ship interiors - will they happen

Thus far, the suggestions I've found in the first 20-odd pages are:

Boarding
Salvage
Cosmetics
Being able to do things like navigate or swap loadouts at an internal table instead of via menus
And you never heard the term "Ship Repair" before 🤔 ?
To name but ONE point XD

Which, in combination with Cosmetics and a few rooms would in fact already be sufficient XD
...

Man ... dude ... if you really want to be against Ship Interiors,
you will be :D
No amount of pages can change that.

But if you love Elite, you shouldn't be :)
And if you now think "I aM aGaInSt sHiP InTeRiOrS BECAuSE I LoVE ElITe!!" ...
Then I don't think you really do :(

PS:
PAGE 100 GUYS :D

Drummer.gif
 
OH REALLY :D?
And what would these features be.
There is really only ONE competitor that can actually go SOMEWHAT toe-to-toe with Ship Interiors and that would be actual atmo. Planets.
However, as should in fact be obvious to everybody the investment-to-profit ratio of those would simply be significantly worse in comparison to Ship Interiors due to them being significantly harder to develop while simultaneously being significantly harder to monetize. The only way for them to be properly monetized would be a completely new paid expansion which in turn would rely on a MUCH larger playerbase (aka. customerbase) in order to be worth it ... and how could you potentially achieve such an increase in the customerbase? ... Well there is such a tiny little feature desired by >97% of the community while at this point likely being the most desired feature overall ... introducing that feature might just increase the playercount drastically ... It starts with an S and an I.
More ships, land vehicles, and fighters.

The team working on those would be similar to the team working on ship interiors.

Those things will generate more revenue, bring in more players, retain existing players, and improve the game for everyone.

Ship Repair? 100% doable for the main-components of the Ship and would 100% not be hard to implement. The resource management system does 100% exist.
Ship repair already exists in the form of repair limpets and AFMUs.

That's the worst example because they wouldn't be adding anything to the game. People barely repair their ships as it is. Even explorers have no need to carry AFMUs and repair limpets anymore because carriers are everywhere.

"Hey you know that thing you already barely ever do? We added a new to do that!"

It is your mats! XD It would 100% NOT be that complex to implement a system which uses mat XY for repair AB. Just like the AFMU XD
And if you now wish to bring up the cheap "BuT SEE wE aLrEaDy HaVe AFMU!!" -card: Guess what, we can make changes to the AFMU ...
So in order for ship interiors to work... they need to change OTHER game systems that have nothing to do with it (like AFMU and repairs).

That's a major risk on top of already adding an existing feature. Bad idea.

AND EVEN if we weren't cool with that: Then we could restrict the Ship-Repair to only the Generator if you really wanted to!
That would be insanely easy to implement while still checking that box and giving us replayability!
(And you can't tell me that it wouldn't be somewhat nice to not have to waste a slot for a second AFMU just to be able to repair themselvs ... just mentioning :p)
You keep saying things like "Insanely easy to implement" and "100% NOT be that complex".

Do you have any evidence to support this or are you making it up?
 
Good point about caves.

To be clear that was just a random list off the top of my head. If I thought hard about it that list could be 100 items long. There's so much that's more worth adding than ship interiors. Planetary diversity is the broader umbrella that caves fall under. Whatever the engine can support - I'd rather they focus their efforts on something like that.

I'm excited for Jumpship but that game isn't even out yet. And it's been delayed. Who knows how good it'll actually be until we play it. Voidcrew is an entirely different genre and gets stale fast.

Instead of vaguely pointing at an unreleased game and an unrelated game: be specific. What possible meaningful gameplay could we get out of ship interiors? And how would intersect with the rest of game systems so people who don't care about ship interiors would benefit from it?

I don't understand your points about ARX. There are plenty of other game systems that could earn ARX.
Yes, planetary diversity might be a better feature. But it's also going to require a lot more development effort than ship interiors.

