Interiors Vs FDEV's Escape Argument

Don't forget, many of the ships can re-use assets .... Yes, they vary in sizes, but hallways, crew quarters and access to powerplant/shields and other internals can re-use many of the same building blocks, if not entire rooms.
Just have manufacturer generic tilesets: Lakon, Gutamaya, Saud etc, and all the internal areas reuse the same ones. Then you just need the cockpit ("done" touch-up as needed), and make inaccessible any other areas with specific views outside, like the second bridge in the anaconda.

Then FDev only need to create 6 tilesets instead of the 26-38 otherwise.
 
I agree with most of what you say, but I'd hesitate to claim it's purely down to laziness on FDev's part. That's just going to breed resentment from any developers reading the forums. They were clearly working very hard to get Odyssey out in time for their internal deadline, after which it was all hands on deck to patch it before it sank. And patch it they have. My guess is that the blue circles are a placeholder that was implemented under time pressure, and something they'll revisit once things settle down.
Fair enough - happy to concede that my choice of laziness was probably not productive. I happily acknowledge there has been a lot of work in Odyssey, and a lot of good work, despite the gripes. This is however being massively undermined by the corners that have been cut to meet the time pressure you describe. I don't think it's controversial to say this

So yes, driven by time pressure, but under that pressure, deliberate design decisions have been made about what didn't make the cut. The blue circles are just a particularly poor effort to impact ratio. I design buildings for a living. If I designed an amazing building, but decided to omit the door that allowed you access, I could hardly defend it by claiming, 'ah - but it's just the door! It's only one small part'. Ok - not a perfect analogy... but the point is, it matters. In EDO there was a clear deliberate design choice made to, in some cases have stairs descending to the surface saying 'climb me to enter' next to the blue circles saying 'don't climb them to enter'. Bad design, whatever the reasons.

Anyway the nub of my point was that, in my view, there remains a relatively straightforward solution that would address most of immersion breaking concerns, without giving rise to most of the technical issues raised around possible instancing, entities within entities etc, which frankly I don't know enough about technically to comment on anyway. For me, the possible levels of implementation are

1: Give us the cockpits and an airlock transition, only usable when the ship is landed, and eliminates the much mocked Armstrong Moment Issue.
2: Ship interiors, minus all the adaptable bits, which happen behind the bulkheads, and only accessible when landed. Just some standard rooms such as a sleeping quarters, crew quarters, social space maybe and corridors linking the main spaces like airlock and SRV bay. Doors could be placed to rooms which may become activated in later releases. You can skip these, and they don't have to have a compulsory gameplay element, but you could update your quarters with payable items to personalise your space. This would bring in the 'running down the corridor under fire' scenario, but I described in my previous post why I don't think this is a bad thing. Just don't use your Beluga for a stealth insertion against opposition for heaven's sake. If you do, expect a hike in your insurance premiums!!!
3: The above, but with the ability to move around when you've dropped from supercruise. This would involve addition of zero-g gameplay elements - the EVA drift across to explore the alien wreck-type missions. Perhaps also defend your ship against boarding parties when inderdicted. Again, this feels like a clear, defined expansion that could be added down the line.
4: The whole hog. The Beluga ballroom and the Corvette combat control room. The Cutter hot-tub with drop down cinema screen. Doesn't feel that critical to me, but sure - could be cool.
5: ...and so on

To me, step 1 should happen 'now'. The rest would all be good but other things pop above them in my personal first-person mental list, such as fleet carrier spaces or other on foot spaces external to the ship that would do more to add depth to the immersion, the narrative and the sense of a real active and populated universe.
 
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So, 38 ships, 26 internal layout models. Not as much as it might seem. Is it more work than all the settlements and stations and outposts? I don't know, but Frontier are a games development company, they employ developers, it's their job to make things like ship interiors.

Yes it is more work than settlements. I do know. 38 different interiors is a gargantuan amount of work.

And what is this argument « it is their job to do this or that »? I could say it is their job to model internal organs of characters… what does it bring? Nothing but an opinion, it‘s not a fact.
 
