Problem:
As I try to play Elite on a semi-casual basis and join with friends, I have been considering how many hours I spend changing ships, and traversing the bubble to meet a wingmate. I can only strap on a VR headset and play this game for about 2.5 hours maximum in one evening - and the previously described activities generally account for the majority of that time when I have the rare opportunity to play.
It is fair to say that the introduction of telepresence is somewhat problematic for the setting design of the Elite: Dangerous. Personally, I willfully accept the 'game lore' concessions that are necessary to make drop-in drop-out multi-crew possible, however it seems to bother other players and there is more that can be done to smooth out the wrinkles in this feature.
I came across this locked thread which makes some noble efforts to fully realize telepresence in the Elite universe, but suggests some fairly unrealistic alterations to the game that could not easily be implemented, or may detract from the core experience and style of Elite.
This is my proposal to further adapt telepresence into the game's setting in a way that explains several inconsistencies, and I believe would greatly improve the short-session gameplay arc of Elite.
Telepresence Center
In Lore:
In Gameplay:
Telepresence Life Support Module
In Lore:
In Gameplay:
Terminating a Telepresence Session
Ship Transfer
Rationalizing Multi-Crew
Missions
Cargo
Exploration Data
tl;dr I would like the ability to switch control to any of my ships wherever they are stationed, quickly, regardless of how far away they are and with reasonable risk/reward to make flying directly as a commander still worthwhile. Piloting one of your ships with telepresence should be a very similar gameplay experience as piloting as a commander.
As I try to play Elite on a semi-casual basis and join with friends, I have been considering how many hours I spend changing ships, and traversing the bubble to meet a wingmate. I can only strap on a VR headset and play this game for about 2.5 hours maximum in one evening - and the previously described activities generally account for the majority of that time when I have the rare opportunity to play.
It is fair to say that the introduction of telepresence is somewhat problematic for the setting design of the Elite: Dangerous. Personally, I willfully accept the 'game lore' concessions that are necessary to make drop-in drop-out multi-crew possible, however it seems to bother other players and there is more that can be done to smooth out the wrinkles in this feature.
I came across this locked thread which makes some noble efforts to fully realize telepresence in the Elite universe, but suggests some fairly unrealistic alterations to the game that could not easily be implemented, or may detract from the core experience and style of Elite.
This is my proposal to further adapt telepresence into the game's setting in a way that explains several inconsistencies, and I believe would greatly improve the short-session gameplay arc of Elite.
Telepresence Center
In Lore:
- A station service that enables commanders to reach telepresence endpoints across the galaxy.
- Telepresence is a very new technology that is in high-demand, and as such is only available in more prosperous systems that have access to this state-of-the-art technology.
- Acts as an in-game queue point for CQC and Multi-Crew
- Allows commanders to control the helm of any ship they own that has been outfitted with a Telepresence Life Support Module
Telepresence Life Support Module
In Lore:
- Recent developments in Telepresence have enabled commanders, at premium cost, to retrofit a long-range Telepresence endpoint into their ships' life support systems and control the helm. This allows commanders to take control of their ship at adequately equipped stations from the other end of the galaxy.
- This technology is in nascent stages, and a ship's long-range Telepresence Life Support Module is uniquely imprinted to a commander. It is currently impossible to grant long-range Telepresence access to other commanders, as it is also impossible to gain unauthorized access to someone else's Telepresence Life Support Module. Potential flavor lore: Experiments with cross-commander telepresence have resulted in severe neurological issues and/or madness.
- Your Telepresence hologram does not require oxygen to persist, however since telepresence endpoints must be retrofitted into a ship's life-support system it follows that telepresence sessions will terminate after life support fails.
- This is a standard module available at outfitting from some stations, at high cost.
- OR an engineered module.
- OR an experimental module.
- On cost: By no means should this be exclusive to the billionaires of Elite. They should be relatively pricier than modules of the same class, resulting in comparatively higher base cost and rebuy, and exponentially higher cost for larger ships. It may also have comparatively higher power draw or weight requirements. This provides a risk/reward to the use of Telepresence, and conveys some benefit of continuing to fly ships as commander.
- It also adds a compelling progression arc, where newer players who may not have progressed to the point of installing telepresence into one of their ships may set that as a meaningful goal for themselves.
- If your canopy breaks or life support fails, you can only maintain X minutes of the telepresence session before the ship is lost.
Terminating a Telepresence Session
You may terminate a Telepresence session from the Functions tab only when docked at a station or parked on a planet surface. (To enable long-range exploration with this feature) Otherwise the ship will display a warning message.
Logging out while engaged in a telepresence session will resume your telepresence session from where you left it upon login, just as it would in piloting with your commander.
Ship Transfer
Ship Transfer is not available when using telepresence. The shipping company considers it a liability to accept these jobs from people who are not at the station in-person.
Rationalizing Multi-Crew
Ships capable of multi-crew come pre-equipped with a long-range telepresence endpoint and a local telepresence switch that allows for any authorized commander to control gunner or ship-launched fighter seats, however this feature is not built into life-support and does not allow for control of helm without a Telepresence Life Support Module installed, which can only be operated by the commander who owns the ship.
Missions
Missions tied to your commander are not listed or actionable during your telepresence session, but the timers will continue to count down behind the scenes. This does not apply to community events, which are visible globally and share progress.
Cargo
Each ship is allowed its own cargo hold that persists regardless of telepresence sessions
Exploration Data
Long-range Telepresence was not designed to transmit exportation data, which is only transferrable directly from a ship's computer to a station.
tl;dr I would like the ability to switch control to any of my ships wherever they are stationed, quickly, regardless of how far away they are and with reasonable risk/reward to make flying directly as a commander still worthwhile. Piloting one of your ships with telepresence should be a very similar gameplay experience as piloting as a commander.