As for Jumpship and Voidcrew being entirely different genres? Huh? Voidcrew is to Jumpship as Elite is to Star Citizen. VC and Jumpship are both both roguelites, where you keep moving from mission hub to mission hub, and do stuff on and off ship. Jumpship does have more functionality in that it has FPS combat and no classes... which is why I say it is the Star Citizen to Voidcrew being Elite (besides the fact that Elite/Voidcrew are in release, and SC/Jumpship are still in early access).

As far as interior gameplay, being able to do minor repairs on all ship systems without an AFMU, including repairing the PowerPlant. Being able to repair some hull without needing repair limpets. Perhaps more efficient FSD boosting. You can do a LOT in VC/Jumpship inside your ship and a lot of that may not translate well and still remain optional. But there are some things that could be done.

As for ARX - that is the carrot that is driving FDev's development right now. All these new ships, with their early access (not required, but a lot of people are willing to pay), are funding their development and propping up the game as a whole. Adding ship interiors, in a similar fashion, would help fund their development.
 
More ships, land vehicles, and fighters.

The team working on those would be similar to the team working on ship interiors.

Those things will generate more revenue, bring in more players, retain existing players, and improve the game for everyone.
No it won't XD
It will generate revenue yes. But defenately not "more".
We already HAVE plenty of those! That's the point.
Still breadcrumbs dude. Breadcrumbs.

Ship repair already exists in the form of repair limpets and AFMUs.
You could have saved yourself this line if you bothered to read on a bit XD

That's the worst example because they wouldn't be adding anything to the game. People barely repair their ships as it is. Even explorers have no need to carry AFMUs and repair limpets anymore because carriers are everywhere.

"Hey you know that thing you already barely ever do? We added a new to do that!"


So in order for ship interiors to work... they need to change OTHER game systems that have nothing to do with it (like AFMU and repairs).

That's a major risk on top of already adding an existing feature. Bad idea.
"major risk" WT* is a "bad idea" about having a MINOR change to ONE component XD
Just change up the repair-rate of the AFMU a bit and MAYBE dissalow it to repair certain components.
YES! It is a change. YES! It will likely interfear with some builds. So what?
If you see a "major risk" in a tiny change to the AFMU, then you are really afraid of any and all changes huh.

BUT OK!
AS MENTIONED!
If you are really too afraid of that,
then we can restrict it TO THE GENERATOR XD
No word on that from your side ... unsurprisingly.

You keep saying things like "Insanely easy to implement" and "100% NOT be that complex".

Do you have any evidence to support this or are you making it up?
What kind of "evidence" would you accept XD
Roughly 3 rooms per Ship in would NOT be THAT hard.
There is plenty of examples on the internet to back these points.
Then there are game-design concepts such as "loading-screens".

But I'm no fool, the only "evidence" that would be good enough for you would be some dev of FDev stepping in and directly confirming it now would it :/
 
Last edited:
Oh yeah and PS:
It looks like FDev is committing to one "hard" feature per year or so. I'd rather they work on stuff that adds depth to existing systems. Ship interiors do not do that unless you start piling on more imaginary features until it does. But ship interiors, on their own, do not.
What is your defenition of "imaginary"?
Would the ability to repair your Generator really be that far-fetched for you XD?
 
Last edited:
And you never heard the term "Ship Repair" before 🤔 ?
To name but ONE point XD

Which, in combination with Cosmetics and a few rooms would in fact already be sufficient XD
...

Man ... dude ... if you really want to be against Ship Interiors,
you will be :D
No amount of pages can change that.

But if you love Elite, you shouldn't be :)
And if you now think "I aM aGaInSt sHiP InTeRiOrS BECAuSE I LoVE ElITe!!" ...
Then I don't think you really do :(

PS:
PAGE 100 GUYS :D

View attachment 422451
That falls under the domain of 'salvage' OR 'doing things inside your ship you can currently do via menus', take your pick.

I love elite, which is why I don't want devs wasting a bunch of time adding a feature that's only going to disappoint a lot of people.
 
