- What about collision detection? Without being part of the FDev team we don't know how robust this will be throughout the cockpits.*What happens when I accidentally hit the "stand up and roam" keybind in combat?
*What happens when I'm walking around my ship and I'm interdicted by an NPC? Am I notified? If so, how? Will I have time to react? Will there be a grace period?
"What happens when I'm walking around and a player decides to gank my ship? What are the mechanics of that?
*Will we issue flight commands to our ships while we're away from chair?
Read it again, and this time actually finish reading it, including what it was in response to. I didn’t mention the fact that I’m a software developer to tell someone they were wrong and that I knew better than them. I actually mentioned it to signify agreement from personal experience, to someone who had also just said they were a software engineer. Like with anything mentioned in a discussion, if it’s happened to you, you’d quite naturally say “yes, I agree, that’s happened to me before”.Okay discussion and then this.. sigh. Stopped reading here.
Trying to give credentials on anonymous internet forum to prove expert status makes someone sound like a 12yo kid trying to convince everybody that he's a big boy and "knows lots of stuff". ---> It has opposite effect.
Collision detection is an obvious requirement for this feature, and was factored in when it was considered. The same concerns you raised would have been handled in stations and outposts in Odyssey, not to mention planet surfaces and flora. Applying the same in cockpits should not be overcomplicated, particularly as you don’t do something like this in as large a scale as Odyssey without having or developing engine tools to reduce the manual work.- What about collision detection? Without being part of the FDev team we don't know how robust this will be throughout the cockpits.
- What about players getting stuck because of the collision detection? The cockpits are relatively small spaces already, Lots of features to get hung up on. Getting stuck in a corner, or wedged between things.
- What about all the complaints when visually the collision detection and character rendering isn't 100%? Character arms passing through cockpit walls, chairs, etc.
Yes, I would very much like to be able to have my commander walk around the cockpit. Oversimplifying what is likely involved in development and testing doesn't make the task easier for the developers.
...with the assets already in the game, and walking mechanics already developed, it’s still a relatively low effort item comparatively speaking, and quite doable in a reasonable amount of time.
This is only a request to use existing assets with the newly added existing walking mechanic, and do nothing else.
Yadaa yadda yadda. I forgot, you are a software developer Er, ya. ... keep waving your arms around. Sounds like you are a real expert.... Applying the same in cockpits should not be overcomplicated ....
Could you please retract this nonsense?Yadaa yadda yadda. I forgot, you are a software developer Er, ya. ... keep waving your arms around. Sounds like you are a real expert.
I agree that cool features would be awesome, and as others have mentioned in this and other threads few players would complain if features like described in OP were rolled out. As a random poster on an anonymous forum pretending you know what would be involved in a project that you have had absolutely no involvement or personal experience is certainly not typical for an experienced/competent developer. You have no idea the effort/cost involved or the impact it might have on other aspects of the game. You simply can't know. Unless you actually are an employee of Frontier and have familiarity with the project.
Feel free to make suggestions in the Suggestions Forum. This particular thread looks like you were trying to form a petition (campaigning your suggestion).
Funny you should mention that. I've found that some not insignificant amount of designed game-play bothers my enjoyment of the game, so I more often than not tend not to bother with those aspects of the game. People want game-play; I say be careful what you wish for....or compromising gameplay and timetables.
I'm not a 5 star chef but life experience has taught me that a boiled egg is easier to do than a perfect fried egg, and scrambled eggs is even easier (slightly wet)....
Not being funny but anyone can write "I know how it works."
I prefer to listen to the company making the game, and only them. Sorry, but that's how it works.
Odyssey can more than stand alone as a sufficient content expansion. If it’s not feasible to add cockpit legs without delaying or creating undue stress, it’s something that can be included in an update sometime after Odyssey’s release. The main thing is to have it way before a full ship interiors implementation greets us, if it ever does.You know where this can lead. If the appeal gains enough traction, FD might eventually cave and delay Odyssey by another year to add cockpit legs on release.
Interesting. Cheers.The excellent VR-only game “Lone Echo” does zero-G where you mainly propel yourself via handholds and pushing off surfaces - it defaults to a “maintain horizon” style whereby there is always the same “up” + “down” directions. There is an advanced setting where grabbing a surface with both hands allows you to change that by rotating around, and it’s a bit trippy the first time doing it
For flatscreen Elite’s hypothetical zero-G I suppose it could be a bit like underwater sections in other FPS games, with a few inverse-kinematic animations for grabby-handholds. I’d expect our suits to have micro-thrusters to help us get around, as well as the already announced mag-boots.
Doesn’t have to launch with Odyssey. As long as it’s sometime after, and well before a full ship interiors feature, if it ever comes.Great news everyone.
Frontier has announced that they are delaying Odyssey again in order to implement this great suggestion (sic).
Let us all shake hands in a self-satisfied fashion.