Any indication on planet landing?

Landing on a sphere is easy, as Killminster already stated. What's hard is:

A: Creating a seamless environment which is not only pleasing to the eye but geologically/environmentally viable for a landing zone. At least for set node-landing like we have in stations with hangers.

B: Creating an environment which is explorable and still meets the criteria set by "A".

C: Flora & Fauna. Variation is needed. The game in its current iteration gets very boring very fast. There is only so much you can see before things get pretty bland and one system looks a lot like the next and so on. Planets, if done RIGHT could fix this problem almost entirely. If every world had its own unique geological formation, environmental conditions, and even life (where applicable) then I can see entire groups of niche players like myself doing nothing but exploring Earth-like worlds or worlds that catch our attention (lava worlds, moons, etc).

D: You need a reason to go there. The stuff listed in C is a good place to start but you'll need to appease the major types of players. You'll want special resources to prospect and mine (maybe? Automated?), the ability to settle on a world, that would be incredible and would give people the ability to make a home for themselves - somewhere to always return to and recognize, maybe military actions on planets?

E: A HUGE issue is cities. Many of the core-worlds have large populations. This means cities. It would be easy enough to create art-sets (buildings, vehicles, etc) for each specific group of people such as the Alliance, Federation, Independents and whatnot. However, when you go into the nitty gritty of it, you'll need to create unique sets for the smaller factions or the sub-factions. Perhaps linked to cultural architecture.

In short: It's a LOT of work to do right but if you can do it, you'll have a game that is so engaging and fluid that it might as well be considered to be a second life outside of reality. The possibilities are endless, especially with procedural seeding, and can be done. Though maybe one bit at a time would be best - otherwise you'll lose far more players than you can afford prior to it coming out. You've got to keep your playerbase interested and drooling over the next thing to come out so segments are often a smart move by a game developer.
 
Landing on a sphere is easy, as Killminster already stated. What's hard is:

A: Creating a seamless environment which is not only pleasing to the eye but geologically/environmentally viable for a landing zone. At least for set node-landing like we have in stations with hangers.

B: Creating an environment which is explorable and still meets the criteria set by "A".

C: Flora & Fauna. Variation is needed. The game in its current iteration gets very boring very fast. There is only so much you can see before things get pretty bland and one system looks a lot like the next and so on. Planets, if done RIGHT could fix this problem almost entirely. If every world had its own unique geological formation, environmental conditions, and even life (where applicable) then I can see entire groups of niche players like myself doing nothing but exploring Earth-like worlds or worlds that catch our attention (lava worlds, moons, etc).

D: You need a reason to go there. The stuff listed in C is a good place to start but you'll need to appease the major types of players. You'll want special resources to prospect and mine (maybe? Automated?), the ability to settle on a world, that would be incredible and would give people the ability to make a home for themselves - somewhere to always return to and recognize, maybe military actions on planets?

E: A HUGE issue is cities. Many of the core-worlds have large populations. This means cities. It would be easy enough to create art-sets (buildings, vehicles, etc) for each specific group of people such as the Alliance, Federation, Independents and whatnot. However, when you go into the nitty gritty of it, you'll need to create unique sets for the smaller factions or the sub-factions. Perhaps linked to cultural architecture.

In short: It's a LOT of work to do right but if you can do it, you'll have a game that is so engaging and fluid that it might as well be considered to be a second life outside of reality. The possibilities are endless, especially with procedural seeding, and can be done. Though maybe one bit at a time would be best - otherwise you'll lose far more players than you can afford prior to it coming out. You've got to keep your playerbase interested and drooling over the next thing to come out so segments are often a smart move by a game developer.

Good observations. A is not an issue. The steps you outline are aligned with several things DB has said. They will continue an agile/incremental build out and not a big bang of complete feature sets. The one thing I hope FD revisits is station interiors as PG could do a lot to reduce the "samey" look of all the docking tubes with local ads, colors, some architectural differences, etc. This is what DB has said he does not want for planets = a good thing. He needs to allow the team to revisit the docking tubes to stop that samey look in the current build.

As for planets, I think current variation is great with the exception of Earth-likes. The planets reflect periodic table of elements, gravity, need for water for Earth-like, etc. While there is probably limited variation, Green chlorophyll need not be the winner in every star system. Some planets may be awash in red or other colored foliage, giving a distinct appearance from space.

The big hope is that sales justify more resources and a bit more time to get the PG right and also to revisit some of the PG we have today- or don't have. Specifically the docking tubes of the space stations and the outfitting bays of stations and outposts really need more variety in decals, colors, some local architectural styles and other items that don't affect the core building-block approach to a Coriolis that would naturally occur for efficiency.
 
Earth like planets may be fought over for the rights to build on and occupy. This is why i am keeping my Earth like discoveries secret, as i simply do not know where FD are going to go with this.
 
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Earth like planets may be fought over for the rights to build on and occupy. This is why i am keeping my Erath like discoveries secret, as i simply do not know where FD are going to go with this.
i found an earth like planet with rings in a crimson nebula. can't wait to experience seeing that from the planet's surface perspective
 
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