Yes it is more work than settlements. I do know. 38 different interiors is a gargantuan amount of work.

And what is this argument « it is their job to do this or that »? I could say it is their job to model internal organs of characters… what does it bring? Nothing but an opinion, it‘s not a fact.
Less work when you consider the bridge,SLF/SRV bays are modeled,gargantuan would assume full interiors like the other game. Only these areas are needed for the current game loops.
 
whatever the reasoning is, I would rather have ship interiors than a separate FPS mini game that I never wanted. and yesterday I have purchased the 'other' space sim to walk around my ship. after 3.5k hours and 2.5 years of waiting for an update I say 'enough'. next Elite expansion should be free because what I got with Odyssey is worth a fraction of what it was priced at, so I will be still expecting an expansion I paid for, until then Elite and me will be in separation
 
I think the challenge for introducing interiors - and what the Kickstarter videos alluded to, was that the groundwork for module sizes had to be included within the ship design.

Source: https://www.youtube.com/watch?v=uLmk648niJ0



So Frontier would need to come up with not just 38 ship interiors, but an interior template for each module size and type combination which gets loaded dynamically based on your current module loadout. Hardly impossible, but, the groundwork has already been done for this. It's evidenced in the above video series, and the spreadsheet (below) that the creator used to develop those videos.

Further reference:
 
So, 38 ships, 26 internal layout models. Not as much as it might seem. Is it more work than all the settlements and stations and outposts? I don't know, but Frontier are a games development company, they employ developers, it's their job to make things like ship interiors.
They wouldn't need to completely model every nook and cranny of the 38 ships!
They could make prefab modules for each manufacturer of different sizes and with different colour schemes (even sell special ones for ARX) and have them connected with open door > fade to black > new module area.
Make it only allowed when the ship is landed I wouldn't mind and iterate from it. In the future expand to having us traverse the ship while she's stooped in space in EVA etc
The possibilities are endless for ship interiors and would really add to the feeling of being in space forging my own path.
 
They wouldn't need to completely model every nook and cranny of the 38 ships!
They could make prefab modules for each manufacturer of different sizes and with different colour schemes (even sell special ones for ARX) and have them connected with open door > fade to black > new module area.
Make it only allowed when the ship is landed I wouldn't mind and iterate from it. In the future expand to having us traverse the ship while she's stooped in space in EVA etc
The possibilities are endless for ship interiors and would really add to the feeling of being in space forging my own path.

They indeed are endless and have great potential for both gameplay and immersion. If it starts with an optional "here's a corridor to walk down, and here's a bunch of doors that you can't open yet" I think that would be massively preferable for most people. The current animation-less fade to black / blue circle feature is the least favourable option of all in my opinion.
 
They indeed are endless and have great potential for both gameplay and immersion. If it starts with an optional "here's a corridor to walk down, and here's a bunch of doors that you can't open yet" I think that would be massively preferable for most people. The current animation-less fade to black / blue circle feature is the least favourable option of all in my opinion.
Indeed the current fade to black / blue circle is very jarring, adding a fade to black from cockpit chair to a small module that could lead to the exit with a ramp or stairs would be a great improvement and not boring at all. Those little moments are what make sim games shine!
 
Only these areas are needed for the current game loops.

What game loops? People talk about strolls inside ships without any gameplay. If you talk about gameplay loops then everything is already there because there is no new gameplay except a walking simulator.

It’s a matter of work vs returns and right now there is no valid justification to start this gigantic workload.
 
What game loops? People talk about strolls inside ships without any gameplay. If you talk about gameplay loops then everything is already there because there is no new gameplay except a walking simulator.

It’s a matter of work vs returns and right now there is no valid justification to start this gigantic workload.
You access these areas right now,only we fade to black at the moment and these areas are modeled so the work to gain access to just these is not "gigantic".
 
When you land on any planet you can dismiss and recall your ship, that auto pilot feature already exists so why (if you did picked a large ship) could you not have had an option in planning your mission to 'Launch Upon Boarding' .... as soon as you board, the ship auto launches to orbit while you make your way to the bridge
There are also ways to avoid the 'being shot at while you climb a ladder' problem.

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