No Ship Interiors: - Oops!

Let's actually get it confirmed, but what gameplay would you have that would make you want to walk around your ship after the first time?
I suspect having the option would be nice, ideally with some gameplay reasons for wanting (but not needing) to be able to do that beyond "it looks cool".

Maybe have the option for a direct transition versus walking there.

Or not.

Perhaps you can get out or deploy a floaty drone in your place.

I like the idea that we end up with a consistent being there versus tele-presence thing, with some benefits in using either mode. So you can walk down to your SRV or a fighter and fly it manually or telepresence it for instant access and most of the functionality but not quite all. Do the same with legs.
 
Although it is not a gameplay feature, one aspect of ship interiors that might make it a tempting option for FD is the chance for paid cosmetics.

We could have decorations and additions for every room, and although many players wouldn't be interested, some would, and those whales could represent a valuable income stream.
 
I think FDev could hand over ship interior modelling to the players. No doubt there are some out there with the necessary software and skills. They could then send their creations to FDev, who could incorporate the best ones into ED.

Or give us some means to import them ourselves. Unlike player-created external paintjobs, other players usually won't see them. If you're inviting players onto your ship, it's up to them to download and install the same custom interior pack.
 
What had got loose in the hold
How many of my crew were availabe to repel boarders
The need to personally investigate a warning indication
The need for medical treatment in the sick bay
The oddity about these would be that presumably - since Base/Horizons players wouldn't be able to do this - there's absolutely no risk of there being anything escaping in the hold, people boarding your ship, warning indications that the AFMU can't fix, etc. unless you buy the expansion.

AFMU, repair limpets, high travel speed, fleet carriers ... getting in to most of those situations in the first place isn't really supported by the current game because there are already one-click solutions to them.

But if I'm going to be able to have a meaningful fight with some boarders, on any of the larger ships, with all the sealed bulkheads for them to cut through, I've probably got time to fly to the nearest starport to let the authorities deal with them.

This sort of thing would be great in a game where individual A-B trips take an hour or more and everything was set up around every "routine" cargo hauling trip being an adventure. When they take a few minutes?

The benefit of personally tweaking a large variety of ship components
Fitting a bespoke modification
Certainly possible, but the power creep from the existing Engineering process is already pretty huge, so, what, another 50% power increase to all modules from this?

Other than immersion, what gameplay benefit is added by having this be a "you must personally walk to the module" interface, rather than a menu like the remote workshop? (You're going to do the walking for this sort of thing while safely docked, so it's not even as if "well, you might be attacked while pirates while you've got half the FSD dismantled for an upgrade" is a thing)

The need to analyse a sample in the science bay
Again, what's the gain over either doing this with a menu, or doing it when you collect the sample in the field? (Given that - fleet carriers, etc. - you can leave this sort of thing until safely docked)
 
Having stuff happen in flight is going to have a couple of issues if you're, say, flying though Deciat on a Saturday afternoon in open. Anything else we already seem to deal with through the HUD in the cockpit. I don't think doing the same thing but with extra steps is really the new gameplay a lot of us are after.
exactly, this works for solo and perhaps Co-OP play, but with PvP and how fast some players can get killed, would be shorter than what it could take them to run back to the cockpit. and even if you could get instant teleported back to the pilot seat, it would still take a few moments to figure out what the issue is and start to do evasive actions.

With how the game have evolved in regards to time to kill, etc, then anything that will have you to leave the pilot chair will not work in combat, it sort could work if we would actually need a crew on our ships, so that you either send a crew member to do the "task" or let the crew member pilot the ship and you run and do the task....
After playing some Co-Op games where you have to tinker with stuff "all" the time, I have to wonder, what people who wish for these sort of things, expect for engaging gameplay to these options. List all the game mechanics with have for the SRV. Shoot at stuff, scan settlement beacons, collect material, scan for material. That is just about it. No races, we could potentially have a race legue. No customization except paintjobs, still only one kind of SRV. So based on this, what can we really expect Spacelegs on planets be like?
shoot at stuff, scan stuff with new tool, we will have cosmetics atleast, sounds alot like what we can do with the SRV.

And one of the bigger things I believe is the how we should move around in our ships when we have no artificial gravity, so magnetic boots and all that, but we will get into the floating around in zero G part aswell... and using thrusters inside the game to move around feels just stupid.


so with limited useful options for stuff todo on the ship, I fear most of these things would be us players exploring our ships for a few hours and then opt to use any quick exit options. My current guess on how to leave the ship would be an animation where we exit the ship and walk down the landing stair, take the landing elevator, etc, etc, until we are on the ground. Just like how the SRV is lowered down to the surface. Worst scenario is a teleport that is "instant"... and ofcourse to board the ship will the doing the opposite...
 
