Am I the only person who is utterly unenthused right now about a generic FPS being shoehorned into my spaceship game?

Status
Thread Closed: Not open for further replies.
I'm not sure what some people here are wanting.

Something more directly related to the existing game. Say more than just using the same planet assets. Could be anything, up to the maker, but subconsciously people are looking to check that box?

Personally because im more distant to the concept of shooting a hand held laser weapon, i only want to rewrite the sales pitch in terms of how it enhances the space game. I think it might have happened with horizons too. SRV's are more known for races, functioning as an glorified external camera on the ground, and base jumping than they are for their mission board content?
 
Have they actually mentioned salvaging fps content? I didn't see it in that link. Its all first person shooter genre stuff. Same with your list except for scanning and salvaging.

Here's the most specific stuff they've said on salvaging to date:

Walkthrough of a scavenger mission:

  • You pick up missions via current mission board, or people that you talk to.
  • Occasionally they'll know about an abandoned ship or wreck. They'll get your attention, and try and make their case for why you should go there.
  • When you're talking to a person you get to have 'your side of the argument'. You negotiate. If they're offering '10k' for example, and you think, not enough, this is a bit risky, you can push for a bit more, a chunk more, or loads more. Whether or not they respond well will depend on your rep with that faction, the people that they work with and if they like you, your reputation/skill in that area. If it doesn't go well... He doesn't say what happens.
  • You get to location, the way that you want. Find the wreck, if you're good with your scanners.
  • Rifle around through the wreckage. When stuff crashes, boxes get thrown around, contents will be scattered about. Some boxes will need to be broken open. Some will need special tools to break open. Can use SRV to pick up bigger items,
  • The person who sent you only wanted one thing. The rest is yours.
  • Head back, chat, give them their item. Then drop off the rest at a drop off store.
  • If someone follows you down they could steal stuff off you (?). Equally you could tail someone else.
  • Can of course scavenge without a mission.

But the stuff about the arc cutter tool is probably relevant too:

You could have a powered down deserted settlement that wants to be back online, who give you a mission to transport the power core back in. Using the cutter tool to cut through closed doors, overcharging it to push the doors open.

Suits: [1h9m58s]
  • Remlock Maverick utility suit, good for scavenging. Robust, big backpack size. Unique tool is the arc cutter, that can cut panels away and reveal what's underneath. IE mechanical access to a door etc.
 
Walkthrough of a scavenger mission:

  • You pick up missions via current mission board, or people that you talk to.
  • Occasionally they'll know about an abandoned ship or wreck. They'll get your attention, and try and make their case for why you should go there.
  • When you're talking to a person you get to have 'your side of the argument'. You negotiate. If they're offering '10k' for example, and you think, not enough, this is a bit risky, you can push for a bit more, a chunk more, or loads more. Whether or not they respond well will depend on your rep with that faction, the people that they work with and if they like you, your reputation/skill in that area. If it doesn't go well... He doesn't say what happens.
  • You get to location, the way that you want. Find the wreck, if you're good with your scanners.
  • Rifle around through the wreckage. When stuff crashes, boxes get thrown around, contents will be scattered about. Some boxes will need to be broken open. Some will need special tools to break open. Can use SRV to pick up bigger items,
  • The person who sent you only wanted one thing. The rest is yours.
  • Head back, chat, give them their item. Then drop off the rest at a drop off store.
  • If someone follows you down they could steal stuff off you (?). Equally you could tail someone else.
  • Can of course scavenge without a mission.
Here's the most specific stuff they've said on salvaging to date:

Okay that sounds fun. What happened in w3 when you failed to negotiate? You had a few goes to try again, and if you didn't lower enough, you had to accept the base payment.

Fingers crossed hey? Could do one of those at least twice :)

Yeah i skipped that video, found it difficult to watch. Should have another go it seems. Maybe that's what happened with others too.. another one of those streams.. im not watching that!

EDIT: Okay, so id be really curious to see all the filler stuff that connects this content to the space game. Might end up better to just use a new account / reset for this stuff.
 
Last edited:
I'm surprised at your view a little- because while it is true the most visible part will be the FPS aspect what EDO seems to be doing is adding a more human led UI and personality to the game. Bartering, seeing the effects of BGS change at a personal level, stations, mission giving etc all take on a different spin face to face, bringing ED closer to being 'alive' better than via a ship alone.

Saying that we'll never know until we see whats on offer- if it was just FPS stuff I'd wonder what FD had been thinking (other than the obvious).
I believe it when I see it.
 
DIT: Okay, so id be really curious to see all the filler stuff that connects this content to the space game. Might end up better to just use a new account / reset for this stuff.

