First of all, if anyone here hasn't played Mount and Blade: Warband, I recommend it as an excellent game.
Now with that said, there's a feature of Mount and Blade games that I find very interesting for FD to think about -- the ability to walk around the towns.
Most of the game is played on a strategic-level game board where you take your warband from place to place on the overmap. However, TaleWorlds implemented an interesting system where you had two choices with how to interact with towns and villages in particular
1: access most of the features in a strategy/rpg style menu
2: take a walk around the city or village, and find the merchants and other characters of the town -- including a few you can only access in this way. I'll call it "walkabout mode."
For the most part if you're in a hurry, you're going to use the menu. But the Guild Master, who allows you to invest in the various towns, is walkabout-only, the village chief has some walkabout-only options, and there are a few quests that can only be done in walkabout mode, as well. It is entirely possible to prosper in the game while completely ignoring these features, but they add some immersion and reward you for exploring the game fully. I think it strikes a really good balance for an optional feature.
Now here's how this ties back into ED. You don't have to let us walk all over all of the everythings in order to implement space legs into a game like ED. At least -- not at first. It's a given that with the implementation of a completely new feature, like Space Legs, there's going to be limited areas where it's applied, at first, while FD gets the physics stable and irons out all the bugs (because you're NEVER going to find ALL the bugs in a feature like this in QA testing)
So a walking-simulator mode that allows you to access a sort of business center or promenade on stations, similar to the Mount and Blade: Warband walkabout feature, is a great place to start.
Taking from the Warband model, imagine a plaza with offices that answer to various station features, such as the Commodities Market, Mission Board, Passenger Lounge, Maintenance bay, Shipyard, etc. This would be a good place to start building the world a bit and implementing a walkabout mode for space legs.
As for features that could only be accessed from the promenade -- how about using it as a stealth extension to the mission board?
How about a Space tavern that would allow you to make contact with individuals who wanted certain work done without any real wish to attract the attention of the station controller who monitors the mission board? Assassination, smuggling, object retrieval, covert ops, that kind of thing. Just pop into the tavern and start asking around, see what the underside of the station society might want done.
How about people hanging around in the Commodities Market and Passenger Lounge that don't trust an automatic system and want to look someone in the eye and shake their hand when they do a deal?
How about a Station Authority Council who is very interested in ending the health and well being of certain notiriously violent individuals in their sector?
How about a Benevolent Society who is attracting charitable donations for various causes sponsored by the factions in the station?
Just throwing ideas out there but there's plenty more where these came from. The ability to walk around, talk to people, make contact and be rewarded for doing so, without being forced to do so, is key. There's ways to integrate such things into a walking-simulator version of space legs. It would be a (pardon the expression) tentative step in the right direction.
It would be a way to increase immersion, add new features to the game and build the world of Elite
angerous without making the new feature too taxing on the capabilities of the programmers or roping players into it who weren't interested. People have only been doing versions this kind of walkabout simulator for about 30 years now. If it's a direction FD decided to go in, it ought to be feasible to develop it as a stepping stone while a more combat focused system gelled into being around it.
Just my $.02. Interested in people's thoughts.
Now with that said, there's a feature of Mount and Blade games that I find very interesting for FD to think about -- the ability to walk around the towns.
Most of the game is played on a strategic-level game board where you take your warband from place to place on the overmap. However, TaleWorlds implemented an interesting system where you had two choices with how to interact with towns and villages in particular
1: access most of the features in a strategy/rpg style menu
2: take a walk around the city or village, and find the merchants and other characters of the town -- including a few you can only access in this way. I'll call it "walkabout mode."
For the most part if you're in a hurry, you're going to use the menu. But the Guild Master, who allows you to invest in the various towns, is walkabout-only, the village chief has some walkabout-only options, and there are a few quests that can only be done in walkabout mode, as well. It is entirely possible to prosper in the game while completely ignoring these features, but they add some immersion and reward you for exploring the game fully. I think it strikes a really good balance for an optional feature.
Now here's how this ties back into ED. You don't have to let us walk all over all of the everythings in order to implement space legs into a game like ED. At least -- not at first. It's a given that with the implementation of a completely new feature, like Space Legs, there's going to be limited areas where it's applied, at first, while FD gets the physics stable and irons out all the bugs (because you're NEVER going to find ALL the bugs in a feature like this in QA testing)
So a walking-simulator mode that allows you to access a sort of business center or promenade on stations, similar to the Mount and Blade: Warband walkabout feature, is a great place to start.
Taking from the Warband model, imagine a plaza with offices that answer to various station features, such as the Commodities Market, Mission Board, Passenger Lounge, Maintenance bay, Shipyard, etc. This would be a good place to start building the world a bit and implementing a walkabout mode for space legs.
As for features that could only be accessed from the promenade -- how about using it as a stealth extension to the mission board?
How about a Space tavern that would allow you to make contact with individuals who wanted certain work done without any real wish to attract the attention of the station controller who monitors the mission board? Assassination, smuggling, object retrieval, covert ops, that kind of thing. Just pop into the tavern and start asking around, see what the underside of the station society might want done.
How about people hanging around in the Commodities Market and Passenger Lounge that don't trust an automatic system and want to look someone in the eye and shake their hand when they do a deal?
How about a Station Authority Council who is very interested in ending the health and well being of certain notiriously violent individuals in their sector?
How about a Benevolent Society who is attracting charitable donations for various causes sponsored by the factions in the station?
Just throwing ideas out there but there's plenty more where these came from. The ability to walk around, talk to people, make contact and be rewarded for doing so, without being forced to do so, is key. There's ways to integrate such things into a walking-simulator version of space legs. It would be a (pardon the expression) tentative step in the right direction.
It would be a way to increase immersion, add new features to the game and build the world of Elite
Just my $.02. Interested in people's thoughts.