abandoned scenarios ala NMS are unlikely - and would be a couple of models, unlike the PG ones in NMS) as NPC AI would need a massive boost to present a challenge that couldn't be evaded even by a hardcore explorer...

But more planets, with more settlements to massacre, that I could understand!
 
Like i said, if there was a choice of one or the other.

I mean, not being able to access inside of 36(?) ships or not being able to access billions of planets?
Most of which you won't live long enough to access or be able to tell apart :) (I'm not sure if that applies to atmospheric planets, ship interiors or both).

PS Frontier has no plans for the next DLC at launch ;)
 
;)*

*Just adding a wink as it seems that the current thread meta.
herbert lom twitch.gif
 
Apologies I meant full atmospheric planets with forests, water and ewoks.
I just know that if we get ship interiors, the first iteration won't be the be all and end all feature, some/many people will be disappointed and the anti-interior brigade will come out and say "See, we always told you. It's what you wished for so be happy with it!"

So I guess now would be the time for the pro-interior brigade to keep shouting "See, we always told you. You wished for atmospheric planets and that's what you got. Be happy with it!"
 
So I guess now would be the time for the pro-interior brigade to keep shouting "See, we always told you. You wished for atmospheric planets and that's what you got. Be happy with it!"
At least we knew that EDO would bring tenuous atmospheres and no ship interiors...
Despite the interiors camp going ballistic that, although it was mentioned that ship interiors were not coming in EDO, Frontier kept their word and left them out :ROFLMAO:

Both of us know that whatever is, or is not, added to the game, that there will be at least one camp despairing that they were left out.
 

Deleted member 182079

D
I don't understand the burning desire to go for a stroll around a ship, go off and examine the biowaste, check the portrait of Braben in the lounge, take a peek at the modules... Yep, all done!

Even the suggested 'boarding' gameplay would just have open reporting more logging, have nothing exceptional for the other 2 modes (as getting abandoned scenarios ala NMS are unlikely - and would be a couple of models, unlike the PG ones in NMS) as NPC AI would need a massive boost to present a challenge that couldn't be evaded even by a hardcore explorer...

But more planets, with more settlements to massacre, that I could understand!
I previously didn't get the appeal either, until I bought and started playing X4.

Its implementation of interiors is quite superficial, certainly in comparison to that other space game, and I would personally dislike Frontier spending a ridiculous amount of dev time fleshing out every nook and cranny of ship interiors (especially when low-res/detail assets on our ships still prevail, even post Odyssey launch). I would also prefer them spending those resources on unlocking more of the planets that are essentially just pretty 'balls' to take a screenshot of, and farm for credits right now, as opposed to actually explore.

But in X4 it works really, really well in giving your ship(s) are much more physical presence in the game. I walk towards my ship, and in the smaller ones you can look from the landing pad up the stairs into the cockpit where your crew sits. On larger vessels there's a loading screen between cockpit and ramp, in the form of an elevator ride.

But walking up that ramp and entering the lift, then exiting on the at times really large bridges makes the ships feel a lot more 'real'. I was surprised by how much I like it even though if you watch it in videos, it doesn't look all that impressive. But when you play the game it really conveys the sense that you're boarding a ship on-foot really well.
 
Star citizen is nice for wandering around the cockpit and whatever. Especially when you are bored in the ship while it flies around. Sitting in a chair just chatting is fairly boring after all.
Personally I think the dumbest thing is that Fdev thought they couldn't build gameplay around it and thought of it as only a novelty. Gameplay could be built around it by having a real crew repair ship modules on foot, and some kind of ship modules for a boarding and docking mechanic. When you think of it that way, flying around and docking with other ships or installations maybe repairing some damaged ship floating around as a mission or docking with a damaged ship and finding raiders in it, it's kinda sad.
I do like what we got though. Basically a sidegrade to the game. Completely independent and unrelated to the core game. Just something else to do in the game world when you are bored of other established mechanics.
 
In response to some of the comments above, I'd just like to say it again, Space Engineers and even Subnautica really do ship / sub interiors right when it comes to the gameplay aspect of things, especially maintenance and damage control.

For example, in Space Engineers even minor damage requires your attention. If the hull is breached, you'll lose your internal atmosphere, which isn't the end of the line in the middle of a battle (think of a blown canopy in ED), but it will definitely warrant your attention after the battle is over. Searching down and welding that breach is great fun IMO. Sometimes, thanks to a marvelous damage model, that breach will be a HUGE hole in the side of your ship, and you'll just stare out in amazement through twisted metal as air rushes into the vacuum of space. Damage can also take out subsystems and conduits connecting those subsystems, like individual thrusters. All of the sudden you're drifting to starboard because those lateral thrusters have been either damaged or loss power / fuel due to a destroyed conduit. This changes the flight dynamics dramatically, but assuming you survive, you can then go back and patch things up "good enough" to get yourself back your base. These repairs may be done from inside, or they may require an EVA to do repairs externally.

As for walking around the ship when not in damage control mode, my ships often have laboratories where I can do experiments while my ship is in a long flight. Or in a game like Subnautica, there is periodic maintenance like changing batteries, managing inventory (in both SE and Subnautica, resources are kept in actual lockers rather than magic invisible material bins like Elite), getting a bite to eat (hunger and thirst are part of Subnautica's gameplay), working on my miniature vehicles (mini-sub, SLF, SRV, etc), and so on. There is a TON of gameplay to be had here, and this added gameplay really makes my ships feel like characters in their own right.

Just imagine if the pilots and crew in Star Wars and Firefly never left their cockpit sits. Imagine if Han Solo or Kaylee just pushed the AMFU button rather than have to go back and fix things with their own hands.. Imagine if they never went into the common area to share a meal or play monster chess. How boring would that be!
 
As for walking around the ship when not in damage control mode, my ships often have laboratories where I can do experiments while my ship is in a long flight. Or in a game like Subnautica, there is periodic maintenance like changing batteries, managing inventory (in both SE and Subnautica, resources are kept in actual lockers rather than magic invisible material bins like Elite), getting a bite to eat (hunger and thirst are part of Subnautica's gameplay), working on my miniature vehicles (mini-sub, SLF, SRV, etc), and so on. There is a TON of gameplay to be had here, and this added gameplay really makes my ships feel like characters in their own right.
Subnautica also had a story/questline and a clear, beautifully measured progression through the unlocks and accompanying equipment. You only needed to "grind" stuff there once and then you're on to the next bit. Definitely looking forward to playing the second game once the memory of the first has waned a bit more.
 
Back
Top Bottom