Allow to go into space in a suit.

Anytime from a ship, carrier or station. Docking zones for players on ships, carriers and stations. Oxygen and energy supply depending on engineering, 5 to 40 minutes. Rebuy for suit's cost. Collisions with ships not always lethal, but almost. Jet blast from ship engines move player and apply thermal from slight effect up to lethal. Ability to command your unmanned ship to follow you, distance is controlled. No punishment when you overrun someone in a suit while you are in a ship. Collisions between players in suits. No punishment for that as well.

We need ship-spotting in game, like IRL plane spotting in St.Maartens airport, but in Jameson Memorial mailslot, people waiting for Type-10 double spoiler to go meters from them, and then the jetblast! And the sound!
 
I think that's currently in Star (not released officially yet) Citizen. It may happen in Starfield.
I doubt this will be a thing in ED since we have a cargo scoop and can just bump the thing into the hold.
 
If we want EVA, then we need gameplay for it. At the moment it is not exist. Actually this is also true for the second "most demanded" feature, the interiors of ships.

For starters, Elite needs to get a coherent gameplay, because, even after 10 years from the date of release, the game does not seem to be coherent, but looks like an unrelated set of features.
 
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For starters, Elite needs to get a coherent gameplay, because, even after 10 years from the date of release, the game does not seem to be coherent, but looks like an unrelated set of features.
One could argue that such is the lot in life for a sandbox game. It is by nature a playground where you as a player are offered a variety of activities to engage in, and those activities don't really need to be connected to each other.

Having said that, it would be neat if we had a few types of more elaborate multistage missions. The AX reactivations are a bit of an entry to that, and the Odyssey tutorial (which I love, by the way) shows that the mechanics for some "guided gameplay" are already in place. How this can be done in the context of missions that are created procedurally and systemically, I don't know. Frontier surely does not have the capacity for a large number of bespoke hand-crafted missions, I think.
 
For starters, Elite needs to get a coherent gameplay, because, even after 10 years from the date of release, the game does not seem to be coherent, but looks like an unrelated set of features.
It's all in the way you look at it. Every part of the game can lead to other parts of the game, if you let it.
 
Source: https://youtu.be/mNF_uJMkX7I


I've enjoyed exciting EVA gameplay in Odyssey.

okay, how? Seriously: HOW?

I had some involuntary EVA a few times. Sometimes, when I change ships, I end up floating in the interior of my carrier instead of the new ship, slowly drifting away, phasing through the walls, and finally seeing my carrier drift away from me. Or me from the carrier, I can't really tell.
 
okay, how? Seriously: HOW?
There's so many ways, Force shells to orbit, geysers, just flying up with an artemis and well timed recharges on a really low G planet, jumping a SRV and praying for it to align with the ground when the controls get G locked in orbit.

Falling out of a carrier can get you to permanent EVA too if the carrier jumps away while you're not seated and are looking the wrong way or if the carrier throws you out up instead of down due to weird gravity stuff because you decided to orbit the wrong planet, dummy.
 
i dont know how generally a spacewalk would be applicable, but id love to be able to go space engineer and repair my ship with good old mark1 hand. even if only like a size1 repair limpet worth(which id love to do with srv as well).
a powerup mission for space outposts, where you have to do some clangy clang on the outside to get access to power generator.
or just a straight up firefly mounting a big gun in space :3

space walks dont seem to be lacking ideas and suggestions ^^
 
For sure, there's a lot of gameplay considerations when thinking about implementing EVA. Not least implementing hitboxes for onfoot where they don't presently exist, allowing 6dof movement, along with things to do, tools to use and missions to take. The good thing is that, while it's not just a matter of waving a magic wand, the fact that Odyssey brought the ground work of onfoot gameplay to the game, it is a matter of extending a current feature from V1 to V2 rather than starting from scratch.
 
Not least implementing hitboxes for onfoot where they don't presently exist, allowing 6dof movement, along with things to do, tools to use and missions to take.
Most of these things exist, while in a janky form - I'd like to see the EVA jetpack control more like Prey 2017 instead of being look based. The hitboxes for things you phase through in space (FCs, stations, asteroids) do exist as they collide with ships and other stuff, they're just not enabled while you're in whatever glitched state you use to get there on foot.

The tools and mechanics are there, but the content isn't and that I suspect is the main issue and that's just something FDev can't do as efficiently due to their approach to things even if the rest of the mechanics and functionality still didn't need a lot of polish too (both for regular odyssey and any EVA gameplay).
 
Actually it would be a perfect use of standard "Flight" suit, or maybe even better develop EVA class suit.
Gameplay options / missions - many:
Sneak on a Station / Megaship
Salvage Derelict / Rescue Crew / Abordage Docked ship
Repair a failing powerplant
Steal a ship? Fixed hostage mission
Hot Drop / Orbital Insertion
Gas Giant surfing xd
Deploy / repair research satellite

O7,
Adhai
 
We need ship-spotting in game, like IRL plane spotting in St.Maartens airport, but in Jameson Memorial mailslot, people waiting for Type-10 double spoiler to go meters from them, and then the jetblast! And the sound!
Or, just hold a BBQ party behind a carrier before it jumps. Ah, I love the smell of tritium at the beginning of a new planetary rotation. TBH, I would actually enjoy ship spotting at the mail slot.

If we want EVA, then we need gameplay for it.
Repairing the canopy.
Collecting materials when you have just run out of limpets.
Salvaging stuff from listening posts, tourist beacons etc. with an arc cutter.
An actual Space Bar. Maybe on the exterior of a carrier.

Won't happen, but ED is a game of dreams.
 
Like raft/void train but from on top of your ship?
Could be. I was more thinking of asteroid mining in a big, not very agile ship: you could park your ship, get out, start your jetpack, fly to the materials and collect them. Well, now that I'm describing it, your idea seems much more fun.
 
Anytime from a ship, carrier or station. Docking zones for players on ships, carriers and stations. Oxygen and energy supply depending on engineering, 5 to 40 minutes. Rebuy for suit's cost. Collisions with ships not always lethal, but almost. Jet blast from ship engines move player and apply thermal from slight effect up to lethal. Ability to command your unmanned ship to follow you, distance is controlled. No punishment when you overrun someone in a suit while you are in a ship. Collisions between players in suits. No punishment for that as well.

We need ship-spotting in game, like IRL plane spotting in St.Maartens airport, but in Jameson Memorial mailslot, people waiting for Type-10 double spoiler to go meters from them, and then the jetblast! And the sound!
If we can use an NPC crew to pilot our ship while repairing, refueling, and hijacking a derelict ship, I'd be all for it.
 
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