Game Discussions Bethesda Softworks Starfield Space RPG

ED's FSD has always seemed to me to be a logical progression from FE2's "Type 2B" hyperdrive, which was also FTL drive. In fact, maximum Supercruise speeds roughly parallel the maximum hyperspace speeds possible in the latter game. In addition, the "speed limit" experienced by ships in "normal space" have a neat, in-universe explanation that is logically consistent with the behaviors of both the FSD in ED, and the Type-2B hyperdrive in FE2: the effects of mass lock. All in all, as far as FTL travel is concerned, it's one of the more consistent "one big lie" technologies in sci-fi settings out there.

What was more unbelievable in FE2 was the 25-g thrust some of the smaller ships were capable of. If you think G-forces are extreme on Commanders today, it's nothing compared constant travel at 25-gs for a couple of weeks. The StarDreamer capsule allegedly allowed their pilots to endure such forces while also putting them in a hypnotic trance to "accelerate" their perception of time.

But there's entire forums out there to discuss Elite, and this thread is about Starfield. The perception I've been starting to get is that as far a space travel is concerned, it's going to have far more in common with Privateer than it does with Elite: cut-screen landings, brief interludes of combat in space, and more cut-scenes travel between planets and star systems. I doubt I'll be bothering mapping my HOTAS to the controls of this game, so it's becoming more and more likely this'll be a Steam Sale game, and not resist buying on day one game.
The FSD is just a concession to MP. If ED were SP it'd likely be something with time dilation.
 
If that's fine with you, good for you. I for one have different expectations from a space game than just another RPG with space flair. And yes, I have played and liked Elder Scrolls and Skyrim, but not Fallout. I actually like what Bethesda produces, I just don't trust them to put out a space game that will win me over. Which doesn't necessarily mean it won't be a commercial success.
It won't be a space game. It's gonna be a space themed RPG with 'space game' elements. It is futile to expect it to be something else.
 
It won't be a space game. It's gonna be a space themed RPG with 'space game' elements. It is futile to expect it to be something else.
Yes and not quite. You are forgetting Modding ability of Starfield. Modders might be able to turn this game in to what ever they want, assuming they will be given the right tools. This will be probably the biggest selling point of this game.
 
Yes and not quite. You are forgetting Modding ability of Starfield. Modders might be able to turn this game in to what ever they want, assuming they will be given the right tools. This will be probably the biggest selling point of this game.

Jesus Lord, this is so out of touch of reality. "Turn this game into whatever they want". Yeah right, modders are gonna fix everything, take over the world and make Gumpy the Hamster alive again.
 
Jesus Lord, this is so out of touch of reality. "Turn this game into whatever they want". Yeah right, modders are gonna fix everything, take over the world and make Gumpy the Hamster alive again.
I said might and given the right tools
Yet here you are freaking out over few words. I think you need to chill and take a break from this forum. Enjoy the weekend.
 
You people can not take the sky from me! Starfield will be amazing 🤗🚀❤️

iu
 
Yes and not quite. You are forgetting Modding ability of Starfield. Modders might be able to turn this game in to what ever they want, assuming they will be given the right tools. This will be probably the biggest selling point of this game.
There are still the limitations of the engine.

The vast majority of Skyrim mods are skimpy armours and reshades. So we'll probably see skimpy space suits...

The best and biggest mod for Skyrim is Enderal but even that is still a RPG.

I will buy Starfield and have fun with it, but it won't be a replacement for Elite.
 
People complaining about certain aspects missing from spaceflight in Starfield because they want ED like mechanics are being unrealistic imho, Starfield will be an rpg not a space sim, if you don't like that then don't play it but don't blame a dog for not being a cat.

Honestly I can't wait to walk in my ship interior, in a ship I designed myself, and see my crew at work.
I can't wait to dock with a ship I just disabled and take it over.
I can't wait to walk outside my ship and indeed get that Armstrong moment instead of a black transition screen.
I can't wait to build a base on some remote moon and hire crew to increase my profits or tech level.
But most of all I can't wait to properly role play and get the feeling that what I do matters, to establish my presence in this game world, an aspect that ED never gave me, in ED I never felt as if my presence mattered.

