I know i know they aren't coming soon (if at all) and there is plenty of posts about it already. But how about another one?!
I've read all sorts about how immersive ship interiors could be and how many great gameplay ideas that could bring. Some terrific ideas have been posted by the community on this.
Then of course there's the debate about "that comment" and whether it would be boring. I won't go in to that
I just want throw in my two pence.
The game is all about ships (well used to be) and so all immersion and gameplay should be related to that. By this token so should the interiors. To me the key is getting the right between balance between immersion and meaningful/grindy gameplay.
I'd love ship interiors!
I originally thought I'd love to explore the ship in full and visit every module and tinker with it all. The full immersive experience.
Having read a lot of posts and thought about it plenty I now think that idea is overblown. It wouldn't really fit the game. ED is about the ship gameplay and there are plenty of abstracted gameplay concepts that work towards that throughout the game.
So I now think we need just enough of a ships interior to create compelling gameplay and some simple immersion.
Given that much of our ships are automated there is no real gameplay to be had from ship maintenance so I'm going to take that out of the equation. That removes a need to visit all the modules. So I think what we need is this:
The cabin is essentially our ARX sink. Decoration galore.
By the corridor I don't mean a straight one. I mean a route towards the exit. Along this route you can see the status of your modules and see where other rooms are like the mess hall (something that would be cool to visit but serves no gameplay purpose). There could be some basic interaction with each module such as full stats and a choice to focus the AFMS on that module specifically giving some purpose to visiting them.
Access to exit in this case means walking along the corridor route to the lift/ladder OR crucially an option to go straight from the back of the cockpit to the outside/concourse so we can choose speed.
Within the confines of the above i feel we'd have all the gameplay we need from interiors and i believe this would make their development a lot simpler too. Dare i say they could copy and paste a fair bit (not advocating that sportshall though ).
If like to see FDev take a middle of the road approach like this.
I've read all sorts about how immersive ship interiors could be and how many great gameplay ideas that could bring. Some terrific ideas have been posted by the community on this.
Then of course there's the debate about "that comment" and whether it would be boring. I won't go in to that
I just want throw in my two pence.
The game is all about ships (well used to be) and so all immersion and gameplay should be related to that. By this token so should the interiors. To me the key is getting the right between balance between immersion and meaningful/grindy gameplay.
I'd love ship interiors!
I originally thought I'd love to explore the ship in full and visit every module and tinker with it all. The full immersive experience.
Having read a lot of posts and thought about it plenty I now think that idea is overblown. It wouldn't really fit the game. ED is about the ship gameplay and there are plenty of abstracted gameplay concepts that work towards that throughout the game.
So I now think we need just enough of a ships interior to create compelling gameplay and some simple immersion.
Given that much of our ships are automated there is no real gameplay to be had from ship maintenance so I'm going to take that out of the equation. That removes a need to visit all the modules. So I think what we need is this:
- Cockpit freedom
- A cabin (bed etc)
- A corridor
- Access to exit
The cabin is essentially our ARX sink. Decoration galore.
By the corridor I don't mean a straight one. I mean a route towards the exit. Along this route you can see the status of your modules and see where other rooms are like the mess hall (something that would be cool to visit but serves no gameplay purpose). There could be some basic interaction with each module such as full stats and a choice to focus the AFMS on that module specifically giving some purpose to visiting them.
Access to exit in this case means walking along the corridor route to the lift/ladder OR crucially an option to go straight from the back of the cockpit to the outside/concourse so we can choose speed.
Within the confines of the above i feel we'd have all the gameplay we need from interiors and i believe this would make their development a lot simpler too. Dare i say they could copy and paste a fair bit (not advocating that sportshall though ).
If like to see FDev take a middle of the road approach like this.