So, as the link to another wonderful tool video has been removed, what is this about?

Is it the no walking in our ships thing? I'm just trying to get my head around the thread. Cheers.
 
Just another voice opposing those who think ship interiors are a waste of time - I want ship interiors - that plus landing on atmospherics like in frontier elite 2 . I only play in solo , don't care to interact with other players and there is plenty of game play in this game for me already - I am looking for the immersion factor . Sometimes I'll just sit in my cockpit (ship/srv) with the sound up and listen/watch and thats just as good "game play" for me . I would like to walk through my ship and sit - look out a window . SC is a buggy mess - when it is less of a Buggy Mess then it will likely satisfy my requirements and I'll play less of ED .

sounds like my first hours playing in VR, took me over 30 minutes to switch ship the first time. I still have several ships to check out, and many of the older cockpits make no sense, when you see them in VR. all the useless empty space is stupid. talk about how there is enough space on all the large ships to be able to fit a whole computer room, that can hold all the assist functions...


And you have totally got the point on when this works, solo play (and also to some extent co-op play), no need to fear that just because you are a player, another player must shoot you. If in solo just doing your thing, no active missions, etc, being in neutral/friendly space, there is no real reason for NPC to interact with you. So you can have a walkabout in your ship, marvel at some views, etc, etc.


But as soon as we get into the MMO part with the optional but present PvP, most of these things are rubbish. because players have other motives to engaging other players. And that is why most such suggestions are very likely not to be implemented.

Consider, you find a ship wreck, and you board it and are exploring it. now some bounty hunter rival pirate etc comes and sees your ship docked with the wreck, and opens fire. how long does it take you to get back? 1 minute? 2 minutes? 5 minutes? You ship would most likely have have been destroyed before you can get back. And that is just from NPCs.... the time to kill in this game is to short for having any meaningful content that moves you away from the pilot chair, regardless if it is in the ship or the SRV. So these sort of things would need to drastically change how combat works, so no ship explosions, but disable ships instead... and that is unlikely to happen, after I heard Braben talk about Multicrew, and why we got the 3rd person arcade mode game style for the gunner role.
 
The oddity about these would be that presumably - since Base/Horizons players wouldn't be able to do this - there's absolutely no risk of there being anything escaping in the hold, people boarding your ship, warning indications that the AFMU can't fix, etc. unless you buy the expansion.

AFMU, repair limpets, high travel speed, fleet carriers ... getting in to most of those situations in the first place isn't really supported by the current game because there are already one-click solutions to them.

But if I'm going to be able to have a meaningful fight with some boarders, on any of the larger ships, with all the sealed bulkheads for them to cut through, I've probably got time to fly to the nearest starport to let the authorities deal with them.

This sort of thing would be great in a game where individual A-B trips take an hour or more and everything was set up around every "routine" cargo hauling trip being an adventure. When they take a few minutes?


Certainly possible, but the power creep from the existing Engineering process is already pretty huge, so, what, another 50% power increase to all modules from this?

Other than immersion, what gameplay benefit is added by having this be a "you must personally walk to the module" interface, rather than a menu like the remote workshop? (You're going to do the walking for this sort of thing while safely docked, so it's not even as if "well, you might be attacked while pirates while you've got half the FSD dismantled for an upgrade" is a thing)


Again, what's the gain over either doing this with a menu, or doing it when you collect the sample in the field? (Given that - fleet carriers, etc. - you can leave this sort of thing until safely docked)
Yes, that does look like a killer for on-board stuff. The game would require something like this in Horizons to repair the opportunities lost:

Attention Commander ! Your ship has been boarded by pirates !

Pay <$60> for <Elite Odyssey> to arm yourself to repel them now.
 
Seriously, apart from taking a leak into the kitchen sink perhaps, what engaging gameplay could possibly result from ship interiors being made available?

Taking NMS as an example, having to jog through the dull corridors of a freighter got old halfway through the first time I had to do it. The only thing that would be nice is a seamless transition from cockpit to ladder/lift/steps but that'd only really work on the smaller ships. How would you get off a Type-9 for example? Base jump?

I'd rather have it as similar transition with the SRV, with the mention that i would like it to be dropped at the top of the stairs, inside the ship and not directly on the ground like it happens with SRV.
Neil Armstrong feeling would still be possible this way

I would really hate it to have to run 50-100 meters through the ship and past multiple doors to be able to get to the ground.
 
sounds like my first hours playing in VR, took me over 30 minutes to switch ship the first time. I still have several ships to check out, and many of the older cockpits make no sense, when you see them in VR. all the useless empty space is stupid. talk about how there is enough space on all the large ships to be able to fit a whole computer room, that can hold all the assist functions...