In short, if you want good spaceflight mechanics play ED, if you want to properly role play then get Starfield or any other Bethesda game.
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I'm pretty shocked there's any space flight in Starfield in all honesty, I really thought it was gonna be Mass Effect style travelling, which I would've been fine with (Bethesda fanboi since Arena '94) and yea, their janky engine is screaming out for an overhaul (still saw some sus animatics in the Starfield reveal), but there's something about their gameplay / gameworlds that draws me in again and again; Skyrim and Fallout VR - amazeballs! Well, I've never paid twice for the same game before!
Being able to land anywhere on a 1000 worlds makes me wonder why no manual landing / takeoff and I'm guessing no flying above the surface of the worlds, so you have to launch into orbit then pick another spot?
Also wonder about surface vehicles, they've not managed to add them yet in the Creation Engine.
 

Viajero

Volunteer Moderator
I'm inclined to see what is meant by no seamless transition, as ED arguably doesn't have a seamless transition.

ED system maps do not have any transitions. It is all indeed seamlessly procedurally generated as you fly through it. It has also been shown countless times already in videos etc. I believe what you may be referring to is the network disconnect and handshake that occurs when you change from a supercruise or orbital cruise instance to a gliding or normal flight one.

From what I understand in StarField we will not even fly through the whole planetary approach and descent ourselves. It looks like it will be mostly an animation or cut scene of some kind. Even the landing at the end is not clear if it is still a part of the animation or not.
 
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There are still the limitations of the engine.

The vast majority of Skyrim mods are skimpy armours and reshades. So we'll probably see skimpy space suits...

The best and biggest mod for Skyrim is Enderal but even that is still a RPG.

I will buy Starfield and have fun with it, but it won't be a replacement for Elite.
Well their comments on modding are reasuring:

"We've learned that people do play our games for a really, really long time. People are still playing Skyrim. Certainly we're going to be doing extra content for this game, and we love our modding community. We actually think this game for our modding community is going to be a dream because there's so much they can do. We think that's a great thing,"
 
I would like to see this too, but I'm not sure how they would make it fun. Unlimited speed limit Newtonian physics combat in space is problematical, as we all know. But my science-based gamer brain would still like to see game devs try. (No doubt there are games already out there that do this, but I'm not inclined to hunt for them).

One could just play Elite II or Elite III (FE2?) for that "Expanse" ramming through a solar system sublight. It was very newtonian flying mechanics for the ship , where you could keep accelerating, or decelerate turned 180 degrees optionally if you wanted to throughout the solar system with or without the stardreamer. A few times I simulated descending from far orbit in real time using the thrusters and attempting to approximate what speeds I should aim for at certain points , calculating on pen and paper. I recall Larry Niven's earlier stories of going high sublight speed and trying to avoid slamming into planet storylines such as in the "Man-Kzin Wars" series, or some of his Known Space novels and short stories. Frontier was pioneering , and even so today with the combined unprecedented scope achievement of both ED Horizons & Beyond + Odyssey on-foot perspectives now and all working in real time.
 
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I noticed in the Starfield gameplay trailer , there was no overt mention or sighting of other spacefaring , bipedal alien races , humanoid or otherwise, just various types of animal creatures. Which is fine with me where I'm glad to see Starfield's direction is even more like ED and old sci-fi where it's mostly humans exploring the vicinity of stars and a smorgasboard mess of humanoid "cranial" or makeup decor faces of other thousands of different alien races of worlds just within a scores of light years away similar to Star Trek and NMS' gameworld. More like ED with very few signs of advanced spacefaring alien, perhaps one per galaxy, or some other nearby dimension with how it showed in the trailer reminiscent of the idea of "guardians" ruins. I'd noticed one shot of a forest with a semi-alligator looking animal creature lounging. It reminded me of one of the stories in the ED book "Tales from the Frontier" where a game hunter/collector was netting some kind of similar sized creature for a space zoo. And of course the old Braben idea of "big game hunting" in jungle worlds, also referenced ingame in the magazine gazettes of Elite III/FE2. So Starfield is getting there "first" in that respect comparison to ED and Odyssey's future developments.

