Interiors, why?

and i suppose we will never know that purpose. Great debate, thanks for turning up and discussing it.
If you played more combat you might now why. I concede though that with the advent of power creep visually identifying your targets has made way to wail on BVR clay-pigeons with overpowered weapons. Back in the day Mk1 eyeball was still useful for threat identification.
 
Interiors dont need to serve a purpose is my point, its a sandbox, we can figure out what to do with them, just like the dusty moons they rendered in game with zero biological or geolocial items on them and nothing but flat terrain, yet some people spend days on those dusty rocks.
I'm confused. So with no engaging mechanics (purpose), ship interiors surely risk dissolving into, (a) taking some screen shots, (b) walking around a ship interior clockwise, (c) walking around a ship interior anticlockwise?

And for most CMDRs I'd suggest (a), (b) and (c) risk quickly wearing thin and not being used very much... imho.
 
Also, and I mean that is so obvious - I shouldn't need to mention it - but hey, we live in different times:

The hitbox is determined by the ship shape. The ship shape and the exterior go hand in hand.

I don't know. Sometimes I think the whole world rather regresses with knowledge and smartness.
 
Also, and I mean that is so obvious - I shouldn't need to mention it - but hey, we live in different times:

The hitbox is determined by the ship shape. The ship shape and the exterior go hand in hand.

I don't know. Sometimes I think the whole world rather regresses with knowledge and smartness.
yes because spoilers and paint packs alter hit boxes, we live in different realities indeed.
 
I'm confused. So with no engaging mechanics (purpose), ship interiors surely risk dissolving into, (a) taking some screen shots, (b) walking around a ship interior clockwise, (c) walking around a ship interior anticlockwise?

And for most CMDRs I'd suggest (a), (b) and (c) risk quickly wearing thin and not being used very much... imho.
whats the purpose of a dusty moon with no features, and no biological or geological features? or a planet you cant even land on for that matter?
 
We don't really need it... Just players with the biggest ships want to spend a few hours to walk around some empty cargo bays..
But it will come in time and probably change every aspect of the ship, its cosmetics and gameplay in and around the ship
.... I'm imaging something like sea of thieves in space.
 
The only thing I think anyone noticed about ship exteriors impacting game play much is the T7 being a large ship because it's 1m too tall :D

Seriously though, it's a bit of a pointless argument. It's pretty obvious that interiors could house excellent game play subjectively. Much like any part of any game could. It's equally obvious some don't want it (like, at all), some only want it when there's enough engaging content to warrant it (I put myself in that group) and some want it just to have it.

None of the people in disparate groups will ever agree with the others, not fully anyway. But I'm pretty sure we'll get interiors at some point. Odyssey will be a huge mile marker towards that day, no doubt. Maybe when it's a reality some of us might be around to argue more about what's "fun" and what's 'terrible"

I'm happy to see this thread has produced quite a lot of ideas though. So thanks to the op for that.
 
whats the purpose of a dusty moon with no features, and no biological or geological features? or a planet you cant even land on for that matter?
For views and 'atmosphere'? The challenge of driving an SRV to a location? Ultimately, to find a location/view that is unlike something you've seen before.

And of course building in more and more layers to this experience (as CMDRs have been asking for now for half a decade) such as clouds, weather, rain (of varying element types), snow (of varying element types), aurora, storms, thunder & lightening, rivers and seas (of varying element types), and plant life based on a solid procedural engine, etc would all add more variety and 'atmosphere' to exploration.

But, once I've walked around my ship a few times, clockwise and anticlockwise, how 'atmospheric' is it going to be to find the same chair in the same place for 5th time? Likewise with a station interior?

Hence why I'd much rather FD dedicated time to adding those layers of depth to planet surfaces, than allowing me to walk around stations and ships.

I'll place a good bet that for most CMDRs station and ship interiors will prove of little interest after a few hours of novelty. Indeed, if CMDRs have to walk to a location to get to a mission board and the like, instead of at a key press, it'll even prove an annoyance to them.
 
Varied content that actually ties the artist to concrete gameplay instead of incredibly laborious eye candy.

Look ok, if the walking around means in the already existing cockpits without bulkheads, it’s somewhat not that big of a deal... if you expect long strolls in a 150meters ships in a fully created unique level then it is a terrible idea.
Your argument hold no water really. Laborious eye candy is what cockpits are anyway. Why not have just the HUD and save more time on ship creation rather than waste time modelling intricate cockpits? Cockpit view are not actually needed for gameplay in any shape or form, all the info hud/gui elements we need are identical for every ship so why does FD bother?

Personally I don't see the point in having the ships "fully" fleshed out, but at the very least from pilots seat to SRV/SLF/Ship exit should be modelled for the player to walk if they wish (and those that don't can still "teleport" (or whatever FD will call it) as the game is now). I'm hoping that FD will do what I say above at some point and maybe carry on modelling the rest of the interiors over the course of the DLC support if players want it.
 
big difference between a bus and a ship in terms of complexity...
Why SRV, why landable planets, hey why even stations? I go further - 3d graphics is complex and waste of developer time, we should go back to 2d Elite, it was fine. Im sorry but I cant discuss those ridiculous topics in a calm way.
God forbid AAA studio with full price game and on going game extras store, model 3d ship interior in a game about spaceships, oh the horrors of crunch.
 
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I would love that too. Sounds like to do it properly there could be an entire expansion worth of stuff there however
I don't think this should be a blocker BUT FD would have to figure out a way of meshing into the game for those with and those without the DLC. If I had all the DLC and lets say you didn't ..... And we were both doing trade runs in a T9.. because I have the DLC I could be having to fight off pirates boarding my ship... You would be far more efficient than me which could make you better at BGS work AND PP stuff.

To be honest as a not competitive player at all I actually don't care I get to enjoy fighting off NPC pirates from my ship and get the added bonus of what ever loot I can salvage from them (and perhaps THAT is how they balance it)

But some people who ARE competitive would absolutely complain that it is not fair that they get more stuff "interrupting them" if they have the DLC than those who don't.
This is actually the downside of optional DLCs as opposed to just making a new game. (True in all games not just ED)
Couldn't the competitive person either not buy the DLC OR load up non Odyssey game, like Horizons owners can right now?
 
while I appreciate the amount of work that would have to go into the interiors, especially given the scale of the ships in this game and Elite's high ambient standard for realism

I don't have a clue why you need to ask why.

Anything is better than nothing in this respect. Even if it's just a selection of zones that you fast-travel to by a "lift" or something.
 
Yeah except that completeness is somewhat as much work graphically speaking as what already is in the game... not kidding.
I don't know about that, corridors could be cookie cutter with the ship manufacturers having a unique style, all the internal compartments can be cookie cutter too, a slf hanger will look the same in an Anaconda as it does in a Corvette, SRV bay looks the same in any ship. I actually think if FD are clever it's less work than you fear.
 
yes because spoilers and paint packs alter hit boxes, we live in different realities indeed.
Well, to be fair, during last devstream the community management guy did claim that the back of his beluga liner (or whichever of these he was flying) got stuck when leaving mailslot due to.... shipkit spoiler. My first reaction to that was "and I thought they don't affect the collision boxes" and the very next one was "are you sure it was not that huge tail that is part of core model?".
 
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