And you have totally got the point on when this works, solo play (and also to some extent co-op play), no need to fear that just because you are a player, another player must shoot you. If in solo just doing your thing, no active missions, etc, being in neutral/friendly space, there is no real reason for NPC to interact with you. So you can have a walkabout in your ship, marvel at some views, etc, etc.


But as soon as we get into the MMO part with the optional but present PvP, most of these things are rubbish. because players have other motives to engaging other players. And that is why most such suggestions are very likely not to be implemented.

Consider, you find a ship wreck, and you board it and are exploring it. now some bounty hunter rival pirate etc comes and sees your ship docked with the wreck, and opens fire. how long does it take you to get back? 1 minute? 2 minutes? 5 minutes? You ship would most likely have have been destroyed before you can get back. And that is just from NPCs.... the time to kill in this game is to short for having any meaningful content that moves you away from the pilot chair, regardless if it is in the ship or the SRV. So these sort of things would need to drastically change how combat works, so no ship explosions, but disable ships instead... and that is unlikely to happen, after I heard Braben talk about Multicrew, and why we got the 3rd person arcade mode game style for the gunner role.

Being found by a real player while parked in normal space is almost impossible, and as for NPCs, my hope was that the "pirate every 3 minutes" routine was just a piece of filler gameplay in the absence of anything else, hupefully to be changed once more appealing gameplay would spring into existence and we could finally have more varied experiences in space other than the archaic "oh no a pirate again - pewpew pewpewpew" that honestly reeks of naphthalene IMO.

But I agree, once the decision to make ED an MMO was made, it became apparent that there would be endless constraints to gameplay possibilities in the horizon because of the shared world and networking, and we may get stuck with the current status quo
 
I'd rather have it as similar transition with the SRV, with the mention that i would like it to be dropped at the top of the stairs, inside the ship and not directly on the ground like it happens with SRV.

I would really hate it to have to run 50-100 meters through the ship and past multiple doors to be able to get to the ground.

In the case where they make it optional - you don't buy the interior set for your ship and just transition straight outside - Or allow a setting which allows you to bypass the interior and transition straight outside ....I mean you could handle this a bunch of ways without just blanket denying ship interiors .
 
So, as the link to another wonderful tool video has been removed, what is this about?

Is it the no walking in our ships thing? I'm just trying to get my head around the thread. Cheers.

Hmmm, never quoted myself before, how self promoty!

Anyway, I'm genuinely curious. The original video is gone, so if anyone can do a one line explanation of what the thread is about it would be awesome!

And I have read the first page, but got totally confused by the different points. I'm thinking it's a shouty thread about something. Ta.
 
TheYamiks posted a Video on youtube discussing/raving about the developer interviews on pyramid and twinfinite and generally getting upset about the reports in those articles that things were being "considered" or "were in development" including maybe no ship interiors on launch or maybe ever ...and the thread developed from there .
 
... generally getting upset about the reports in those articles that things were being "considered" or "were in development" including maybe no ship interiors on launch or maybe ever...
We'll have to wait and see, because during the stream, D.Braben mentioned that, with Odyssey, Frontier would be "finally delivering what was envisioned and promissed back during the kickstarter campain".

I'm not saying I'll keep my hopes up high, but who knows... let's just wait and see...
 
New video from Yamiks: -

[Link removed due to content breaking numerous forum rules]

Cat out of bag?

We already thought it wouldn't include ship interiors at launch. People shouldn't be surprised.

The minimum they could add is let players walk in the cockpit.
 
Hmmm, never quoted myself before, how self promoty!

Anyway, I'm genuinely curious. The original video is gone, so if anyone can do a one line explanation of what the thread is about it would be awesome!

And I have read the first page, but got totally confused by the different points. I'm thinking it's a shouty thread about something. Ta.
Yes, Yamiks (I didn't watch it) made a video about the Polygon article which claimed that there would be no walking inside ships.

This was the response which emerged last night. This appear to be the latest, afaik.

ZsNyTv6.png
 
I think Star Citizen actualy provides the best mechanism for this with its 'Inner Thought' UI (basically a menu when you activate an object).

The object here being the entry airlock or ladder or whatever.

For those without ED:O, the menu simply has 'enter pilot seat / enter crew seat'. For those with 'enter ship' is an option which opens the airlock and lets you enter the ship interior.

From a seat ED:O would allow 'leave seat' as an option. Horizons or whatever remains unchanged.

Best of both worlds, provides sales opportunities for internal decoration for those that want it, and doesn't force engagement with such things for players that don't have ED:O.
 
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