Kind of reminds me of Skyrim, which I could love a lot more without those repetitive voice-overs. You can easily create hundreds of different NPC faces, but hundreds of different voice-overs (preferably from different voice actors) is something else entirely, would be very expensive to say the least and will most likely not come. These modern voice actors ruin the games for me in the long run. I already have this disgust with the Odyssey voices. That's what many people demand and call "immersive", while it has the exact opposite effect on me. Just as some people react very sensitively to graphic repetitions, I feel the same way about audio. These days I can hardly listen to music unless it's something very new and experimental. You could torture me with oldies.
While there seems to be not as much voice acting for the npc's around, there seems to be a a lot more with the mission givers and their pages of descriptions of the missions. I can understand some of where you're coming from for the audio/voice 'repetitions'. Interestingly I'm amazed how much foreign voice acting there is. I'd been playing in german attempting to be more "immersed" in it to hopefully improve past the intro german elective I took in college. And there's plenty, with the npc's around the lounge, and tons of chatter easily referenced with text in subtitles or the mission giving description pages and using multiple different foreign voice actors and their individual use of words and phrases in the language. So that's one thing I'm particularly impressed and respectful of Frontier's efforts in Odyssey of their hired and directed voice acting at least for their commitment to covering multiple different languages catering to ED's worldwide playerbase (such as also including russian and use of cryllic).

Part of the thing about controllable space-surface transitions is that they add a whole load of pre-requisites that not only aren't required for most space games, they're actively counterproductive to interesting gameplay.

1) Realistic-scale planets.
- not at all necessary for a Skyrim-like game, and even Daggerfall in space would still have less terrain than the smallest Elite potato world while still being larger than any one player could reasonably explore.
- if you want people to stumble across C while going from A to B, it isn't likely to happen if A and B are 2000km apart.
..

4) Fly/land anywhere
- confining landing (or less restrictively, starting locations for low-speed flight) to specific places actually makes it easier to set up interesting situations
- e.g. in Elite Dangerous there's nothing really stopping you dropping out of glide right on top of a base and bombing the whole thing, except that it has excessively powerful "you can't do that" guns. Whereas if you couldn't start low-speed flight within 100km of it, there'd be plenty of room for dogfights, long-range missile defences, etc. on the way in to either fight through or sneak around.

They explained that space and planetside will be two different scenes and in order to get most of both worlds they had to make a choice on how to conect these two.
It doesn't diminish the role of spaceships imho, there is quite some stuff to do in space to, stations you can land at, other ships you have to fight or disable them in order to dock with them and take them over.
I don't think your spaceship wil be just a taxi to get you from point A to point B.
I can't imagine them put such a comprehensive shipbuilding option in the game and let that ship function as a taxi only.

My first fallout game I played was Fallout NV (haven't finished they storyline) , and before that Bethesda's Oblivion and Morrowind. I didn't really play Daggerfall , saw others had it back then, (and of course it was part of the earliest days of procedural generation in wandering around instead of 'fast travel'.). In general, I enjoyed Bethseda's game as the rpg's they were. And I enjoyed and respected their attempts to make it far more open world than "guided" story rpg's with location restrictions of the past. Even Bioware's first KOTOR had invisible walls, and I skipped out on all ME hearing it was similar with better graphics.

So with Starfield, I'm glad they started their foray into space themed rpg, because I recall wishing Fallout as a sci-fi game was instead set in space instead of always stuck in apocalpytic wastelands. Well a few missions in Fallout had some references to flying saucers and aliens. And the ES games often had lore references to stars or at least constellations. So I'm sure Bethsesda had long term dreams or ambitions of someday setting one of their game franchises in space. From the trailer, it seems it won't of course be anywhere approaching the ambitious interstellar sim scope of ED (to me NMS is still space illusion where their instances are still all skyboxed with unapproachable 2d suns, i.e. there are "skys" but no real space, and their procedural galactic map is just a star point selector), but at least Bethesda are making strong efforts on providing more workable space, such as their 1000 planets with presumably complete flyable or walkable areas outside of the orbit to lower elevation transition.
So it didn't show it, but perhaps one could fly their ship in Starfield or walk or use a vehicle to travel thousands of miles across the surface of each of those worlds. Which is pretty massive in some similar theme respects to (some) ED's or even the earlier Elites' multiple flyover and land-anywhere able worlds, and of course NMS' varied worlds however dressed up in a non true galactic or intra-orbital sim modeling.
 
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Look like a possible planet transportation - also looks a bit big to carry in a Space ship. Perhapes one needs to build a planet base first and than construct them to explorer the planet.

