Interiors Vs FDEV's Escape Argument

You need to accept they are making up arguments to support their choice not to have a detailed argument on the pro’s and cons. The part that tells me this is that they claim to be unable to imagine what gameplay they could attach. That’s either willful blindness or a damning indictment on the creativity of their design group. I suspect this is simply their corperate choice and the CM is given a handful of “reasons” to throw against the wall.

For whatever reason they will not or can not accomplish it. Stop assuming you can argue passionately enough to change their minds.

I can't take that for anything more than the lazy corporate excuse it is.

EDIT: sad thing is, some people seem to swallow that unsubstantiated dross whole.
 
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The thing is, there's a dozen reasons why ship interiors are a challenge. Many of those reasons are hard to explain, and/or boring as hell, so when they get asked about it, they throw out one of the easy-to-explain options. This is kinda like them saying "Climbing Everest is difficult, many people freeze to death before reaching the summit", and us saying "Okay, but why don't you take a coat?". Fair point! A coat would definitely help. But that's not the only reason, suggesting it isn't a slam dunk of a problem solver, and it's also something they've probably already figured out for themselves.

Ship interiors are too much of a challenge for FDev to have tackled it as part of Odyssey. We're not going to solve that with yet another thread about ship interiors.

I haven't seen one single sound argument, except "I'm not personally excited by interiors", which still doesn't explain all the contrarianism.

The rest has been 100% fallacious nonsense.
 
This is why FDEV's communication sucks. I would LOVE ship interiors, I've made many posts on how the gameplay of Odyssey has no systemic interactions with Elite and that it's a problem that ship interiors and EVA could help with. But we need to face it, we are never getting ship interiors. Never. Ever. FDEV employees have spoken about it in the discord and have basically said it can't be done, the 'ship' is the 'player' and they can't make a 'player inside a player'.

They need someone to come out on stream and just straight up say, "We can't make ship interiors because it is too difficult and we will make more money making park games for the amount of effort it would take to actually get ship interiors working". Then finally this glimmer of hope for ship interiors will disappear and hopefully, some of the players will move onto space games that actually care about the ships and space aspects.

Odyssey is a one and done content drop, it's not like Horizons where they said they will be dropping seasonal updates. Their financial report shows they are now focusing on Jurassic World 2 for the foreseeable future, Elite is done. But the good news is there are other space games to get!
Another problem is the parts of the community that claim not to care about ship interiors 'either way' and proceeds to be against it in favor of something else that will either not happen or break the game anyway. It's pathetic that we can't all come together on this.

United, we'd be their masters. They wouldnt stand a chance or have a choice.
Stand together cmdrs, ship interiors and true VR for EVERYONE!!!!!

O7


Ps fix multicrew and finish powereplay for gods' sake
 
It's more simple than that. He claimed that having to go through the entire ship each time you were entering or leaving would get old, fair enough. At the same time, we get to sprint from the ship to concourse each time anyway.

If interiors were added, why not just give people the option to just fade-to-black transition straight to the airlock or vehicle bays, or straight to the concourse if you're docked? The crotch panel would keep its functionality, and the interiors would be there for the people that want t

They say that it would get boring. As boring as waiting 15 mins for my carrier to jump? What exciting gameplay..waiting for the counter to click down....it does get exciting at the end though....my carrier migjt just eject me out of the carrier and leave wirhout me....
 
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Nothing....i mean NOTHING is as boring as waiting 15 mins for thr carrier to jump....stuck in your ship...watching that stupid counter click down....til you get to prep stages....by this time has completely locked you in.....BORING......but hey....at least no ones shooting at me....right?.....
This is actually the perfect argument for a concourse in the Carrier. I thought for sure this is what they were going for when they let you swap and choose crew members for your Carrier, and they were planning for the future. I assumed a lot of things about Odyssey, actually...
 
Considering how much time Elite has us waste either doing nothing (waiting for power regulators to shut down), or just mindlessly traveling (either running all the way to the concourse elevator, or flying to planets more than 90,000ls away), the whole "it would get boring" argument they gave us just seemed like damage control.

The real reason is likely more damning: the game's code is too spaghettified for it to be a feasible addition. I can think of tons of things an interior could add to gameplay, and frankly the whole "it would take a long time to model them all" is a pretty silly argument as well since the whole job of the asset department of a game dev studio is to literally just spend all day modelling things. They already modelled the exteriors of every ship and every station, why would modelling the interiors suddenly be insurmountable? It's literally that department's JOB to model things.

If they could model individual cockpits to fit inside each individual ship, they can model interiors to fit each individual ship.
 
Arthur said one of the reasons you wouldn't want Interiors is becuase if you were in a hurry retreating from a base you would not want to have to make your way to the bridge through a large ship becuase of the urgent need to 'get out of there'
I like that excuse, it's pretty creative.
 
sorry if this has already been sugested but....

Arthur said one of the reasons you wouldn't want Interiors is becuase if you were in a hurry retreating from a base you would not want to have to make your way to the bridge through a large ship becuase of the urgent need to 'get out of there'

I though that was a weak argument becuase you should pick your battles, if you think a mission leads to danger and you pick a Cutter then you made that choice.

That aside though

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

It still doesn’t warrant the thousands of men hours of work just to take strolls.
 
... you wouldn't want Interiors is becuase if you were in a hurry retreating from a base you would not want to have to make your way to the bridge through a large ship becuase of the urgent need to 'get out of there'
Yeah taking off under fire would be boring...

