ship interiors - will they happen

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If you want interiors, you need content that actually benefits from them, that's BETTER because of interiors. And, to be clear, that doesn't just mean statistically better, it's means mechanically better.
I agree insofar that interiors should provide gameplay which is unique and/or better. However, it cannot be 'mechanically better' because interiors involve moving and interacting (keep blue circles for quick access or for those who would not buy the DLC).

Let me dismiss your argument by saying, if the game needs to be 'mechanically better' then let's remove hyperspace jumps, docking, stations, ships, planets, combat and do it all in a text based console because that is actually mechanically better and more optimized.

But yeah... it would boring...
 
Tell you how many minutes I've spent on PP and Colonoscopy. Zero.
Tells you how different people are. I've spent... 20? 30? Something like that - hours on Colonisation even though I was bragging beforehand how not interested I was. I have a Coriolis pending that, one fine day, may actually get finished. And the new PP pretty much guides, if not drives my gameplay these days. I'm not passionate about my power or very territorial, but I enjoy doing the weeklies every week and maybe the odd other PP task. Also PP got me back into core mining.

The way people are so different and how everyone seems to think their own opinion is the one that matters and their own voice needs to be the loudest, it must be incredibly difficult to filter out what content actually benefits the "community".
 
I think it's a difference in mindset. Some people want that kind of gameplay - airlocks, synthesis, armor storage at the exit, hanging pictures on the wall - for the sake of itself. Me, I'd wager that all would get in the way of the actual gameplay or, as you said, there are already better mechanisms in place. Why EVA for repairs if you can have repair limpets and an AFMU? Looking at Starfield, for example, I HATED airlocks, and I hated the ship interiors, mainly because I always forgot to press the shortcut to the cockpit.

When people want ship interiors, what they actually mean is they want player home base building game loops. Some people spend hundreds of hours decorating their settlements in Fallout 4. Me? I always just needed a containter or two to dump stuff in.

I'm not sure people actually KNOW what they want. It's perfectly possible to feel unsatisfied and not know why.

Like, I myself felt the urge to build a house in Skyrim, but after I built it, I was still unsatisfied and rarely visited it. Sometimes it's more the getting than the having.


Let me dismiss your argument by saying, if the game needs to be 'mechanically better' then let's remove hyperspace jumps, docking, stations, ships, planets, combat and do it all in a text based console because that is actually mechanically better and more optimized.

That's not necessarily true. Menus can be faster, but they can just as easily be visually confusing or overwhelming. On a basic level, we might assume that using pure text would be the most efficient way, for example - but color coding the text can make it much more efficient to read. There ARE times where aesthetics and visuals add tangible value, especially in terms of direct feedback to input.

Just as one example, if we imagined we wanted to run experiments and tests on exobiology samples, running to one central terminal and then having to navigate a big list of menus to get to the right place would probably be less efficient than having a dozen different dedicated terminals, which pre-load their own specific preferences if you approach them with a sample in hand.

In theory, that's the sort of way that interior spaces could offer value. Essentially, by streamlining the menu process via specialization.
 
Here's a simple test. Count up how much time you'd spend on any particular feature. Add it all up. How much is it?

For me personally, I'd use the captain's quarters maybe once a year(as much as I use my FC one). I'd use a synthesis table never, because I only synthesize when I'm in combat and need it ASAP, and that doesn't leave time to get up. I'd never use an airlock because it's slower. I'd never EVA to another ship, because I can already get their cargo and their materials via limpets.

If you want interiors, you need content that actually benefits from them, that's BETTER because of interiors. And, to be clear, that doesn't just mean statistically better, it's means mechanically better.
We can't synthesis personal equipment at all at the moment, how you'd do that in combat is beyond mez you're not making any sense. Captains quarters will be like housing in MMOs, just because you're not bothered doesn't mean others are not.

You can only get certain materials with limpets and you certainly can't get a mission reward with a limpet.

As to mechanics that benefit, I don't get what you mean, surely the benefit is more gameplay opportunities.

You seem to seeing this as if you are stuck in your ship and can't do anything else. Your argument makes little to no sense.

I've given good reasons for it to be included, so far you've countered with nothing.
 
I'm not sure people actually KNOW what they want. It's perfectly possible to feel unsatisfied and not know why.

Like, I myself felt the urge to build a house in Skyrim, but after I built it, I was still unsatisfied and rarely visited it. Sometimes it's more the getting than the having.




