I really want walking around on ships.
I've been screaming for it (inside my head) since game release, more so than SRV, planets surfaces.
But the chips fall the way they do because of the path of development.
Anyone who knows a thing or two, or has been a part of developing large software products spread over multiple waning/waxing teams of developers who aren't working for the full cycle, just know things must get developed in a certain sequence, to ensure and guarantee that the assumptions and question marks for future updates are handled by the next 4 quarterly cycles of updated.
Walking around ships is a Kickstarter promise.
It will be delivered now, or later.
It's simple to assume that Frontier could have started at either end of the string.
Planetary tech -> moving inwards towards -> ship internals spaces.
or
ship internals spaces -> moving outwards towards -> Planetary tech.
But where does "stations" and "gameplay" in the later?
And this why "working outwards" was more of a gamble,
imagine having ships to walk around first, and then duct tape on a planetary hanger, then duct tape on SRV, SLF, planets to walk down to, and all the actions inside the ships, and then duct-tape on missions, NPC faces for the stations the wrong path.
As that's a LOT of game to get "right" and that's before we could even "land" on a planet with an atmosphere and stations, to make sure the stellar forge planetary tech could do the job it's supposed to do as well as the background sim.
So when the dev's say, there is A LOT TO GET RIGHT with just thin-atmospheres, it means they A TREMENDOUS AMOUNT OF THINGS WRONG with their assumptions of putting thin atmospheres AND STATIONS into the game as It required a lot more work.
Working outwards, would have given very little to do inside of the ships for years and any Missions would have been shoe-horned into the existing mission board setup.
Working outwards gave to many question marks, assumptions and suppositions that could blow up in their faces, whereas working inwards answered those questions.
So far the single dev-diary we have seen, the visuals of the planets has been the focus (planetary tech).
It´s easy to forget a lot MORE of the development time, has not just been about planetary tech, but getting STATIONS into the game, STATION gameplay loops, STATION missions, STATION internals, STATION NPC's, how STATIONS work with the background sim. That is a MASSIVE chunk of work.
And it's good that stuff is up and running BEFORE we walk around the ships, and not vice-versa.
Working inwards gives the FPS crowd something to do in-game and a solid foundation for ship-2-ship boarding gameplay, with pre-built assets, instead of appropriating current station-mission-board set up to do the converse if Fdev worked from the ship-internals outwards.
And Frontier have not abandoned or ignored Ship internals, as we know they have been parallel prototyped since day one and we saw with the launch of the Krait Mk2 and the trailer, ship-lifts and "some" internal spaces where being folded INTO the live game. With that update, we have had a lingering clipping bug of the landing gear clipping into the cockpit, or planetary hangers clipping outside of the ships external camera so it's not been clear sailing for the best-laid plans.
As I said, I want ship internals sooo badly.
But I want them done "right".
And if stations and planets-atmospheres need to built first, and battle tested in the live build, so ship internals can be rapidly developed afterwards, then I accept that.
I don't like it, but I accept it.