Source: https://www.youtube.com/watch?v=1U7sAAcYzA0


One of George Lucas' worst scenes, not memorable at all, i always fast-forwards past this, like the lightsabre scenes or trench run <yawn> back to scanning plants, oh yeah baby!
 
My only argument against interiors is thus..
It would take alot of coders and time and resources to do it ship by ship. Not some backroom affair but a full on financed time budgeted code sesh.
Which in turn would not be coders developing repairing fixing the vital parts of the game which are broken.
Optimisation.
Multiplay.
Powerplay/bgs
Piracy fixed
Smuggling fixed.
Lighting fixed.
AI fixed
New ships
New content namely thargoid foot fodder or a tractor beam hehe.
Theres simply too much other stuff to assign resources to.
And on that basis l cannot advocate ship interiors.
Course once its all done....different story.
 
Its all been said before I’m sure but it’s not like it’s a binary decision. It could be done in measurable steps, each adding something to the game.

Even being able to walk around your cockpit and an airlock zone at the top of the steps would be welcomed and get rid of the by now infamous Armstrong Moment popping into existence outside the ship. A door at the rear of the cockpit would fade you into the airlock similar to the SRV now, before a dramatic hiss of air revealed the new planets surface below you. No different to now, but with a better transition and negligible additional modelling, just an approach that cares about the immersion
I don’t buy the ‘player in a player’ line either. Early versions could prohibit you walking around your ship in flight meaning it’s only possible when docked or landed - no different to what’s already in Odyssey, just with some extra surfaces in play. Beyond that, there are plenty of stop off points between just the cockpit and the whole ship. You don’t really need to be able to lick all of the modules. Connecting to the SRV bay or a customisable crew quarters might be fun. Personally I don’t feel the need to repair things myself or fight fires etc so some of this would just be eye candy, but that doesn’t mean it doesn’t matter.
I’m sure there are gameplay loops that lie beyond that and they could be fun, but wouldn’t be why I bought the game. I would rather see more customisation of external environments - fleet carrier concourses, military or prison areas only accessible when certain ranks are achieved. A back room in the bar accessible by a quiet word with the Barman, and only accessible at certain reputation thresholds. Etc etc etc
 
Considering how much time Elite has us waste either doing nothing (waiting for power regulators to shut down), or just mindlessly traveling (either running all the way to the concourse elevator, or flying to planets more than 90,000ls away), the whole "it would get boring" argument they gave us just seemed like damage control.

The real reason is likely more damning: the game's code is too spaghettified for it to be a feasible addition. I can think of tons of things an interior could add to gameplay, and frankly the whole "it would take a long time to model them all" is a pretty silly argument as well since the whole job of the asset department of a game dev studio is to literally just spend all day modelling things. They already modelled the exteriors of every ship and every station, why would modelling the interiors suddenly be insurmountable? It's literally that department's JOB to model things.

If they could model individual cockpits to fit inside each individual ship, they can model interiors to fit each individual ship.
I am sure they can model interiors, that is not the problem. The less easy task is add game mechanics to it. People forget it is pretty complex to add. Think of an complete essay, but now you are required to add another protagonist without fundamentally changing the existing story and characters too much but without separating the new protagonist too much at the same time. And FDev (Ed Lewis to be precise) already explained, they will not do SI without any mechanics attached to it. Why is this topic so hard to understand?
 
I am sure they can model interiors, that is not the problem. The less easy task is add game mechanics to it. People forget it is pretty complex to add. Think of an complete essay, but now you are required to add another protagonist without fundamentally changing the existing story and characters too much but without separating the new protagonist too much at the same time. And FDev (Ed Lewis to be precise) already explained, they will not do SI without any mechanics attached to it. Why is this topic so hard to understand?

Why is it so hard to understand? Because there isn't any reason or sound logic involved with this assertion.

Game development = work. Yes. Nothing you or Mr. Lewis said indicates any reason to believe developing (gameplay for) ship interiors would be disproportionately difficult.
 
It funny when people act like fdev have limited options in this regard. I mean I suppose they do, but they are self imposed.

"we don't have a coder for VR anymore, wahhh" because there exist no one else that could do this job and apparently that's why so many VR games exist?

"Ship interiors would be repetitive, durr" like literally everything else implemented in to game like driving around reloading guardian sites/Davs hope/ Jameson crash... essentially a perfect fit given the trend 🤷‍♂️

The only thing I've been shown fdev completely capable of doing without fail is halfassing it and making flimsy excuses for poor effort. But if they work as hard at actually doing what needs done, we'd be here singing their praise.

They obviously enjoy our disdain
Interiors thread....Almost thought I'd missed the bus....
What this commander said!
Sadly tho I must fine you -150cr for not knowing you stole my retort.
 
Why is it so hard to understand? Because there isn't any reason or sound logic involved with this assertion.

Game development = work. Yes. Nothing you or Mr. Lewis said indicates any reason to believe developing (gameplay for) ship interiors would be disproportionately difficult.
Long story short, if you didn't want to create it as bolt-on feature, you needed to almost completely redisgn basic game mechanics.
Just imagine a current game loop were you are interdicted, the aggressor then shoots out your drives, but now the game requires you to repair the drives manually.
 
I can't take that for anything more than the lazy corporate excuse it is.

EDIT: sad thing is, some people seem to swallow that unsubstantiated dross whole.

Many people around here not only swallow ship without hesitation but they get infuriated when you don't gulp it down with them.

This place almost feels like some kind of social experiment at times.
 
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