That's not necessarily true. Menus can be faster, but they can just as easily be visually confusing or overwhelming. On a basic level, we might assume that using pure text would be the most efficient way, for example - but color coding the text can make it much more efficient to read. There ARE times where aesthetics and visuals add tangible value, especially in terms of direct feedback to input.

Just as one example, if we imagined we wanted to run experiments and tests on exobiology samples, running to one central terminal and then having to navigate a big list of menus to get to the right place would probably be less efficient than having a dozen different dedicated terminals, which pre-load their own specific preferences if you approach them with a sample in hand.

In theory, that's the sort of way that interior spaces could offer value. Essentially, by streamlining the menu process via specialization.
Nope, that's not what I said at all.
 
Tells you how different people are. I've spent... 20? 30? Something like that - hours on Colonisation even though I was bragging beforehand how not interested I was. I have a Coriolis pending that, one fine day, may actually get finished. And the new PP pretty much guides, if not drives my gameplay these days. I'm not passionate about my power or very territorial, but I enjoy doing the weeklies every week and maybe the odd other PP task. Also PP got me back into core mining.

The way people are so different and how everyone seems to think their own opinion is the one that matters and their own voice needs to be the loudest, it must be incredibly difficult to filter out what content actually benefits the "community".
Good for you. For me, colonisation and powerplay is a useless mechanic, I have no wish to engage, but what I do not do, is wish it was never made, it's more stuff you can do in ED which is only a good thing.

That's why I do not understand the opposition to ship interiors. The more there is, the more people will play and engage, the longer the game lasts.

Just because you personally, are not that bothered, doesn't mean it shouldn't be added.
 
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Like, I myself felt the urge to build a house in Skyrim, but after I built it, I was still unsatisfied and rarely visited it. Sometimes it's more the getting than the having.
this could be true with ship interiors :) Problem is (like with most games), once you are through the content enough times, you want to have more and newer content. And we ED players eat through content like crazy. Second, some of us do not want the same content with a different lipstick. I am referring to colonisation and PP2 and assume(!) that Vanguards will also be just 'more of the same'. Therefore, we expect new game loops from interiors and features (e.g. denser atmospheres). What we hope for in terms of interiors has been summarized a few times in this thread.
That's not necessarily true. Menus can be faster, but they can just as easily be visually confusing or overwhelming. On a basic level, we might assume that using pure text would be the most efficient way, for example - but color coding the text can make it much more efficient to read. There ARE times where aesthetics and visuals add tangible value, especially in terms of direct feedback to input.

Just as one example, if we imagined we wanted to run experiments and tests on exobiology samples, running to one central terminal and then having to navigate a big list of menus to get to the right place would probably be less efficient than having a dozen different dedicated terminals, which pre-load their own specific preferences if you approach them with a sample in hand.

In theory, that's the sort of way that interior spaces could offer value. Essentially, by streamlining the menu process via specialization.
Agreed. What some of us want, is more 'fluff' in the sense of more immersion and distraction (for myself, I sometimes observe the starting and landing ships from the station's bar while talking with a friend. Can be quite hilarious when ships get stuck in the mailslot or the docking computers decide to make absurd maneuvers).
But also, a game doesn't and shouldn't need to be too much streamlined - after all, it is a game in which we want to spend time in, not complete in the shortest possible time. Considering both aspects, interiors should bring more than just fluff (= cabins without any functionality than decorations) but bring new game play in a way that those who want to participate in it can do that and those who do something else in ED, can skip it (just like anyone can skip colonisation or mining or trading).

The other extreme in game design (and what some players demand) would be to make ED a bare bones space combat & trader and remove the unnecessary stuff. This is definitely something which I don't want to have and CQC has proven that a bare bones combat simulator isn't really attractive.
 
What we hope for in terms of interiors has been summarized a few times in this thread.
It has. Unfortunately, what has been said several times in this thread is basically broken down to the categories of:

Boarding
Salvage/Repairs
Cosmetics
Being able to do things like navigate or swap loadouts at an internal table instead of via menus.

And, as has been discussed several times in this thread, those features are either impossible or not enough to be worth the investment on their own merits alone. Adding them is the approximate equivalent of making a first person shooter out of tax software; SOME concessions to aesthetics are beneficial, but there are serious limits on what can rationally be justified.

That is, as far as I can tell, the reason this thread and interior suggestions never actually get anywhere. There aren't actually any new ideas being proposed, just the same old ones, again and again. If people want Interiors to be given serious consideration, they need to start coming up with more concepts.
 
