FPS in Elite Dangerous vs Star Citizen

I have been playing a bit of Star Citizen just lately and noticed that in their FPS section of the game the player can look around corners via leaning the top half of their body. Much like what you see players doing in Rainbow Six Siege.

Why isn't this feature also in Odyssey?
 
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I have been playing a bit of Star Citizen just lately and noticed that in their FPS section of the game the player can look around corners via leaning the top half of their body. Much like what you see players doing in Rainbow Six Siege.

Why isn't this feature also in Odyssey?
It's just not that kind of game. Same reason Odyssey doesn't let you pick up objects and carry them around, or sit in chairs, or hide corpses in lockers.
 
I have been playing a bit of Star Citizen just lately and noticed that in their FPS section of the game the player can look around corners via leaning the top half of their body. Much like what you see players doing in Rainbow Six Siege.

Why isn't this feature also in Odyssey?
Because Odyssey is meh?
 
While I loved the answers (I'm still not sure I want to know how that corpse went inside that locked), I'll try to be more realistic.

Most likely, isn't a priority right now. It's a feature that comes at risks (mostly balancing), and when you have drop availability issues, mission trigger bugs, lighting & particle issues, adding a new feature that requires animation time and balancing (that they are not really familiar with) is risky, if not counter productive.
 
Odyssey's combat aspects don't aspire to conventional FPSes, especially the likes of Rainbow 6. Odyssey attempted to be but fell way short of being an "immersive sim" the likes of Thief and Deus ex. I'm not saying leaning wouldn't be a good thing, it really would, and hell I'd really like a goddamned RECON DRONE instead of feeling cheap by using the camera suite... but here we are.
 
This will be a good one, but people seem quite happy and fun today, so hopefully it'll stay on the silly side of the argument!

Either way, it's an opportunity to sit in the garden with some popcorn, and suggest that the answer is because we all have a broomstick jammed inside our RemJob suits, so we can't really bend without falling over.

Next question please Steve!
 
While I loved the answers (I'm still not sure I want to know how that corpse went inside that locked), I'll try to be more realistic.

Most likely, isn't a priority right now. It's a feature that comes at risks (mostly balancing), and when you have drop availability issues, mission trigger bugs, lighting & particle issues, adding a new feature that requires animation time and balancing (that they are not really familiar with) is risky, if not counter productive.
Fine you want the real answer? It's because Elite is designed to be played with a console gamepad, and there's button mapping limitations. This is why there are only two possible firegroup triggers, this is why it's so weird interacting with monitor panels, this is why we have those goofy radial menus, this is why many crucial features don't allow a dedicated keybind, and this is why you can't lean around corners.
 
Fine you want the real answer? It's because Elite is designed to be played with a console gamepad, and there's button mapping limitations. This is why there are only two possible firegroup triggers, this is why it's so weird interacting with monitor panels, this is why we have those goofy radial menus, this is why many crucial features don't allow a dedicated keybind, and this is why you can't lean around corners.

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Maybe make a case for it first. I mean I've no issue with it but is there a reason TO add it? How about slowed time through aiming? Maybe, since it's multiplayer, implement via precise aim/magnetism and faster bullets, or however. That'd be cool too. Hey how come THAT'S not already in?!?
 
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