No Man's Sky changed my perspective.

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I've said before that I would love to explore the interior of my ship in Elite.

I no longer think like this.

Now, what does No Man's Sky have to do with this? Simple.

That game has pretty much aced "space legs". I mean it is amazing how well done exploring a planet on foot is. Brilliant job.

However...

All I could think about whilst finding animals and building bases was, I wished I were in my ship, flying.

I think that says a lot. Clearly, I didn't realise how much I love Elite's act of piloting until I experienced what I thought I wanted added.

I now am no longer worried about space legs in Elite. It is apparent that I play the game to be a pilot. And I'm happy with that.

I was on the wall not sure which way to fall about legs walking around inside my ships would be nice go to another console to do repairs
and such but that's it but the aspect of flying into gas clouds and atmospheric landings just holds so much more and with flying my space ships is just too good space legs can wait.
 
But you even said it yourself. Elite simply has much more going underneath the engine. That's why it's harder for them to make good, new content. Unfortunately because of people that want things that add nothing to gameplay like Space Legs, that's why we don't have any new content except in the form of ridiculous grindy gimmicks like powerplay, or updates that quite literally add nothing to the game (CQC.) And let's not even open the bag of worms about how multicrew is a perfect example of what space legs will accomplish.



No. The reason why powerplay, cqc and multicrew don't add anything to the game is because FD made them overly optional in order to appease the players who don't want to be "forced" to do anything besides flying their ship. You can't make new content useful if you always focus on making it entirely optional.
 
The latest update for NMS is amazing.

Ive completely disengaged from elite after what we got in 3.1 (ie, jurassic world evolution). Wasn't expecting it to be honest.

Maybe after 1.7k hours i shouldn't be playing, as Sandro believes.

Well can't wait to get back into elite once it gets back into Frontiers main focus rotation.
 
The fact that virtually every non flying/SRV driving activity in the game is 100% effective and instantaneous. Adding space legs to virtually any activity already in the game activities can only make those activities take more time, for at best the same level of success.

Simple fix. Shorten space travel time by adding in-system frame shift drive jumps and making traveling less tedious, then make those instantaneous things non-instantaneous by requiring the player to get out of his ship for a couple minutes. The gameplay loop will take the same exact amount of time, but with more variance in gameplay.
 
I bought NMS for myself but it turned out to be a game that was more appealing to my wife. That should tell you something as she doesn't play anything with flying mechanics.
 
I agree spacelegs should be implemented with the following guidelines:
1. Optional
2. Functional purpose. How does this jive with being optional? One example I can think of would be transporting yourself between stations. I want to go to Station X in System X without moving my ship there. That's a whole conveyance process of finding a taxi, boarding it, riding, disembarking, walking into the destination station. What's the objective? To move my player between stations where my ship is too big for the landing pads or all the pads are full. There must be many examples of that where spacelegs would give us a workaround mechanism to current bottlenecks.
 
As a PS4 player i get NMS before FD, i take both at release, NMS is the reason why i think i dont need spacelegs in ED. I have played a lot o NMS and after some time it was bored of walk, and them they gave us some "Cars", better, but the handling was....stupid. The flight model is arcadish, nothing compared to ED, the same with planetary landing, so as a space sim, ED is much better, both are great games. If i could have the possibility of owning a space station or a planetary base, something modular, that would be great, the same with the ability to land in all planets with or without atmosphere.
 
I was on the wall not sure which way to fall about legs walking around inside my ships would be nice go to another console to do repairs
and such but that's it but the aspect of flying into gas clouds and atmospheric landings just holds so much more and with flying my space ships is just too good space legs can wait.

If you are on the wall, legs might help. Then you can:

Run along the top of it ...
Jump off it ..... or ....
Remain on the wall by straddling it.