I am actively in the process of going through this thread from page 1 to figure out exactly what 'doesn't need to be repeated'.

Fun fact; people have been saying that there are 'enough suggestions' since PAGE ONE. That they 'don't need to be repeated'.

Thus far, the suggestions I've found in the first 20-odd pages are:

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

...that's it. I'm not kidding, and I will provide links once I finish cataloging this mess. But no, the idea that this thread is full of suggestions is absolute bunk.
Ok, based on what you can do in Voidcrew, here is what I would suggest for Gameplay in ship interiors:
  1. Being able to fix everything, including hull, to a certain point (not max) without needing an AFMU or hull repair limpets. Or maybe even fully repair if you're willing to burn mats and can do a minigame successfully.
  2. Being able to fix minor issues with damaged equipment. That module that is below the critical threshold and keeps occasionally "going offline" can be fixed (providing it takes no further damage) by an internal minigame to patch the system. Failing the minigame does further damage and the outages can continue. Depending on what damaged system is, it might even be dangerous to fix (e.g. the power plant does electrical damage to you if you get too close, similar to electrical hazard in voidcrew).
  3. The ability to temporarily boost the max output of your powerplant or thrusters; the former is done in Voidcrew by installing power generators (which increase your base power themselves) and then enhancing that power with a minigame (boost last a couple of minutes with an equally long cooldown).
  4. Having a suit/weapon rack so I can interact directly with the bazillion different versions of each suit/gun I have with out having to keep adding presets and modifying them. Just walk up, pick which of each you want, and go.
These are just a few options that come to mind immediately. I'm sure they can do more. Again, look at what Voidcrew and Jumpship have done. Not all of that would translate well, but some of it would.

As a side note, I typically play an engineer on Voidcrew because I love spending all my time running around the inside of the ship fixing engine trim, recharging the boosts, upgrading equipment, crafting and slotting ammo, fixing defects, patching the hull, charging power cells, etc. And that's when I'm not having to go EVA with our Scavenger because she needs help looting the derelicts. Again, I do NOT expect Elite Dangerous to implement all these features. But to say there is NOTHING to do a ship interior when we have one game in release, another of the same type in early access (Jump Ship), and a super detailed simulator under development (Starship simulator) belies the whole "there can't be anything to do inside a ship" argument.

Also, from a lore standpoint, how was anyone fixing their ships before the AFMU debuted? I say we should be allowed to stock up on various patches and parts to do repairs without special equipment. :)
 
Now allow me to get something of about Ship Interiors as a whole of my Chest ...

They are more than just a feature a this point,
they are a symbol of listening to the community,
a new dimension of immersion,
the final blow to ScamCitizen,
the final and long awaited turning point for Odyssey,
the fullfilling of an ancient promise,
and a Gold Mine for Elite itself ...


FDev ...

JDI.gif
 
More ships, land vehicles, and fighters.

The team working on those would be similar to the team working on ship interiors.

Those things will generate more revenue, bring in more players, retain existing players, and improve the game for everyone.


Ship repair already exists in the form of repair limpets and AFMUs.

That's the worst example because they wouldn't be adding anything to the game. People barely repair their ships as it is. Even explorers have no need to carry AFMUs and repair limpets anymore because carriers are everywhere.

"Hey you know that thing you already barely ever do? We added a new to do that!"


So in order for ship interiors to work... they need to change OTHER game systems that have nothing to do with it (like AFMU and repairs).

That's a major risk on top of already adding an existing feature. Bad idea.


You keep saying things like "Insanely easy to implement" and "100% NOT be that complex".

Do you have any evidence to support this or are you making it up?
Yes to ships, sure but that is a cow which can't be milked endlessly because after 2-3 years, we will have 8-12 more ships superseding the "legacy ships". Alternative: 'balanced out' new ships which will be just more of the same. Consequence in both cases is that players won't invest any further and massively complain when their beloved ship is outdated again. Personally, I love to get previews of ships but I didn't buy all four of the new-gen ships. Not because of the money but because I just don't need them.

