Many other people have suggested implementing space legs and I wanted to give my take on it, namely some gameplay mechanics to go along with it. Just being able to walk around your ship would be cool, but it would lack substance. We need a reason to get up and walk around our ships.
-I always found the galaxy view and this system view to be a little out of place in the cockpit. When you enter either of these views it just takes you out of the cockpit and changes up the music and sounds etc. I want my own dedicated mapping room in larger ships, or a separate console in cockpit that you walk to change your course (or perhaps the pilot's seat swivels around to mapping terminal in smaller ships?). In a ship with a co-pilots seat he can man the guns as well as a terminal for mapping and plotting.
-I am a huge explorer and I love to surf the neutron highway. I also love the fact that after a while the FSD starts to malfunction. I then think about how Han solo goes to maintenance cubbie to whack the damn thing with a crescent wrench and it starts working again. We have that reboot/repair option, but I think its a little bit too convenient. I want to actually see and fix the problem right in front of me. I want my own crescent wrench to bang stuff with to make things work. It could either take an instant to fix or a couple whacks, but you have to leave your cockpit which leaves you vulnerable to attacks. If I was playing with a couple of friends, I could be flying the ship, one friend on a turret, another in a fighter, and yet another tending to any internal fixes via wrench whacking.
-To add to the internal module fixing but probably a little bit too hardcore is whacking a very specific section of the module to fix the issue involved. I would be able to look at my FSD and see what the problem is. Let's say that a power coupler is spewing sparks and using the engineer parts as well as a thorough whacking return it operational status. If you don't have the right part or material for the fix you have to wait to get to a station fix it entirely. Though I am aware that engineering parts are tedious to get right now, it would be all the more reason to keep some spare parts handy on those long haul trips. Perhaps maybe sell the more common parts in manufacturing systems?
The bottom line is I think these space legs mechanics would mesh perfectly with Frontiers' vision on how they want multicrew to function as well as pants-tingly awesome to play in game. Now I love immersion so I realize for the average player these suggestions would be tedious and time consuming, but I believe that it makes up tenfold as a gameplay element. This game doesn't necessarily appeal to the average player so I think it would work out just nicely. Let me know what you guys think and critique to your hearts content.
Edit: Not related to space legs, but on multicrew exploration ships I would like to see a scanner that you can point to any object even when the object is behind you.
-I always found the galaxy view and this system view to be a little out of place in the cockpit. When you enter either of these views it just takes you out of the cockpit and changes up the music and sounds etc. I want my own dedicated mapping room in larger ships, or a separate console in cockpit that you walk to change your course (or perhaps the pilot's seat swivels around to mapping terminal in smaller ships?). In a ship with a co-pilots seat he can man the guns as well as a terminal for mapping and plotting.
-I am a huge explorer and I love to surf the neutron highway. I also love the fact that after a while the FSD starts to malfunction. I then think about how Han solo goes to maintenance cubbie to whack the damn thing with a crescent wrench and it starts working again. We have that reboot/repair option, but I think its a little bit too convenient. I want to actually see and fix the problem right in front of me. I want my own crescent wrench to bang stuff with to make things work. It could either take an instant to fix or a couple whacks, but you have to leave your cockpit which leaves you vulnerable to attacks. If I was playing with a couple of friends, I could be flying the ship, one friend on a turret, another in a fighter, and yet another tending to any internal fixes via wrench whacking.
-To add to the internal module fixing but probably a little bit too hardcore is whacking a very specific section of the module to fix the issue involved. I would be able to look at my FSD and see what the problem is. Let's say that a power coupler is spewing sparks and using the engineer parts as well as a thorough whacking return it operational status. If you don't have the right part or material for the fix you have to wait to get to a station fix it entirely. Though I am aware that engineering parts are tedious to get right now, it would be all the more reason to keep some spare parts handy on those long haul trips. Perhaps maybe sell the more common parts in manufacturing systems?
The bottom line is I think these space legs mechanics would mesh perfectly with Frontiers' vision on how they want multicrew to function as well as pants-tingly awesome to play in game. Now I love immersion so I realize for the average player these suggestions would be tedious and time consuming, but I believe that it makes up tenfold as a gameplay element. This game doesn't necessarily appeal to the average player so I think it would work out just nicely. Let me know what you guys think and critique to your hearts content.
Edit: Not related to space legs, but on multicrew exploration ships I would like to see a scanner that you can point to any object even when the object is behind you.
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