See ... legs gives you so many more options :)
 
I agree spacelegs should be implemented with the following guidelines:
1. Optional
2. Functional purpose. How does this jive with being optional? One example I can think of would be transporting yourself between stations. I want to go to Station X in System X without moving my ship there. That's a whole conveyance process of finding a taxi, boarding it, riding, disembarking, walking into the destination station. What's the objective? To move my player between stations where my ship is too big for the landing pads or all the pads are full. There must be many examples of that where spacelegs would give us a workaround mechanism to current bottlenecks.

IF EVA gameplay is optional that would mean no hot repairs, not going out of your ship to fix you canopy etc and the standard "press button to repair" will remain.

This indeed is my exact fear of making stuff too fragmented, if FD cant bank on everyone having the content it cant be woven properly into the game....

UNLESS............................

ships can be disabled rather than blow up, and that most of the time they DONT blow up. That way people without EVA addon would either slowly choke / had to eject (destruct) and people with EVA addon can maybe get out of the ship and do emergency repairs which would save an insurance bill, and possibly any missions etc. (those without EVA dont lose anything because they would just ultimately blow up like now... those with it get to do "stuff" to save their ship).

IF they implemented EVA to repair ships real time but kept the 1 button press to reboot, then they may as well not bother with EVA imo. it has to have purpose and should be significant imo.
 
I think running down people "Spacelegging" with an SRV would be fun emergent gameplay. It will bring back memories of trying to get that roadkill trophy with the skid loader in BF3.
 
I think NMS at least proves it can be done. Whether you like their iteration of it is another question.

Could you imagine it though ... NMS style walking and exploration (and I'd probably take their ground vehicles, too) with ED flight model and galaxy fidelity? Just let your mind wonder on what that would look like.

The thing is, in Elite there's not much reason to walk around right now. NMS Next has more directed story content, the base building, exploring caves and digging into ground for artifacts. Mining resources and crafting is deeper in NMS. These are the kind of gameplay elements ED would need to introduce or improve to make walking around a useful addition.
 
IF EVA gameplay is optional that would mean no hot repairs, not going out of your ship to fix you canopy etc and the standard "press button to repair" will remain.

This indeed is my exact fear of making stuff too fragmented, if FD cant bank on everyone having the content it cant be woven properly into the game....

UNLESS............................

ships can be disabled rather than blow up, and that most of the time they DONT blow up. That way people without EVA addon would either slowly choke / had to eject (destruct) and people with EVA addon can maybe get out of the ship and do emergency repairs which would save an insurance bill, and possibly any missions etc. (those without EVA dont lose anything because they would just ultimately blow up like now... those with it get to do "stuff" to save their ship).

IF they implemented EVA to repair ships real time but kept the 1 button press to reboot, then they may as well not bother with EVA imo. it has to have purpose and should be significant imo.

Baby steps.
 
I imagine spacelegs will facilitate ship boarding, salvaging.. allowing large ships to visit certain outposts to pick up materials that can be transferred via EVA.

There's a ton of things Spacelegs can offer without having to overhaul the current game or even change how repair/reboot systems and modules currently operate.
 
IF EVA gameplay is optional that would mean no hot repairs, not going out of your ship to fix you canopy etc and the standard "press button to repair" will remain.

This indeed is my exact fear of making stuff too fragmented, if FD cant bank on everyone having the content it cant be woven properly into the game....

UNLESS............................

ships can be disabled rather than blow up, and that most of the time they DONT blow up. That way people without EVA addon would either slowly choke / had to eject (destruct) and people with EVA addon can maybe get out of the ship and do emergency repairs which would save an insurance bill, and possibly any missions etc. (those without EVA dont lose anything because they would just ultimately blow up like now... those with it get to do "stuff" to save their ship).

IF they implemented EVA to repair ships real time but kept the 1 button press to reboot, then they may as well not bother with EVA imo. it has to have purpose and should be significant imo.

They can still make it optional, but they would have to change how the AFMU, reboot and repair and repair limpets work.

