Firstly I want to do a small introduction as I'm new(ish) to the forums. When not playing Elite Dangerous, CSGO or Cyberpunk I find myself spending 8-10 hours a day at my “job” in software development, design and user-experience.
I’ve spent the past 15 years in the field starting from asset and concept art designs for games and game related communities, to switching to commercial software development and UX.
This post does not try to solve any of the problems, but instead takes an approach of opening the communities minds to possibilities.
I hope more than anything this post can be inspiring to the community or at a best case scenario Fdev themselves.
This post for the sake of keeping it to a forum / readable length will generalize at times, so I will group, condense and simplify certain things together.
This post will also not push for or advocate for any features or changes, again it’s more about a fresh perspective and thinking in solutions.
I’ll keep this thread to two initial topics for now, just to see how this is received.
Ship Interiors:
Might as well start big right?
Problem statement: Fdev made a comment on a recent live stream mentioning that one of the reasons they are not prioritizing ship interiors is they feel they add no meaningful gameplay and the grind of walking through them constantly would get boring fast.
Possible Solution: In truth they are partially right, It will largely get tedious at a certain point for a certain / possible majority of players. Especially if they’re feeling the pressure to do something.
Do not forget current Elite is at its core a game about grinding. So rinsing and repeating a lot of quick and repetitive gameplay where you want to do it as fast as possible. (sorry for the generalizing for explorers and space truckers)
However there are ways to implement ship interiors in a more balanced way.
- You can assign a setting in your ship panel on what disembark actually means, similar to the setting for what should happen when jumping into a system (de-throttle).
There you can assign to: “Walk around your ship”, “Immediately exit your ship” or “Immediately enter a rested zone”. The last option is for when docking at a station, you will ‘teleport’ to the cafe area of the station so you do not need to walk through the hangar (if not at a station you will simply walk down the stairs).
- Disembark automatically gets you into the cockpit, but you can choose to use the stairs or use the doors behind you.
Going behind you will lead you through the ship whereas the stairs will give you that armstrong moment.
The intention here is to offer the flexibility to players to choose how they play, if someone is grinding they can choose for quicker options whereas someone who wants immersion can choose others.
Mission board / Contacts
On a similar note to the previous topic, one thing I noticed is a certain lack of options for odyssey players while staying in their ship in a station.
If we keep to the same argument about meaningful/tedious gameplay, why must I always leave my ship to see a contact inside the station? Why can i not contact them through the contacts board of a station? Why is there a difference between the mission board on ships and a mission board in person?
Problem statement: How can we ensure a balance between station interiors, mission board and contact access?
We want to make sure a commander feels compelled to do some things that make sense in person. Otherwise station interiors would have no purpose other than immersion.
How can I offer balanced gameplay that suits those doing quick missions / runs to those looking for immersive / expansive gameplay.
Possible Solution: Some things such as handing in bio samples, buying suits and weapons etc makes sense to keep those largely as in person experiences.
Additionally:
- Illegal missions can only be done in person.
- Trying to get a better reward from missions can only be done in person.
- Signing up to conflict zones and taxis make sense when in person.
- Suit engineering makes sense in person.
However while in a ship i should have the options too:
- See the same mission board in person and in ship.
- Handing in none-illegal missions should be done in a ship.
- Contacting persons on the station through the contacts panel while in the ship should be possible.
Again the reason being is that it allows players to choose the routes they want to take, if i’m choosing for settlement support missions it makes little sense to leave my ship to see the mission board. Likewise if i'm handing in a quest why see the quest giver in person if i don’t need too?
But what we do have, is reasons to still do those things if you want the extra rewards / bargaining power or you want to do multiple things while in the station.
The result tries to be balanced between the various play styles while not trying to remove any of the incentives.
I’m curious about the thoughts you all have!
o7 CMDRS