Concept art, and we all know what relation concept art has to a finished product. Apart from that, I don't think planetary exploration is going to exist in that meaning of the word exploration. As far as I can tell from what info we have been given, landing on planets is going to be restricted to "objectives", that is, you can't land just anywhere and explore like in ED, and it's quite possible the area around the "objective" is the only are that will be developed, any area outside the objective are may either be out of bounds or the barest procedural generation.

Of course any concept we have beyond what has been released by Bethesda is speculation, but the statement, space will be one "place" and on a planet surface will be another "place" doesn't fill me with hope that we will be able to explore planets, I suspect no circumnavigations will be possible!
 
As far as I can tell from what info we have been given, landing on planets is going to be restricted to "objectives", that is, you can't land just anywhere and explore like in ED
Except that Tod said, 'You can land on New Atlantis but you can also land and explore anywhere on the planet' (13.06) and that's darn specific information.
Source: https://www.youtube.com/watch?v=zmb2FJGvnAw

And I know that '16 times the detail' is now a universal meme and Todd looks like a snake oil salesman but would he out right lie about that?
 
Except that Tod said, 'You can land on New Atlantis but you can also land and explore anywhere on the planet' (13.06) and that's darn specific information.
Source: https://www.youtube.com/watch?v=zmb2FJGvnAw

And I know that '16 times the detail' is now a universal meme and Todd looks like a snake oil salesman but would he out right lie about that?

Yes that's very specific, "on the planet" not "on any planet". it could be they have one fully modeled planet with the rest partly modeled with mostly procedural generation for the rest of the planet. I very much doubt they have hand modeled 1,000 planets, no-one is going to do that, which is why I say we need more information!

For instance;

In addition to space combat, this spaceship will be handy for exploring the many Starfield planets in the known universe, over 1,000 of them according to Howard. In an IGN interview with Howard, he confirms that Starfield features some procedural generation but that the team at Bethesda “have done more handcrafting in this game, content-wise, than any other game”.

Is an interesting statement but this is the one that has me most concerned!

“People have asked, ‘Can you fly the ship straight down to the planet?’ No,” Howard said in the interview. “We decided early in the project that the on-surface is one reality, and then when you’re in space it’s another reality. You go through in your head all the things you want to do in a game like that and we try to say yes as much as possible.”

How exactly do you pick a landing spot on a planet? You can't fly down to the them and land at interesting features, do you pick them out from orbit and say "land there". You pick a spot, it segues into a animation of some sort then your ship is on the surface? What if the spot you pick is to dangerous to land, cliffs etc? Once you are down there can you take off and fly around? Because from this description it doesn't seem so, your ship sits in one spot until you head out to space again. So land and explore anywhere on the planet may simple be land in that spot and walk around the ship.

So we still need far more information, and that may not come until the game is actually released.
 
Yes that's very specific, "on the planet" not "on any planet". it could be they have one fully modeled planet with the rest partly modeled with mostly procedural generation for the rest of the planet. I very much doubt they have hand modeled 1,000 planets, no-one is going to do that, which is why I say we need more information!

For instance;



Is an interesting statement but this is the one that has me most concerned!



How exactly do you pick a landing spot on a planet? You can't fly down to the them and land at interesting features, do you pick them out from orbit and say "land there". You pick a spot, it segues into a animation of some sort then your ship is on the surface? What if the spot you pick is to dangerous to land, cliffs etc? Once you are down there can you take off and fly around? Because from this description it doesn't seem so, your ship sits in one spot until you head out to space again. So land and explore anywhere on the planet may simple be land in that spot and walk around the ship.

So we still need far more information, and that may not come until the game is actually released.
This is all so obvious to me from looking at the gameplay and seeing what options you have. You can rotate the planet and pick any location with a cursor. You can scan planets that will show you points of interest which then you can select and land on or near. Probably some sort of signature rather than an "oh it's an outpost here" to allow for a sense of discovery.

No, they didn't hand craft 1000 planets. They didn't handcraft any planets. They touched some planets up with hand-crafted content but they have been doing that for years now. All their games use procedural generation and then the map is filled with handcrafted stuff. Yes, there will be a lot of moons and planets that don't have much to offer past areas you can build on and nice visuals but that's space. With mods though every planet will be unique eventually. No doubt about that.

I actually cannot wait. It does enough for me to sell the whole experience.
 
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