These three items would need to be changed to band aids only, basically the repair work they do degrades over time. They would still be very useful when exploring or in combat.

You could continue to keep putting the band aid on until you get back to the station for a more permanant solution if you don't want to use space legs (or don't have the expansion) or you could go and do the repairs yourself by using synthesis to create parts to fully repair your ship whether that is EVA or doing module repairs.
 
IF EVA gameplay is optional that would mean no hot repairs, not going out of your ship to fix you canopy etc and the standard "press button to repair" will remain.

This indeed is my exact fear of making stuff too fragmented, if FD cant bank on everyone having the content it cant be woven properly into the game....

UNLESS............................

ships can be disabled rather than blow up, and that most of the time they DONT blow up. That way people without EVA addon would either slowly choke / had to eject (destruct) and people with EVA addon can maybe get out of the ship and do emergency repairs which would save an insurance bill, and possibly any missions etc. (those without EVA dont lose anything because they would just ultimately blow up like now... those with it get to do "stuff" to save their ship).

IF they implemented EVA to repair ships real time but kept the 1 button press to reboot, then they may as well not bother with EVA imo. it has to have purpose and should be significant imo.

And what would you do with the long standing fully established, integrated, virtually universally used AFMU module, reboot/repair, repair limpets mechanics?

Just an example of where there may be some significant resistance. People who use the Neutron Highways to go places. Any change to the functionality of the AFMU is going to have a negative effect. I suspect most who use the neutron highways are not looking for ways to increase the time it takes to travel them, no matter what the activity, especially if it is taking existing 100% successful, virtually instantaneous mechanic, and making it take longer for no other reason than Space Legs.
 
Whilst I understand the OPs point of view, and what he/she is saying, I still want , even the beginnings of space legs:

To land and see techs running out onto the pad to attach power conduits and fuel lines. Loaders moving out to unload cargo I just sold.

And to be able to move around my ship, even if I can't leave it yet.

These things would add little in terms of game play, but would 'ground' the game immensely. It then become more of a universe of people, in ships, in stations, as opposed to a universe of ships and stations.

Clearly moving on from that to visiting markets, bars and other locations in ports and stations would be better still.
 

Jenner

I wish I was English like my hero Tj.
I'm on the other side again with Subnautica. Love my Cyclope, the whole walking inside of it, operating equipment and putting decorative motives, if I could I woul import those features in to my ED ships Instantly :)

Agreed. I love jumping in and out of my craft in Subnautica and the Cyclone is just awesome for that feeling of raw power you get when you're at the helm. I'd love to have that experience in Elite, too....
 
I haven't played a huge amount of NMS (and nothing of the recent update) but I think ED certainly has something to learn from it.
Yes, I do love the ships and everything but I would still like the ability to walk about and explore planets in new ways.
Terrain deformation and the ability to build also appeal to me - I'm not sure ED will ever be able to support those things and it is an aspect of play I enjoy in many games and miss here.
ED is great, there are many things about I think are great, but it could be better.
 
...NMS has so much more content.

You are joking right?

NMS has a lot of very different content yes. But more. No, and please don't so lightly dismiss the value of ED's excellent flight model (and soundscape). Both games have their merits but both are very different in aim and execution, and saying one is better than the other is like comparing apples to chalk just because both can be found in Sainsburys.

As to the OP I agree. Having played NMS on and (mostly) off since its release I've long thought 'space-leggers' should try NMS first, as about the third time I had to walk along a completely generic corridor simply to access a menu not available from my ship, I was bored with it. Indeed it's very noticeable that with this release HG have reduced the amount of such pointless walking.

All said, one aspect that caught me by surprise when HG introduced it was base-building. It's actually good fun, but not enough to justify having space-legs for, imho. Whereas the ability to build and publicise 'SRV' racing circuits is something I've long felt ED should embrace. There was even a prototype mod that achieved that for ED a year or so back, but FDev refused permission for the mod team to continue development.
 
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