Elite was usually a realistic type game… gravity wells, no artificial gravity etc. Except with Odyssey now which is just a machine gun shooter in space. any plans to address:
1) why do laser weapons have recoil?
2) how does sound travel in space? Gunfire attracts guards? How Are they hearing it?
3) While low g affects jumping, running is always the same, but running is actually small jumps over and over. Why don’t we hop around super fast? And what is up with drinking glasses on zero g space stations? And stairs? And guard rails?
1) People complained about no recoil, I remember reading threads about it in Alpha.
2) the thing is with thin atmospheric worlds is, well they have atmospheres, and that's all you need to transmit sound!
3) 1) Gameplay reasons. 2) standard visual affects. 3) Mag boots probably difficult to walk with legs at different angles so everything flat, imagine stepping from a flat surface to a sloped ramp with mag boots, I suspect it would be awkward. 4) To grab hold off in case your mag boots lose grip maybe?
But in the end, when people imagine a future, maybe dystopian, maybe just like today but in space they automatically visualise a certain appearance, blade runnerish maybe, or star wars, depending on their age and experience, and the look of the social spaces is probably what the devs think of when they transpose our world into space. Chances are if they modeled it with realism in mind, I mean who know anyway exactly how a Zero G station would be designed, it would be extremely disorienting for players both old and new and that's what they didn't want to do. They are designed all similar to give players a sense of orientation and make it easy to find the various features players need, so it looks familiar even of it shouldn't according to realistic projections.