It's great to see different opinions from both sides; I agree that it is not easy to imagine how it could work with the current game, especially complex features that really bring unique new stuff to the table. After all, the game is not offline single player which would make tons of things easier.

With that said, it is kind of subjective and it is up to the devs to take such difficult decisions on what to do and how. Max mentionned exploring crashed ships on surface, abandonned ships in space in EVA and for me personally WOW! Just imagine going out of your ship in EVA in the middle of nowhere and slowly approaching a "ghost" ship, you don't know what happened but you know something went wrong.. I'm thinking Event Horizons and Alien: Romulus, not only in art style and atmosphere but that could open the door for the devs to actually insert horror/atrocities stuff.

Elite is unique in that, it is hard sci-fi and has that scary/vastness realism, it can be so unsettling sometimes, it is really great.

And to think that, in the meantime there would be a CMDR 80yl that is actually colonizing a system and create jobs and an actual economy; while, another feller is simply chilling at a station bar watching ships comes and go.

Just think about it, it is awesome. And this is just exploring crashed and abandonned ships, actually going inside the whole thing so yeah.
 
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Good for you. For me, colonisation and powerplay is a useless mechanic, I have no wish to engage, but what I do not do, is wish it was never made, it's more stuff you can do in ED which is only a good thing.

That's why I do not understand the opposition to ship interiors. The more there is, the more people will play and engage, the longer the game lasts.

Just because you personally, are not that bothered, doesn't mean it shouldn't be added.
In fairness ... I think, in general, the opposition isn't driven by not wanting it at all for other players, merely that they'd prefer OTHER things first.

The quoted polls are a form of confirmation bias. The question "Do you want interiors in the future?" - 97% voted yes ... should really have been "Do you want interiors worked on next?". The same 97% would vote yes to Atmospheric Planets etc. Asking if you want something in game is not the same as asking if it should be the next thing delivered from a developer stand point.

For example I would prefer proper on-foot VR integration, Atmos planets, a massive NPC update/overhaul and a total Engineering overhaul before Interiors.
I'd like to have interiors added to the game ( so 97%) but not as a priority.
 
It's great to see different opinions from both sides; I agree that it is not easy to imagine how it could work with the current game, especially complex features that really bring unique new stuff to the table. After all, the game is not offline single player which would make tons of things easier.

With that said, it is kind of subjective and it is up to the devs to take such difficult decisions on what to do and how. Max mentionned exploring crashed ships on surface, abandonned ships in space in EVA and for me personally WOW! Just imagine going out of your ship in EVA in the middle of nowhere and slowly approaching a "ghost" ship, you don't know what happened but you know something went wrong.. I'm thinking Event Horizons and Alien: Romulus, not only in art style and atmosphere but that could open the door for the devs to actually insert horror/atrocities stuff.

Elite is unique in that, it is hard sci-fi and has that scary/vastness realism, it can be so unsettling sometimes, it is really great.

And to think that, in the meantime there would be a CMDR 80yl that is actually colonizing a system and create jobs and an actual economy; while, another feller is simply chilling at a station bar watching ships comes and go.

Just think about it, it is awesome. And this is just exploring crashed and abandonned ships, actually going inside the whole thing so yeah.
That is the power of EliteDangerous that it allows us to do so many things and pursue different careers. Any addition to the game makes it richer. Everyone just hopes that 'their' expansion will come next :)
(Edit: : D)
 
In fairness ... I think, in general, the opposition isn't driven by not wanting it at all for other players, merely that they'd prefer OTHER things first.

The quoted polls are a form of confirmation bias. The question "Do you want interiors in the future?" - 97% voted yes ... should really have been "Do you want interiors worked on next?". The same 97% would vote yes to Atmospheric Planets etc. Asking if you want something in game is not the same as asking if it should be the next thing delivered from a developer stand point.

For example I would prefer proper on-foot VR integration, Atmos planets, a massive NPC update/overhaul and a total Engineering overhaul before Interiors.
I'd like to have interiors added to the game ( so 97%) but not as a priority.
Agreed, hence the reason why I have never mentioned the polls. Personally I would like more landable planets, Gas giants with gas mining and stations within the gas clouds. But I also see a massive need for more on-foot gameplay as it is severely lacking, and ship interiors could and should add to that, and I don't mean just walking around your own ship.

