Interiors, why?

Sure they could but making a DLC which actively encourages some players NOT to buy or use it sounds counterintuitive to me. Not saying it bothers me either way I just don't see it happening.
That's why I said the system ww have now with the choice of base game or horizons. So competitve player when not wanting to be competitive and faff around in their ship can start up Odyssey interiors.....but when they want to be competitive for BGS, they load up base game. Win win?
 
Look at it this way people...how much dev time did Engineers, Multicrew, PP, CQC and Fleet carriers take? I never and hardly ever use those parts of the game...whereas I WILL use interiors if they ever come.
 
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.
While I would accept some form of corner-cutting and homogenization for the sake of viability, and the groundwork for something like that is already laid in the game's lore, too much of that would kill the allure.

The whole point of ship interiors is to see more of the soul of the ship. To come to know more of it and to make it more alive. Imagine if every ship in the game had a similar "Faulcon DeLacy cockpit module". Wouldn't be good.
 
While I would accept some form of corner-cutting and homogenization for the sake of viability, and the groundwork for something like that is already laid in the game's lore, too much of that would kill the allure.

The whole point of ship interiors is to see more of the soul of the ship. To come to know more of it and to make it more alive. Imagine if every ship in the game had a similar "Faulcon DeLacy cockpit module". Wouldn't be good.
Just to clarrify (apart from modules they should look the same), cookie cutter corridors for the devs, to quickly build up the interior...then spend a bit more time adding some unique details here and there, or design the corridors with cosmetics points and let the players use ARX to buy decorations to make their ships unique themselves?
 
Incidental.
My point is, players USE those spaces, a whole bunch. You spend time there, you don't meet up with other players in some tavern the devs plonked in the world, you meet up in their houses where they've decorated the interior, maybe placed a few interactables, there are various services available based on what they've upgraded it with. Some groups use them as guildhalls in games with no dedicated guildhall system. They are where player interaction happens.

The devs only need to create a barebones outline and players fill in the rest to create spaces other players WANT to visit. Plus it's potentially a microtransactions goldmine when you begin adding premium cosmetic items on top of all the ones purchasable with ingame currency.

Ships are FAR better than spaceports and the like in that regard. they're the places where players are, not places they have to go to. You don't need to put time into handcrafting those spaces and all the details, you just create a barebones tileset for each ship manufacturer, and set interior layouts based on ship size, with doors to certain rooms accessible only if the ship has certain modules installed. The players decorate the rest. Then the system is infinitely expandable as you continue to release more game content.
 
My point is, players USE those spaces, a whole bunch. You spend time there, you don't meet up with other players in some tavern the devs plonked in the world, you meet up in their houses where they've decorated the interior, maybe placed a few interactables, there are various services available based on what they've upgraded it with. Some groups use them as guildhalls in games with no dedicated guildhall system. They are where player interaction happens.

The devs only need to create a barebones outline and players fill in the rest to create spaces other players WANT to visit. Plus it's potentially a microtransactions goldmine when you begin adding premium cosmetic items on top of all the ones purchasable with ingame currency.

Ships are FAR better than spaceports and the like in that regard. they're the places where players are, not places they have to go to. You don't need to put time into handcrafting those spaces and all the details, you just create a barebones tileset for each ship manufacturer, and set interior layouts based on ship size, with doors to certain rooms accessible only if the ship has certain modules installed. The players decorate the rest. Then the system is infinitely expandable as you continue to release more game content.
From my incidental experience players use hubs much more intensively.
 
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.
Take your opening statement and fly a saud kruger ship, or even the obs deck on an anaconda. The views and "atmosphere" from any of these vantage points backdropped into a window out the ship will be epic in their own right.

i think you would lose that bet significantly, the screenshot threads are testament to the lengths CMDRs go to for that perfect pic.
 
I'd like the kind of gameplay you get from X3, whereby a pilot bails and leaves his ship for you. You can then repair it, climb aboard and send it remotely to a station so you could sell or scrap it.

That's the only use for ship interiors I can think of that I'd enjoy.
 
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?".
they dont even play their game they have no idea, one live stream mentioned core rocks being red, while sub surface were green... i mean if only! but yeah they havent a clue.
 
Take your opening statement and fly a saud kruger ship, or even the obs deck on an anaconda. The views and "atmosphere" from any of these vantage points backdropped into a window out the ship will be epic in their own right.

i think you would lose that bet significantly, the screenshot threads are testament to the lengths CMDRs go to for that perfect pic.
You can already get a view from the ship and around the ship using the camera feature. Why invest a bucket of development time, creating a rod for future developments, just so you can get a different play on the same views already possible?

Again, I'd argue 99% of CMDRs, once they've walked around their ships clockwise and anticlockwise a couple of times, will rarely use the feature again. Likewise with stations. IMHO it will be Multicrew 2.0.

2021 is going to be interesting...
 
You can already get a view from the ship and around the ship using the camera feature. Why invest a bucket of development time, creating a rod for future developments, just so you can get a different play on the same views already possible?

Again, I'd argue 99% of CMDRs, once they've walked around their ships clockwise and anticlockwise a couple of times, will rarely use the feature again. Likewise with stations. IMHO it will be Multicrew 2.0.

2021 is going to be interesting...

Ship interiors is one of the most asked for features, much like the external camera there will be a dedicated following, cant compare it to multicrew because no-one asked for it as no one wanted it.
 
No, it wasn't. It was about ship exterior. Which is the opposite of ship interior, naturally.
:ROFLMAO::LOL: , post is still there for you to re-read in black and white, believe what you like.

Ship exteriors dont serve a clear purpose, especially cosmetics, but FDev have made serious ££ from cosmetics, so ship interiors could serve a solid financial purpose let alone the hours of "gameplay" we could enjoy with them too.

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.
especially
/ɪˈspɛʃ(ə)li,ɛˈspɛʃ(ə)li/

adverb

  1. 1.
    used to single out one person or thing over all others.
    "he despised them all, especially Sylvester"
especially cosmetics
 
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.
most sense award go's to...
 
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