We talked a lot here about the fun game loops (for some of us) and the possible advantages of doing DIY repairs, saving AFMU slots, having a research lab which could allow to increase the value of biological samples (or just having fun to display them / extend the codex). Maybe you really missed some of the posts?

Major risk on top of existing features? What are new ships? What is colonisation? What are thicker atmospheres? Upcoming Vanguards? The foundation of ED is 10 years old, Oddy almost 5 years. One just can't build new features without putting them on top of others. There were other threads where a potential 'Elite 5' was discussed and that is by all means the biggest fish to fry. Personally, I think it is something which should be undertaken but again, this is nothing for this topic of the thread.
 
Yes to ships, sure but that is a cow which can't be milked endlessly because after 2-3 years, we will have 8-12 more ships superseding the "legacy ships". Alternative: 'balanced out' new ships which will be just more of the same. Consequence in both cases is that players won't invest any further and massively complain when their beloved ship is outdated again. Personally, I love to get previews of ships but I didn't buy all four of the new-gen ships. Not because of the money but because I just don't need them.
Nah they could have hundreds of ships and it would be fine.

There's also room for dozens of land vehicles.

They could even add mechs :devilish:

We talked a lot here about the fun game loops (for some of us) and the possible advantages of doing DIY repairs, saving AFMU slots, having a research lab which could allow to increase the value of biological samples (or just having fun to display them / extend the codex). Maybe you really missed some of the posts?
We already have repairs and a research lab doesn't need ship interiors.

Major risk on top of existing features?
Yes. People who don't want to bother with ship interiors will still want AFMUs and repair limpets to work the same way.

So all they'd be doing is adding a different way to do the same thing. Not worth it.
 
They could even add mechs :devilish:
You know what, if they actually add those, fine! (I would love Mechs)
Yet I'd still rather have Ship Interiors, and think about it for a moment.
Mechs would be awesome, but essentially nobody asked about them.
Why not just give the community what it actually wants first :/
Mechs would require completely new framework-code so they would be leagues more work than new Ships fighters and SRVs ...
Hell, even EVA might be easier.
... So why not just do Ship Interiors first :/
 
Ok, based on what you can do in Voidcrew, here is what I would suggest for Gameplay in ship interiors:
  1. Being able to fix everything, including hull, to a certain point (not max) without needing an AFMU or hull repair limpets. Or maybe even fully repair if you're willing to burn mats and can do a minigame successfully.
  2. Being able to fix minor issues with damaged equipment. That module that is below the critical threshold and keeps occasionally "going offline" can be fixed (providing it takes no further damage) by an internal minigame to patch the system. Failing the minigame does further damage and the outages can continue. Depending on what damaged system is, it might even be dangerous to fix (e.g. the power plant does electrical damage to you if you get too close, similar to electrical hazard in voidcrew).
  3. The ability to temporarily boost the max output of your powerplant or thrusters; the former is done in Voidcrew by installing power generators (which increase your base power themselves) and then enhancing that power with a minigame (boost last a couple of minutes with an equally long cooldown).
  4. Having a suit/weapon rack so I can interact directly with the bazillion different versions of each suit/gun I have with out having to keep adding presets and modifying them. Just walk up, pick which of each you want, and go.
These are just a few options that come to mind immediately. I'm sure they can do more. Again, look at what Voidcrew and Jumpship have done. Not all of that would translate well, but some of it would.

As a side note, I typically play an engineer on Voidcrew because I love spending all my time running around the inside of the ship fixing engine trim, recharging the boosts, upgrading equipment, crafting and slotting ammo, fixing defects, patching the hull, charging power cells, etc. And that's when I'm not having to go EVA with our Scavenger because she needs help looting the derelicts. Again, I do NOT expect Elite Dangerous to implement all these features. But to say there is NOTHING to do a ship interior when we have one game in release, another of the same type in early access (Jump Ship), and a super detailed simulator under development (Starship simulator) belies the whole "there can't be anything to do inside a ship" argument.