It does not necessarily need to connect to the space game.
It is enough to provide content for pedestrians that dont necessarily like or want to be involved into flying ships, appealing to a potentially different type of players that until now were not interested in ED

Which could potentially open the gates to a flood of requests to dumb down the flight model from the new players that like the on-foot play but cannot stomach the complex flight mode/controls
 
It does not necessarily need to connect to the space game.
It is enough to provide content for pedestrians that dont necessarily like or want to be involved into flying ships, appealing to a potentially different type of players that until now were not interested in ED

Which could potentially open the gates to a flood of requests to dumb down the flight model from the new players that like the on-foot play but cannot stomach the complex flight mode/controls

Sure, but it doesn't solve the problem for us though who are already playing. Just tried it, how could my current carrier owning commander with a micro empire of tagged systems get into ground salvage mode. Hmm still stuck, working on it.
 
Which could potentially open the gates to a flood of requests to dumb down the flight model from the new players that like the on-foot play but cannot stomach the complex flight mode/controls

There will doubtless be much salt from the new intake about flight complexity. But they can’t unwind 6 years of ingrained flight sim ;)

I think it’s interesting that FDev have put training wheels into the game (docking & SC assist), but left free flight as the most effective system. And that they’ve modelled the FPS systems on the ship systems. (Shields, energy management, slow ballistic velocity for plasmas & explosives etc)...

I think it’s obvious that Legs will in some ways be a giant tutorial for ship use. And that those who don’t use ships, or don’t embrace the complexity, will remain at a disadvantage. They have that choice, but the 'git gud' systems & philosophy have already been put in place ;)

I will say that many other pushes for change may come from the new players though. Particularly regarding a preference for risk-vs-reward gameplay, over time-vs-reward. Personally I’ll totally welcome any of that :)
 
Last edited:
I really thought spacelegs would be coupled with an acceleration of the thargoid conflict. Thargoid swarms emerging from their bases needing to be dealt-with en-masse before being able to enter a base and taking on a queen.. lots of persistent periphery bases all needing to be taken out before a main planetary base can be taken-on (that reaally needs a full wing to complete) deal with them all and the thargoids are pushed out of that planet. Space combat to finally eradicate them from the system in the following week.
... that kind of thing. But no, baby steps. we'll just have planetary base shenanigans it seems. heyho.

How do you know?
Didnt one of the Q&A / livestreams state we wouldnt be seeing thargoids in person? ..er, in the flesh? ..um, carapace?
 
Didnt one of the Q&A / livestreams state we wouldnt be seeing thargoids in person? ..er, in the flesh? ..um, carapace?

Not that I’ve seen.

And I thought it was interesting they ruled out the base building strand of the leak, but not the 'Thargoids in the flesh' bit:


I’d say Thargoids are a pretty likely addition for EDO. If perhaps not at launch, but via a narrative introduction.
 
Something more directly related to the existing game. Say more than just using the same planet assets. Could be anything, up to the maker, but subconsciously people are looking to check that box?

Personally because im more distant to the concept of shooting a hand held laser weapon, i only want to rewrite the sales pitch in terms of how it enhances the space game. I think it might have happened with horizons too. SRV's are more known for races, functioning as an glorified external camera on the ground, and base jumping than they are for their mission board content?

I think you miss the point of the question as it was related to the fact that FD have already developed Odyssey. Its not like they are going to change what they are delivering now.
 
In theory they still will.

All of the above ship + EVA stuff would have wedded more closely with the ship gameplay that we have, for sure. But seeing it from FDev's perspective, it makes a certain sense to go for the Station / NPC / FPS / Planetary on-foot stuff first.

  • Long-term success: They've got better odds of attracting more customers with tried and tested FPS & RPG staples. (Don't believe me? Ask Hellion ;)). Even if they won't appeal to a super broad audience, given the flight sim and RNG heart of the game, they've still got a better chance of drawing in bigger numbers. And sustaining the game, in this its 6th year of being live.
  • Technical feasibility: Walk before you can EVA. It makes sense to get all the on foot tech and gameplay elements working in classic designed environments first. Then tackling trickier proc gen surfaces when you're feeling good about it. Making sure the networking is fit for purpose. And then getting all that business to work inside a giant ship asset that's doing backflips and can be punctured by other evil commanders (meaning everything from the cargo rattling around your ship's belly to the Anaconda that's trying to hump your drive is all one contiguous networked instance of complexity...).
Like seriously, where would you start with design? With walking inside a house? Or with walking inside a flying house, where you could fall out of the window? ;)

---

I'm still kind of surprised in some ways though. The proc gen surfaces, and the RNG NPCs, are probably considerable challenges in their own right.

But I can see why they did it ultimately. I can see why they've taken their first steps on solid ground...
This is the reason. From an iterative design standpoint, even if you were going to make ship interiors, you need to have a proper working first-person system first! So what makes more sense, try to do it all at once ( Refer: Star Citizen) or to make a working first person system, then build a new ship interior that fits into the previous (working) feature?
 
The thing is:

If I wanted to play a FPS game, I'd buy one that concentrates on making good FPS and ED would be the last thing that came to mind. In other words: I severely doubt it's any good.

What if you wanted to play an RPG-lite where various roles were available? Y'know, say, just off the top of my head, combat, trade and exploration? With bonus professions like scavenging, piracy and assassination fleshing them out? And the eccentric options of co-op and PvP if you fancied them? In a sprawling RNG backdrop?

What would you buy then? ;)
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom