If/when spacelegs ™️ arrives.

I need space legs like a fish needs a bicycle.

It can be even worse than that, depending on the implementation. We might easily end up forced to run around on foot for hours in order to find some spaceleg-specific unobtanium for some important engineering blueprint. See also: SRV and raw materials.
 
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The vehicles you see in space stations I can imagine are probably smaller than your Cmdr! Unless things really are to scale.

To get around the landing pad vs number of Cmdr's on station or frame rate issue. I think players would have to be given a time limit to sit on the pad (2 mins for instance) if they're literally just stopping to refuel and repair. Then have to leave, this will free up space for other Cmdr's waiting outside to dock.
If however the currently docked Cmdr wants to do more or take their time, they'll have to go into a hangar which will immediately free up space allowing for a higher number of Cmdr's in total should they all go to hangars. There looks like there's a lot of space when the elevator goes down. If there are pads free due to low traffic it could stay as normal, heavy traffic however and the time limit implements plus an audio cue like "due to heavy station traffic, all cmdr's must enter their designated hangar if their stop isn't routine".

If lots of Cmdr's leave their hangar and walk around top side, I mean Fortrubbish and RDR2 etc manage high player counts, albeit across a larger area. Maybe they could have players topside partitioned from those flying around the station/in hangars so they only become visible once you leave the ship to help with frame rate.

Fdev do make really good quality updates though when I compare them to other highly buggy or subpar updates from other games. If they're taking this long to implement space legs, it's probably because they're making sure it's done right (along with squeezing in other important updates). Many other space games like SC try to rush to win the market and just aren't as good.

As excited as everyone is for space legs, I must admit atmospheric planets are becoming an increasingly interesting thought. Going to a water world with clouds and a blue sky, and going under the water, or emerging and seeing it all run off your canopy/screen. And metal rich planets that look volcanic or with lava would be incredible. High risk for high quality metals.
 
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It will be no different to what we have in space. 36 (I think thats the limit) commanders max, others will be in different network instances.

P2P is okay as long as you are instanced with not too many people and in the same geographic location. People asking for a server system don't seem to understand that we will have the same issues with lag especially in a twitch based game like ED. If it was turn based instead of real time and servers set to different geological areas, then a server system would be fine.

I really do not understand why people think a server system will work as it will most like make it even slower.

So I've been playing a lot of MMO's including a few of the more action oriented ones and none of them had anywhere near the the amount ot networking problems E: D has had during the entire time I've played it. I honestly can't remember a time when planetside 2 had me hanging in space for 10, yes 10, minutes while there was no one around!

Yes Client server will has occasional issues with lag but no where near the amount of disconnects E: D has nor will it have even close to the amount of instancing issues where some people can't see other people they're instanced with while those others have no problem seeing them.

You don't seem to understand that there are people here who have actually played client/server based multi-player games, some of them like me may have played quite a few, and know how they perform compared to E: D. And, no MMO's tend not to be turn based and MMOGFPSes are, and have been, a thing for a while now and they do actually work quite well on a client server model.
 
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So I've been playing a lot of MMO's including a few of the more action oriented ones and none of them had anywhere near the the amount ot networking problems E: D has had during the entire time I've played it. I honestly can't remember a time when planetside 2 had me hanging in space for 10, yes 10, minutes while there was no one around!
Planet side 2 is a very different game. They also use a lot of smoke and mirrors to make it work. I am not saying that ED has a great P2P system, it isn't and needs to be improved, but going client server is not the way in my view.

Yes Client server will has occasional issues with lag but no where near the amount of disconnects E: D has nor will it have even close to the amount of instancing issues where some people can't see other people they're instanced with while those others have no problem seeing them.
Yes no disconnects, but the game would have to move away from the twitch style combat. Not something I want to see happen myself.

You don't seem to understand that there are people here who have actually played client/server based multi-player games, some of them like me may have played quite a few, and know how they perform compared to E: D. And, no MMO's tend not to be turn based and MMOGFPSes are, and have been, a thing for a while now and they do actually work quite well on a client server model.
I have played them too. No they are not technically turn based, but not that far off it. As i have said nearly all client server based games are split by geographic locations, the same would be needed for ED too and that would splinter the population even more. Not something I want to see.

Sure P2P is not perfect, but neither are Client Server systems depending on the type of game you play.
 
So, for comparison purposes, who in this thread has played much X4?

That game has elements of "walking around in ships and stations" - but the only things that actually have models are the landing pads, cockpits / bridges / offices / bars, and elevators. Where for offices and bars, think 'one room with a short stretch of corridor outside leading to the elevator'. All other doors are locked (even if the door is glass and you can see stuff inside), all other areas are inaccessible by Insurmountable Waist High Fences or the equivalent.

So - even though the stations / ships should be large, there actually isn't all that much to see. It certainly presents a solution to the problem of how to walk around a gigantic space station - you just block off everything but a 'travel pod' the size of a large closet and things connected directly to it. It works, but it's kind of a let down.

I'd love Space Legs to exist, but if that was all we got, I'd question whether it was worth it. X4 has gameplay elements specifically designed around that feature, and I still question whether it was worth it...
 
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