Also, from a lore standpoint, how was anyone fixing their ships before the AFMU debuted? I say we should be allowed to stock up on various patches and parts to do repairs without special equipment. :)
A few problems with this:
  • Voidcrew is a coop roguelike. It's an entirely different genre and none of the things you listed are directly transferable to Elite.
  • Ship repair already exists and does not require ship interiors to work.
  • It would need to be optional for people who don't want to get out of their seats (and play minigames) to repair their ship.
  • Boosts make no sense in Elite unless you can do it from the seat like synthesizing ammo. In which case ship interiors aren't needed.
But to say there is NOTHING to do a ship interior when we have one game in release, another of the same type in early access (Jump Ship), and a super detailed simulator under development (Starship simulator) belies the whole "there can't be anything to do inside a ship" argument.
These games are designed around ship interiors. From the ground up. All of the gameplay mechanics, balancing, loops, systems - everything - is designed around ship interiors. That's completely different from inserting ship interiors into an existing game with a healthy playerbase.
 
Look, I'm not fundamentally against the idea of Interiors, it's just gonna be more limited than most people want. Like, they added a form of interiors by allowing for Multicrew - but barely anyone actually uses it, AND people are broadly disappointed with it. Why would people expect interiors to be any better?

Maybe there could be a pathway towards Interiors by first making Multicrew more viable. What if you could multicrew into someone else's ship and have an NPC on your ship fly it to you? So, like, imagine you're going to fight with a friend but they're 10 jumps away, so it'll be at least 10-ish minutes to get there. So you instead multicrew over, summon your ship, and fly your friend's fighter for a few minutes until your ship gets there and you can fly your own ship?

That should make multicrew much more popular, which will mean it can see more investment and development, which could eventually lead to more in-ship content. There's plenty of room for development on Multicrew mechanics, for example. Right now, crewmates are mostly limited to controlling a turret(which usually suck) or flying a fighter. Why not make it so you can actively increase shield strength in a certainly direction, to block enemy fire more effectively? Maybe you could overcharge a certain weapon, making it more efficient or do more damage, so the pilot can fight more effectively?
 
Nah they could have hundreds of ships and it would be fine.
This is an assumption and not based on facts.
There's also room for dozens of land vehicles.
Also an assumption (although I'd love to see a hover bike). What kind of additional SRVs could FDev build anyway with the limited size of the SRV bay? Any kind of larger vehicles need new SRV bays and then there's a lot of dev effort to make for exactly... what when there's not a game play involved with it?
They could even add mechs :devilish:
Different universe. You also need balanced out game play for mechs.
We already have repairs and a research lab doesn't need ship interiors.


Yes. People who don't want to bother with ship interiors will still want AFMUs and repair limpets to work the same way.
was discussed in depth and the conclusion was that it may be not for EVERY player but for explorers or people who love tinkering or more RP style. Let's say that I don't want to bother with missions, why is there not a 1-click mission done? Because addition of game play, time sinks. They are not liked and utilized by everyone the same.
So all they'd be doing is adding a different way to do the same thing. Not worth it.
You really didn't read this thread :(
 
Ideally every area of the game is affected by the new feature. Some areas will be affected more than others obviously.
Realistically, not every feature can be connected with every part of the game, aside from indirect connection of being able to access it with a ship in some way. I understand what you are saying, game has to be cohesive and it already has way too many disconnects between various modes. It would be much better if the game had a more of a fluid gameplay flow instead of modes. That is one of the main things about interiors - they can add this fluid/natural connection to at least some parts of the game that feel very disconnected for many players.

Pirate massacre systems have already been affected. My super secret pirate massacre system no longer works due to colonization so I've been out looking for a new one. I had no reason to seek out a new one before and now I do.
That is how all systems in the game work. If we are talking about connection on that level - doesn't matter what a feature is - all of them are connected because they are the part of the same game and can be accessed in the ship. There is no Colonisation by combat, or ... or anything but the most basic hauling game loop. The only other game system aside from hauling that almost directly connected with colonisation - is BGS, and only in a way to build something for BGS to exist in, as after it is the same as other systems.

Yes, Colonisation connects hauling with BGS and with that also has the biggest possible impact on the game world. Completely agree. But just as big impacts on the game world are important, small impacts on how the game can be played and immersed in can be HUGE for a lot of players.

I understand, your initial point is also about involvement of as many of existing systems in new systems. But that approach has it's limits, and eventually - there will be a need to create completely new assets, new systems, new gameplay loops. Eventually there will be the need to create more of them for new features, so then they can be used for other new features.

Ship Interiors, at least with what is reasonably discussed for them in terms of systems and gameloops are exactly that. Nobody wants ships interiors as a separate game mode, and it's not like they reasonably can be. There are arguments for a minimal viable implementation to start with, but everybody agrees that there is a room to grow and reasons to go for that growth.

I also just finished engineering a Type-9 so I can help a friend build their colony. I don't do hauling so I never had an engineered Type-9. Now I do.
Ok, that not a direct connection, but at least it is something that influences comfortability/efficiency of participation in hauling game loop. The same way as with all other engineering in the game. With Interiors, engineering could have improvements of manual adjustments of engineering effects or extension of what is possible to do with engineering, not at the start of the feature probably, but as eventual improvements/additions.

The things you listed are not something we would get from ship interiors. The things you listed they'd need to build on top of ship interiors so we'd actually get some gameplay value out of them. Which runs the major risk of being an unfinished pit of development.
I don't see the reason to implement Ship Interiors without gameplay. Just as I don't see the reason to implement any feature without gameplay. And if any new gameplay development involved, no matter the feature - there is a risk of unfinished pit of development. Just look at how many bugs and unfinished things there are currently with Colonisation. Not yet and unfinished pit, but very far from clean implementation or feature complete. And it is a normal thing for the development, any feature will go thought that.

We all know FDev. They've been working on this game for over a decade. We've seen what they're capable of releasing and in what timeframe. The things you listed would take years of focused development if not more. This is where the "effort to reward" ratio comes in. Yes all of these things would be awesome but the cost would be enormous and, given FDev's history, it wouldn't be as epic as you imagine it to be.
Ok, I'm a firm believer that anybody can learn from past mistakes and do better in the future, if they want to. With how Frontier is not giving up on a 10 yo game - shows me that they may very well want to do better. And they are successful. Some might decide to be pessimistic about it, others want to believe that Frontier can do it. I want to believe.

There is no expectation that Ship Interiors will be done very soon. Of course it's going to take time. In my opinion - they are not yet ready for any of the desirable big features to be in full development. There might come time when they do, if the current success is to continue.

Ship Interiors have the best possibility to be developed with minimum investments (comparatively to other big features) by doing it part by part and releasing as current Early Access / mini-DLC model they are using for new ships. For example, by manufacturer (as all ships by the same manufacturer can use same models for rooms, textures), and add new gameplay loops with each such release.

That's not the kind of intersection I'm talking about.
But that is the kind of intersection players who want interiors want to have in the game. And it is a valid intersection for many aspects of the game.

The same can be said for a lot of features in the game.

For example I've never once interacted with the Thargoid war. I did go out of my way to get scanned down by a Thargoid ship once. Other than that I just enjoyed playing in a galaxy where stuff is happening that I'm not involved in. Reading news about the Thargoid war and watching people's videos was enough for me.
Yes, completely agree. Although I've enjoyed Thargoid content and took part in every aspect of it. I can understand that there are player who are not into it. This is fine.

But that is what's actually important for the game about any new feature - it needs to bring new players onboard and be compelling for old players to return. Thargoid content brought players who are interested in that. Power Play also. Now Colonisation brought players who are having fun hauling and building. When the game has variety of features, it has a potential to attract more players who are interested in those features, old and new - and that is the main and only benefit of any new feature for all players.

