Elite Dangerous: Odyssey Q&A - Interface and NPCs

Q: Can players turn parts, or all of their HUD off?
No, the HUD whilst on foot, will be as essential to getting around as it is in space.

But you actually can turn off the cockpit HUD already...

Q. Do on foot NPCs spawn per instance or is there some sort of permanence, if so is it timed like space POIs or permanent?
Settlement AI is spawned based on the settlement theme and state. Star system factors will also affect the AI difficulty, so the BGS can also have an effect.

That is not at all an answer to the question. The question is not which factors influence what kind of NPCs you may find at a base, but whether the NPCs there have some permanence between instance transition, game modes (open/private/solo) or simple relogging.

Q. Does oxygen level impact combat ability and does this apply to NPCs as well?
If your suit loses power, its life support will shut down causing the suits emergency air supply to be used. If the emergency air is fully depleted then you will start to asphyxiate, making aiming and locomotion more difficult. Loss of suit power will also stop you from using your assisted jump and your audio will change, lowering awareness of what is happening around you.

This does not affect AI as they will use consumable batteries to recharge their suit when required.

So this will be the ground combat equivalent of NPCs spamming shield cells and chaff forever? Just great.

Q. Any information on the scope of line of sight for the AI?
AI line of sight will be governed the same way the player's is.

Again missing the point of the question. Of course NPC won't be able to shoot you through walls and obstacles, the question is whether line of sight affects their perception, see how games like Deus Ex or Cyberpunk handle stealth with regards to NPCs seeing or hearing you.
 
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Not sure if this is the right place to put my question but;

Will the large planetary ports have NPCs and SRVs going about their business in the streets and around the docks? Would be cool to leave the landing pad and walk around the streets, maybe go into some buildings that are in the place.
 
OMNIPOL... sounds wonderfully repressive!
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So we get one thing to do, and a tag on planets... Disappointing, but not surprising unfortunately.

To be honest seeing something as meager as a "first footfall tag" being named as "one of 2 big ones" for explorers doesn't really paint a bright picture of what Odyssey brings to exploration... Let's hope the second "big one", the plant POIs, are at least much more abundant and varied than the handful of Bio POIs we currently have.
 
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That is not at all an answer to the question. The question is not which factors influence what kind of NPCs you may find at a base, but whether the NPCs there have some permanence between instance transition, game modes (open/private/solo) or simple relogging.

Again missing the point of the question. Of course NPC won't be able to shoot you through walls and obstacles, the question is whether line of sight affects their perception, see how games like Deus Ex or Cyberpunk handle stealth with regards to NPCs seeing or hearing you.
I second these requests for clarification. A lot of people treat the current space NPCs like paper targets, because they have absolutely no permanence. Why should we care about NPCs if they are just set dressing, even now?
 
To be honest seeing something as meager as a "first footfall tag" being named as @One of 2 big ones" for explorers doesn't really paints a bright picture of what Odyssey brings to exploration... Let's hope the second "big one", the plant POIs, are at least much more abundant and varied than the handful of Bio POIs we currently have.
Yeah. I really hope that abandoned settlements will be one of good and interesting things. With varied "abandoned look", atmosphere and some loot to find.
 
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