Another ship interior post: Part interiors

Totally agree - Needs access to

  • Cockpit
  • Cabin bed / Medbay for re-spawns
  • Corridor
  • Stairs / lift
  • Access to SRV and fighter bay

There’s no reason that this couldn’t be modular to allow addition later of:

  • Docking / Eva access
  • crew cabins
  • lounge etc etc
  • Cargo
  • Engineering
  • … etc …

It’s lots of Art I know and a bit fluffy but would be cool
 
and Neocron...

That is not a name i expected to see... The apartments were nice and to add WB trophies in, however it was extra storage when the gogu was full (or when clan members wanted to mess about). It did have some function other than decorations like the ARX sink idea.
 
Corridors are full of gameplay potential:

Walk forwards down the corridor
Walk backwards down the corridor
Strafe sideways down the corridor
Not to mention the emergent gameplay of meeting someone in a corridor and having to work out which side to pass them on
It's similar to fly forward in empty space, fly backward in empty space. Weird no one can understand that they didn't put ship interiors in because they aren't sure how... not to save anyone from boredom. If they really cared, FDEV would skip supercruise, and just emulate the whole travel thing in the galaxy map ala Raiders of the lost ark..
 
It's similar to fly forward in empty space, fly backward in empty space. Weird no one can understand that they didn't put ship interiors in because they aren't sure how... not to save anyone from boredom. If they really cared, FDEV would skip supercruise, and just emulate the whole travel thing in the galaxy map ala Raiders of the lost ark..
Poe's Law
 
Okay, I'll play too. For a minimum viable "ship interiors" product, I think you'd need:

* Cockpit

Yes, that's it. It's the obvious low-hanging fruit since they're already partially built. There's not a ton of gameplay potential, but I like the idea of say being able to walk to the rear door and choose different egress points on ships that clearly have multiple options. This would have meaningful tactical gameplay impact - e.g. popping out of one of the top hatches on a 'Conda to start with high ground if landed near hostile ground forces, or deploying multicrew team members from the cargo bay in the style of CZ drop ships.

I would note that station interiors establish that the ED universe has Trek-style anywhere-to-anywhere turbolifts, so logically that's what should be behind the cockpit door on most ships. Something like a Sidewinder or Eagle is small enough that it might seem kind of silly to have such a system installed (and the interior modelers would have a field day working out where to put the turbolift shafts), but if they were going to do it at all I rather imagine they'd prefer to treat all the ships consistently.

Also -
  • Cabin bed / Medbay for re-spawns
I like that idea a lot! A cabin, as others have noted, is an obvious Arx-powered customization point, and respawning in an emergency medbay cot would add at least a tenuous gameplay hook to the space.
 
In my opinion the ships interior is a huge waste of time, we will be bored after the second time we will see it. This game need interesting, funny, intriguing, mysterious ect ect... contents. I don't want waste my time walking inside the ship, i was bored of walking inside the hangar and bases after 30 minutes from ED Oddity launch.
 
In my opinion the ships interior is a huge waste of time, we will be bored after the second time we will see it. This game need interesting, funny, intriguing, mysterious ect ect... contents. I don't want waste my time walking inside the ship, i was bored of walking inside the hangar and bases after 30 minutes from ED Oddity launch.
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You sound more like a Zork kinda guy.
 
Okay, I'll play too. For a minimum viable "ship interiors" product, I think you'd need:

* Cockpit

Yes, that's it. It's the obvious low-hanging fruit since they're already partially built. There's not a ton of gameplay potential, but I like the idea of say being able to walk to the rear door and choose different egress points on ships that clearly have multiple options. This would have meaningful tactical gameplay impact - e.g. popping out of one of the top hatches on a 'Conda to start with high ground if landed near hostile ground forces, or deploying multicrew team members from the cargo bay in the style of CZ drop ships.

I would note that station interiors establish that the ED universe has Trek-style anywhere-to-anywhere turbolifts, so logically that's what should be behind the cockpit door on most ships. Something like a Sidewinder or Eagle is small enough that it might seem kind of silly to have such a system installed (and the interior modelers would have a field day working out where to put the turbolift shafts), but if they were going to do it at all I rather imagine they'd prefer to treat all the ships consistently.

Also -

I like that idea a lot! A cabin, as others have noted, is an obvious Arx-powered customization point, and respawning in an emergency medbay cot would add at least a tenuous gameplay hook to the space.
Now we're getting somewhere! 😀

That's even more focused and makes sense to me. Turbolift to cabin/respawn and various egress points. That is surely easy to do as they don't need to worry at all about internal layouts etc. Just zip here or zip there. We get some basic immersion.

"Obviously" everything has to have a gameplay purpose. I mean there's hours of fun in those hangers 😉 so to the best avenue for gameplay in ship interiors to me lies around:
  • Multicrew gameplay
  • Boarding gameplay
  • Engineering mechanics (ship and suits)
So further locations within the ship should be focussed on the above. Cockpit, corridor, SRV/SLF access is probably all that's needed for multicrew. Boarding would need a bit more but I'd suggest a corridor where you can have a firefight and affect ship systems is enough as a basic incarnation. Then since engineering is a lacklustre stats based affair at present some minigames could be possible via some RNG style on ship module and suit modding.

Point I'm trying to make I guess is that FDev don't need to model everything perfectly inside each ship and could get a lot done with the turbolift approach.

If you disagree that's cool but if you do agree lets throw some more ideas around the concept of achievable interiors. 😀
 
The game is all about ships (well used to be)
Nice burn @Arthur Tolmie
Although some of those ships have a door at the back so maybe running the whole length of ship a bit tedious.
It's a game, having one form of access needn't mean removing teleport once in range (or direct from the one room concourse that shows off the giant starbase). Let the gamer have fun.

@OP - agree with you 100%
 
Purchased SC the other week, been having a blast walking around other peoples' ships.
Soiling their bunk beds and throwing their cargo out into space mid flight.
 
Are you saying, you were being sarcastic? I don't get it. I've been on forums since the early 90's, I've done and seen it all, and I honestly am baffled by what you're trying to say here.
I'm saying I've no idea whether your suggestion to remove supercruise was god tier mockery or farcically serious.
 
I'm saying I've no idea whether your suggestion to remove supercruise was god tier mockery or farcically serious.
Oh, no. I'm saying you were farcically serious while mocking walking through a ship like it's not something you're doing in every single other aspect of this game. You're just changing the cut off point where it's annoying to you.
If the game already had interiors you'd be fine with it, and wouldn't know any other way.
If the game added supercruise 1 to 1 travel from a cut scene fade to black travel time, you'd be furious
..and yet, you're arguing for it here. You're the creationist in this example.
 
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