I'd also love to see the installations landable too (space bar, medical facilities, naval facilities etc) and get specific and non-bgs missions from these places. These cool places shouldn't just be decoration.

I'd also like to see more parts of the stations to be explorable maybe using PG to generate areas for mission specific places etc, again creating more gameplay for on foot play.

I'd also like to see PG pop-up installations that are there just for mission objectives, again creating much more on-foot and potentially very cool gameplay experiences.

What annoys me the most is people asking for unique gameplay. We are not going to get that, the gameplay mechanics in game is pretty simple; get told to go to some place, do the task and come back. But its all about disguising it make it feel different, when in reality, it's just the same basic gameplay. Powerplay and Colonisation does this well, from what I can gather.

But to be honest, I don't mind, as long as most people get enjoyment from it. Personally, I probably wouldn't engage in a captains quarters to hang my trophies in, but I do know that many other people love that kind of thing, so happy to see it put in.
 
In fairness ... I think, in general, the opposition isn't driven by not wanting it at all for other players, merely that they'd prefer OTHER things first.
I think that's right.
100% Ofc this is the case.
And once again speaking as a supposed "fAnaTiC" supporter of Ship Interiors:
This is 100% fine and respectable.
Everyone is entiteld to his personal wishes and believes (We are not in North Korea yet after all :D)
HOWEVER:
It is no longer 100% fine and respectable when
-someone denies that Ship Interiors are THE most requested feature overall (with the only noteworthy competitor being actual atmo. Planets)
-someone pretends that whatever weird feature he wants would be better (I had one guy that requested a sword-fighting system and was 100% sure it is what Elite needs XD)
-when people make up the most ridiculous excuses (ALL of which disproven) as to why Ship Interiors would not work (E.g. "Not profitable", "Engine can't handle it" etc. etc.)

Just be honest and say smth like:
I would want actual. atmo Planets first because I think they'd offer more for exploers ... etc.
and base your arguments around that.

But don't talk smack about Ship Interiors where there is none :D
Because that is just cheap ...
 
I agree insofar that interiors should provide gameplay which is unique and/or better. However, it cannot be 'mechanically better' because interiors involve moving and interacting (keep blue circles for quick access or for those who would not buy the DLC).

Let me dismiss your argument by saying, if the game needs to be 'mechanically better' then let's remove hyperspace jumps, docking, stations, ships, planets, combat and do it all in a text based console because that is actually mechanically better and more optimized.

But yeah... it would boring...
I always say the same thing to those kinds of "arguments": "How boring it is to walk around inside ships, you can do everything from your interface panel"...Then this isn't your game. Go to EVE Online. This is a simulator. Let's be honest with the arguments. Let's give it a modicum of logic. If you don't want ship interiors, it won't affect you at all. Keep entering magically through the axul light or manage your ship in EVE.
 
Check out the Starship Simulator. This will probably become the most stupid and most pointless space game ever (for all those who obsessively work through game content and game objectives and can't stand still because the next game task has to be fulfilled). But perhaps worth a look for the connoisseurs of hyper-detailed spaceship interiors...
 
100% Ofc this is the case.
And once again speaking as a supposed "fAnaTiC" supporter of Ship Interiors:
This is 100% fine and respectable.
Everyone is entiteld to his personal wishes and believes (We are not in North Korea yet after all :D)
HOWEVER:
It is no longer 100% fine and respectable when
-someone denies that Ship Interiors are THE most requested feature overall (with the only noteworthy competitor being actual atmo. Planets)
-someone pretends that whatever weird feature he wants would be better (I had one guy that requested a sword-fighting system and was 100% sure it is what Elite needs XD)
-when people make up the most ridiculous excuses (ALL of which disproven) as to why Ship Interiors would not work (E.g. "Not profitable", "Engine can't handle it" etc. etc.)

Just be honest and say smth like:
I would want actual. atmo Planets first because I think they'd offer more for exploers ... etc.
and base your arguments around that.

But don't talk smack about Ship Interiors where there is none :D
Because that is just cheap ...
No, I think people are free to give their opinions without accounting for your restrictions.
 
No, I think people are free to give their opinions without accounting for your restrictions.
Ofc they are, and they will.
People are also free to prentend the Sky is green, that pigs can fly and that you can survive on air alone.
But don't expect much in terms of serious respect when you do so.
Because I did not lay out "restrictions", I merely listed FACTS. Just like the Sky being blue, pigs not having wings and you needing food, water and sleep XD
 
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