It sounds more like people want ship interiors to RP walk around their ships. They know that's not enough to justify the feature. So they're coming up with other features to justify it. Like... sure... you can list out features such as "boarding" like it's nothing but that's a massive undertaking for this game/engine.
RP is as valid way to play the game as any other, especially when immersion is the key feature/attraction of Elite.

Gameplay ideas are there to make the feature fun to play for a wide variety of players who are interested in Ship Interiors. The same thing with for example - ELW - they need a gameplay for players to enjoy it more that just screenshots.

About how massive undertaking that is - there were discussion with very knowledgeable people throughout this thread, recently one was also illuminating for me in the last few pages. Long story short - with what the Game Engine can already do - it is very possible, no overhauls are needed, it is quite in the realm of reasonable possibilities.

None of us are in a position to talk about what's "harder". We have no idea. We shouldn't act like we do.
Yes, all we can do is speculate, throw around educated guesses, or at least something that logically makes sense, and build understanding on information shared by those who have a better understanding of principles how thing work in the Game Engine / development, to have a better/reasonable outlook on things.

If adding ship interiors was truly easy then I don't think anyone would be against it.
Nobody says it is easy. Easier than other possible big desirable additions.

So far there are three major features that many players would want to see (from discussion in this thread and other places on forums/youtube/etc) - Ship Interiors, Atmospheric Planets/ELW, full blow Alien Civilisations. There are more minor features, but they are a part of one of these big features most of the time. And there are not direct gameplay wants and desires, such as Offline, Consoles, bug fixes...

Even people with extensive knowledge in the subject of development are not arguing that out of all these gameplay features - Ship interiors are on the easier side. Not a question of more or less desirable or popular or personal preferences. Strictly from a point of view of development.

One of the related discussions about how development of such a big feature could be made into a less of a risk and in a more comfortable way for the developer you can find in my sig, if you're interested in (one of the Updates sections).
 
Wow, everybody just piled up on the new guy :D that's what lack of reasonable discussions does to people

Kestrel1 looks like you're a breath of fresh air this thread needed, thank you! Unfortunately, it didn't work out. The usual, and then degraded.
 
Last edited:
Realistically, not every feature can be connected with every part of the game, aside from indirect connection of being able to access it with a ship in some way. I understand what you are saying, game has to be cohesive and it already has way too many disconnects between various modes. It would be much better if the game had a more of a fluid gameplay flow instead of modes. That is one of the main things about interiors - they can add this fluid/natural connection to at least some parts of the game that feel very disconnected for many players.
Oh you don't need to convince me. I think ship interiors are great and I would enjoy them if they existed.

The broader issue is that, if given a choice, I would rather the developers work on 100+ other things than ship interiors.

That is how all systems in the game work. If we are talking about connection on that level - doesn't matter what a feature is - all of them are connected because they are the part of the same game and can be accessed in the ship. There is no Colonisation by combat, or ... or anything but the most basic hauling game loop. The only other game system aside from hauling that almost directly connected with colonisation - is BGS, and only in a way to build something for BGS to exist in, as after it is the same as other systems.
But ship interiors would not work this way. I would have no reason to engineer a new ship. I would have no reason to find a new system to do some activity. Colonization gave me both of those things.

I get what you mean about cohesion and fluidity - I just don't think it's more important than other things.

I don't see the reason to implement Ship Interiors without gameplay. Just as I don't see the reason to implement any feature without gameplay. And if any new gameplay development involved, no matter the feature - there is a risk of unfinished pit of development. Just look at how many bugs and unfinished things there are currently with Colonisation. Not yet and unfinished pit, but very far from clean implementation or feature complete. And it is a normal thing for the development, any feature will go thought that.
This isn't necessarily true.

