Immersive Ship Transition vs. Teleportation

I don't think the blue circle is meant as a teleportation type of thing, it's just an indicator as to where you need to go. Like when you are onboarding your SRV back to the ship. But I agree it could be better placed so that when you're on the circle you're facing a doorway or ladder, just to help with immersion. Maybe that is the intention and we just didn't see it clearly. I'm pretty sure on the other video with the shuttle service, as he was about to board he approached the Adder's steps.
 
I don't think the blue circle is meant as a teleportation type of thing, it's just an indicator as to where you need to go. Like when you are onboarding your SRV back to the ship. But I agree it could be better placed so that when you're on the circle you're facing a doorway or ladder, just to help with immersion. Maybe that is the intention and we just didn't see it clearly. I'm pretty sure on the other video with the shuttle service, as he was about to board he approached the Adder's steps.

I don’t think anyone is implying that it’s teleportation within the game lore. It’s just teleportation as far as we, the players, see. And yes, from what we’ve seen so far it looks like the blue circle is in different positions for different ships so for ones with a ramp/elevator they might be located at the base of that ramp/elevator.
 
Agreed. It was in the Kickstarter, and I think DB OBE was always keen for it to happen. But I don't think it's eventual appearance was a forgone conclusion within the game's evolution.
The thing that puzzles me is they built all the ships to be future proof, with legs in mind, and then dont use the darn steps! The Conda is the only one with damage effects though so not sure what thats about.

While I would have much preferred going up the stairs/ladder or lift to get in my ship, I can live with what's being offered. Hopefully they add something better in the future, but I won't hold my breath.

I don't think the blue circle is meant as a teleportation type of thing, it's just an indicator as to where you need to go. Like when you are onboarding your SRV back to the ship. But I agree it could be better placed so that when you're on the circle you're facing a doorway or ladder, just to help with immersion.

Im not a dev or a programmer or a coder, and I certainly don't understand game development, but I hope that this is one thing that they do change before full release. It doesn't seem that hard to move the blue teleport circle to outside the door or the top of the steps, surely it wouldn't involve mass loads of work would it? I can see ladders being an issue as will need whole new 'climbing' code unless its at the bottom of the ladder, but in the space station they went up and down steps so thats already there? Shouldnt take any longer really than going under the ship so the 'dont want to be travelling while your ship is getting shot up' argument doesnt really make sense to me, that does apply to interiors though I can see that, but not for boarding location.

And Ive never played the immersion card before so Im playing it on this one thing and this one thing only.
 
It looks silly when players just disappear (if you were looking at another player enter their ship). I agree some kind of 1 - 2 second entry animation should be added.

... I would also love be "ported" into the cockpit (every cockpit has a door - dump us there after a blackout) and then have the ability to walk around the cockpit area only, and then to my own chair and sit down.

That seems like a good half-way house between gameplay time / developer resources and satisfying the walk around / ship interior crowd.
 
You would be able to get a sense of scale of the cockpit, pick a seat, appreciate the view, and feel like you were getting in it / out of it to your SRV / SLF?
 
Even without ship interiors, creating proper airlocks/elevators for all ships isn't an unreasonable request. If you're really lazy (and FDev is as evidenced by fade-to-black being their go-to), then a universal 'eleveator' from the cargo hatch would work as literally all ships have this exact same size asset in place, requiring little in the way of customization.

But, hey, everybody else wants the quickest, most seamless possible way. Which means blue halo is in.
If only we could just drop supercruise and jump ranges, imagine how much time we could spend doing repetitive tasks instead of immersing in the galaxy!
 
Am very positive about the Starport Tour video. Overall its good. Hope the ship transition is not final. On the ED subreddit, Preem explained:

preem_choom:
"Good transition: the elevator from the main hub to the hanger

bad transition: walking into a blue circle to get into your ship

Hope thats temporary, it's the only real meh moment in the trailer.

I think there are several, every ship has either a ramp, a ladder near a rear exit or something similar. Just let those extend and let me climb them or jump up to a door, and than after entering it you get a fade too black.

There has to be a midway between going inside your ship and teleporting there. Thats why I liked the hub > hanger transition, even though it's essentially the same thing as the blue teleport circle. Just dress up the teleporting is all I'm saying."

So, realistic transitions to your ship will take time/dev cycles to implement, as there are lots of ships. Pretty sure fdev wants to stay away from ship specific animations, whenever possible. Not saying they won't happen later, but they'll probably be much more concerned with odyssey and getting the essentials of first-person space legs down.

Referencing Bioware's anthem experience: the suiting up animation gets boring after a while, although it's still a cool thing to see every now and then.
A good middle ground might be to...
  • Mask load times with the animation (ones that you'd get anyways)
  • If load times are so short that masking is irrelevant, you can offer the user the ability to "skip" the transition
^ but these ideas are contingent upon FDev willingness to sacrifice other feature development to support this; and or incorporate this with future ship designs down the road. Remember that once changes like this happened, they must be maintained. In theory, placeholder animations could be substituted, e.g. it wouldn't be you but just some dude/dudette in a spacesuite. The placeholder animations would occur the moment you stepped in the blue circle. This is a much easier thing to implement, but still has to be done for every ship and might take time. This animation might also imply some interior design work, which Frontier might not have resources for at the moment.
 
Last edited:
Seems a nice idea- maybe FD are thinking about 'busy work' though- how many times are you wanting to wait for the ladder to come down / hatch open before you want to get in?

I'm not against the idea, but its a fine line between adding something and pointless window dressing- its arguable that walking around the hangar is also busy work, not unless FD put NPCs there.
I would assume that a ladder would already be down with the landing gear like some ships already are with the staircase?
 
Some people would say there is no gameplay involved with a more detailed entrance for ships, so the circle on the ground and instant pop out is preferable to having Fdev spend time and resources fleshing out anything more.

I disagree
 
thats a perfect solution. i mean does anyone REALLY complain about the couple seconds you spend watching the srv get grabbed and start lifting up into the ship?
 
I would assume that a ladder would already be down with the landing gear like some ships already are with the staircase?
You would think so, or make it that way for the ships that have separate hatches. But even then its a case of got to a spot and press X though?
 

Deleted member 38366

D
I still remember their first footage and text script going along with it...

"[...]one of the key things I really wanted to push was the idea that you kind of get that Neil Armstrong moment when you actually set foot on a Planet for the first time, had to have a slight emotional resonance to it, had to feel like you were literally touching the ground for the first time[...]" (Art Director, ELITE Dangerous)

Well, nothing beats popping into existence out of nowhere right on the Ground after being Teleported straight from the Cockpit :D

Anyway, the compromise I envisioned/suggested to avoid that type of retro Transition (doing so was standard in Games... 20 years ago or so?) :
  • do a quick Transition but end up in the Airlock, where upon a button press the Airlock opens (it could just open automatically, saving a keypress)
  • there's your chance of SFX/VFX doing their thing as the chamber depressurizes and the lighting doing its thing when the Airlock opens
  • quick run of stairs (or comparable) heading down, leading you to the Planet Surface

Not a too long moment, so it still allows to get into/out of the Ship within a reasonable time, if haste (i.e. Ship under attack) is envisioned to be a bigger factor.
That'd be a far more modern Transition and the only really new asset required would be the Airlock.

Reasonably small thing, minimal effort (a simple standardized Airlock vs. Ship Interiors for dozens of Ships) - big effect.
 
Back
Top Bottom