So Interiors in keeping with ED gameplay

I've seen a lot of chat about ship interiors, how amazing they could be and how they wouldn't add anything to the game. Well I really want them, but I've thought about the flip side and its arguments and given that Odyssey has defined what FDev think is important to gameplay I thought I'd come up with an interiors proposal in keeping with that.

So. I think we need just enough of a ships interior to create gameplay loops around and offer some simple immersion.

Given that much of our ships are automated there is no real gameplay to be had from ship maintenance so I'm going to take that out of the equation. That removes a need to recreate a ship i detail and make modules anything beyond a statistic. Therefore I think what we need is this:
  • Cockpit freedom
  • A cabin (bed etc)
  • A corridor
  • Access to exit
The cockpit could have access to various ship information on screens that include the same interfaces as the pilot seat but with more detail. You could also sit in any seat and get up at any time (at your risk).

The cabin is essentially our ARX sink. Decoration galore.

By the corridor I don't mean a straight one. I mean a route towards the exit. Along this route you can see the status of your modules and see where other rooms are like the mess hall (something that would be cool to visit but serves no gameplay purpose). There could be some basic interaction with each module such as full stats and a choice to focus the AFMS on that module specifically giving some purpose to visiting them.

Access to exit in this case means walking along the corridor route to the lift/ladder OR crucially an option to go straight from the back of the cockpit to the outside/concourse so we can choose speed.

Within the confines of the above i feel we'd have all the gameplay we need from interiors and i believe this would make their development a lot simpler too. Dare i say they could copy and paste a fair bit between the ships to save time (not advocating that though 😬).
 
Such a foundation could then be built on to create very compelling team play where players fulfil different roles on the ship in the form as expanded multi-crew.
 
I've seen a lot of chat about ship interiors, how amazing they could be and how they wouldn't add anything to the game. Well I really want them, but I've thought about the flip side and its arguments and given that Odyssey has defined what FDev think is important to gameplay I thought I'd come up with an interiors proposal in keeping with that.

So. I think we need just enough of a ships interior to create gameplay loops around and offer some simple immersion.

Given that much of our ships are automated there is no real gameplay to be had from ship maintenance so I'm going to take that out of the equation. That removes a need to recreate a ship i detail and make modules anything beyond a statistic. Therefore I think what we need is this:
  • Cockpit freedom
  • A cabin (bed etc)
  • A corridor
  • Access to exit
The cockpit could have access to various ship information on screens that include the same interfaces as the pilot seat but with more detail. You could also sit in any seat and get up at any time (at your risk).

The cabin is essentially our ARX sink. Decoration galore.

By the corridor I don't mean a straight one. I mean a route towards the exit. Along this route you can see the status of your modules and see where other rooms are like the mess hall (something that would be cool to visit but serves no gameplay purpose). There could be some basic interaction with each module such as full stats and a choice to focus the AFMS on that module specifically giving some purpose to visiting them.

Access to exit in this case means walking along the corridor route to the lift/ladder OR crucially an option to go straight from the back of the cockpit to the outside/concourse so we can choose speed.

Within the confines of the above i feel we'd have all the gameplay we need from interiors and i believe this would make their development a lot simpler too. Dare i say they could copy and paste a fair bit between the ships to save time (not advocating that though 😬).
Yep all that
 
I think you missed the part where you describe the gameplay.
Well there can only be so much from a limited space like I described. Which is the point. But if I were to elaborate a little I'd say as follows:
  • The cockpit freedom could lead to accessing the ship on a deeper level mostly through different interfaces within the space. It could also open up mutli-crew gameplay and NPC crew based gameplay.
  • The cabin needs little further explanation beyond being a home to decorate with hard earned trophies or bought trinkets. Trophies could reflect completed activities. It could also be a place to immerse in game lore through holo vids or what not.
  • The corridor is an opportunity to provide limited interactivity with ship modules. Perhaps allowing some customisations to modules and other parts of the ship. access to turreted weapons or mining tools, exploration tools etc that add another layer onto these existing components. It could also be the way to access your SRV or a new "shuttle" that could be used for mining or exploration.
  • The exit is a collection of options to disembark the ship, whether at the end of the corridor or direct from the cockpit. But say you're in a surface battle being pursued by enemies you'd be forced to run the length back to the cockpit to give that sense of scale and urgency.
But really those are just examples. The aim would be to create grindy compelling gameplay loops that boost the main game.
 
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