Just look at colonization as an example. If you actually think about what colonization is... it's just giving the players the ability to create systems just like the developers already could do internally. There's some window dressing (eg: colonization ships) but in the end colonization sits on top of the huge BGS system. It leverages all of the settlement types, space station types, and economy BGS. That's actually a very low risk thing to add. The biggest risk has more to do with abuse and scaling of the system. But it's not a feature development risk.

On the other hand, for ship interiors to be meaningful they would need to start poking at existing systems such as ship repair. It's just a different animal altogether.
 
On the other hand, for ship interiors to be meaningful they would need to start poking at existing systems such as ship repair. It's just a different animal altogether.
Are you purposefully ignoring my continously brought up points about Ship Repiar XD
Such as first and foremost the idea of repairing the Generator :D ?
Not to mention, the "poking" would be comparatively minimal.
HELL, you wouldn't really have to poke at all if you were ok with walking a minor extra-mile.
You could simply ignore the AFMU as a last resort. No real harm done.
Ship Interiors would be great even without any "poking" at all.
 
Oh you don't need to convince me. I think ship interiors are great and I would enjoy them if they existed.

The broader issue is that, if given a choice, I would rather the developers work on 100+ other things than ship interiors.
Well for them to exist - they need to be developed first, just as any other feature. It's completely fine that you want other features more. In the end, one way or the other, it'll come down to 'are there more players who want Interiors or some other feature', and right now observations across various platforms indicate that there are more players (both old and potential new) who want Interiors.

But ship interiors would not work this way. I would have no reason to engineer a new ship. I would have no reason to find a new system to do some activity. Colonization gave me both of those things.
If by this way you mean not the same connections as Colonisation - yes, it is a different feature that is going to connect different things/systems.

For the examples you picked - engineering can have extra options with manual adjustments, new systems can have derelict/disabled ships to explore, wrecks, signal sources to rescue someone or pillage or do something in them.

And there are more of other possible gameplay things.

I get what you mean about cohesion and fluidity - I just don't think it's more important than other things.
On that we most definitely disagree then. Not the cohesion or fluidity by itself, but new additions to the game either need to have it, or need to add it to where the game is lacking it.

This isn't necessarily true.

Just look at colonization as an example. If you actually think about what colonization is... it's just giving the players the ability to create systems just like the developers already could do internally. There's some window dressing (eg: colonization ships) but in the end colonization sits on top of the huge BGS system. It leverages all of the settlement types, space station types, and economy BGS. That's actually a very low risk thing to add. The biggest risk has more to do with abuse and scaling of the system. But it's not a feature development risk.
Doesn't matter how new feature gets it's gameplay, or what theory is about where that gameplay comes from. Only the fact that every new feature has gameplay is important, because that is what players do when they are playing the game.

Although actual Colonisation gameplay is locked behind hauling game loop, it is still there - figure out placement of objects to create economy, markets, how system is and what it can do or what can happen in it - that is the gameplay, and results gained from that gameplay is what BGS will work with.

On the other hand, for ship interiors to be meaningful they would need to start poking at existing systems such as ship repair. It's just a different animal altogether.
Nope. Overwhelming majority of gameplay ideas for Ship Interiors don't do any poking at existing systems. From realistic ones - only repair does, and it does it without replacing or forcing anything, just extra options, and maybe a less quick and convenient alternative that provides much more immersion. There are a few ideas that expand on possibilities of existing gameplay, and many that add new.
 
Last edited:
Why not make it so you can actively increase shield strength in a certainly direction, to block enemy fire more effectively?
If Elite shields had a function like that, a crewmate using ship interiors (i.e. someone who needs to run around inside the ship on foot, from one side to another in hundreds of meters large ships, while the direction of incoming fire is constantly changing from one fraction of a second to the next) would probably be the least effective way in the world to do it. What the hell is an on-foot crewmate supposed to do to increase shield strength on the right side of the ship, for example? Go there to try and cover the ship using their own body?

If it's only pressing buttons from the copilot seat, then it's not something that requires ship interiors. It would not even require a copilot, as long as the pilot was given a couple of new keybinds. :)
 
Back
Top Bottom