Got ripped on posting this in the wrong forum section. So adding my 2 credits on this by direct cut and paste here. Even if being able to exit the spaceship in a space suit isn't feasible, it should be possible to walk around in your cockpit. It's the smallest life support area on your ship regardless of the ship size. And just like an earth trucker, pilot should have living quarters in their cockpit. Seeing how the vanilla game has constrained you 100% of the time to this area (minus being in a SRV).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Obsidian Ant made some excellent observations for the pros/cons of space legs in the video. I wasn't aware the dev appeared to have been originally in favor of this, but ditched it for logical technical/performance reasons.
HOWEVER
There IS a possibility for space legs if it's restricted to INSIDE the player's ship based on the following facts/logic:
0.
Elite Dangerous = EuroTruck Simulator 2 in space. Give or take dash of Privateer/Freelancer and a good seasoning rub of Civilization/Anno Domini (for the political space drama which manifests as ED politics & Power Play features)
This piece of blasphemy ideology pontificated:
1. Regardless of ship size, it's a fact some 95% of space ship capacity by design
is reserved for cargo and/or hauling passengers based on your load out. Why?
2.
ELITE DANGEROUS IS A SPACE SIM GAME ABOUT SPACE LOGISTICS AND/OR EXPLORATION. With some economic sandbox features (mining etc.) and PvP ganking (consensual or otherwise) in between. So by default of this inherent design, Elite Dangerous = EuroTruck Simulator 2 in space. This means...
3.
YOU AS THE PLAYER ARE A PROFESSIONAL SPACE TRUCKER. Not a "pilot" as you're being led to believe, BUT A SPACE TRUCKER (with deadly hard point ePeen to boot). And unless you're carrying a backup smaller space craft or SRV on your ship, then you NEVER leave your "pilot" seat.
#3 is the foundation of my premise of ED being a space EuroTruck Simulator. Just like a terran bound 18 wheeler trucker, you Cmdr rarely get the opportunity to leave your seat. But unlike the terran bound 18 wheeler trucker, YOU NEVER HAVE A PLACE TO SLEEP. If a primitive 18 wheeler truck can include a sleep space (with electric ports to plug in appliances like a small fridge, TV etc) then why can't a futuristic space ship provide these amenities? From a 1st person POV that is.
So basically space legs could work like this. The cockpit is augmented with several new & interactive features (all experienced from 1st POV):
Add a small bed alcove which serves as a save/logout feature regardless of where the player is in space. This would really benefit deep space explorations if a player is LY from the nearest docking station and/or just wants to log off. This feature would work the way Star Citizen designs the player's log on/off mechanic by waking up/going to sleep on their spacecraft but always in first person.
- Upon log off, player is able to stand up in the cockpit, and walk to their small bunk/cot alcove (located immediately behind the pilot's chair). Then can lie down to get the option to log out. Their spacecraft is stored at that point in space.
- Upon log in, player can sit/stand up to exist their bunk. They don't need to see their feet like in SC. Just have the ability to sit up/get up in first person and leave the bed/saving zone.
Player can then walk to their pilot seat to pick up where they left off playing the game as a paraplegic from their pilot seat.
OR another use for space legs:
Player could walk short distance to a ship storage panel to manually retrieve food/liquids/chems from storage. Then sit in their pilot chair, press a button to initiate food/chems consumption. These food buff performance items would only cost the player credits/storage space and not energy. With an additional disadvantage of spoilage over time. Alternatively, player could eliminate the storage/spoilage penalty. Simply just replicate food/liquids at a separate computer panel via a costly replicator module. This grants an indefinite food/liquid shelf life with superior boosts at no storage capacity. But at the cost of additional energy management from ship resources.
Both food/chems storage and replicator module panels would give players performance boosts. Like eating bowl of stew, drinking hot steaming cup of coffee/other liquids. But again, this replication tech costs energy and credits. So even if player has credits and bought said liquids, they can't replicate it unless their spacecraft has enough excess energy (or they optimize it to do so). This is a limited storage capacity of resources the player needs to buy when at docking stations. Then sit in their chair and consume the food for temporary health buffs. Why? These health buffs function as a player or ship based buffs.
When used as a ship buff, these health buffs provide a limited boot to ship performance How? This player health translates into better player mental acuity, endurance/constitution and reaction time so the player utilizes/operates the ship's resources more efficiently. So these ship boosts are directly manifested as temporarily boosts to one of the ships SYS/ENG/WEP by a minor percentage over a limited time. For example:
- drinking coffee/caffeine improves and enhances the ship's WEP from enhanced player reflexes. Good advantage in all PvE & PvP combat maneuvers
- drinking water/eating chems increases the ship's "perception" via scanning mode capabilities. Ship has better scanning capability for a limited amount of time. Works best with mining ice planets
- drinking other fluids besides coffee/water improves the ship's SYS via shields e.g. by 1% for several game minutes. Good advantage in dog fights and self defensive maneuvers
- eating food extends the ship ENG performance from an endurance and constitution perspective
When used as a player buff, these health aids are held in reserve and not activated until a player's ship or SRV becomes damaged/inoperable. When the player is stuck in orbit in space/on a planet and loses all life support from their spaceship/SRV vehicle,
these health buffs extend the player's oxygen capacity timer. Possibly increasing their chance for survival for half hour to hour to give first responders time to help them.
OR another use for space legs:
player could walk short distance to a ship panel functions as their closet. Items the player has bought at stations such as exoskeleton armor of varying types, O2 tanks, med kits aid etc. are stored here. If player opts to wear a space suit, this clothing feature extends their ability for survival if they lose life support on their spacecraft/SRV.
1. If stranded in their ship with no life support in space near an orbiting space station, then the player could
2. If stranded in their ship with no life support in orbit of a planet with a known planetary based station, the player could use their spacesuit to buy time. Extend their life support while waiting for the contacted planet based station to teleport them into the docking bay. If player manages to survive the time it takes for this resource to occur, they see a loading screen and then find themselves safely inside the docking bay area.
3. If stranded in their SRV with no life support, space suit would allow them to exit their vehicle. Give them a limited amount of oxygen in which they can try to walk to the planet based station. Interact with the station to access the NPC by an external terminal panel to request permission to enter. After a load screen, player is sitting inside a passenger lounge area where they wait until their rescued SRV and/or ship is repaired at that station for a hefty fee. Or until other first Responder players like the Fuel Rats etc. extract or rescue them. Or upon reaching the station, interact with a NPC menu panel to contact the station NPC authorities and request their stranded SRV/orbiting ship is teleported into the station for repairs. This could be one way to save on the insurance re-buy costs.
BTW: these new features wouldn't touch the existing intricate layered menu system from the pilot's seat. Rather it would seek to enhance the extent of information you can already access from the pilot seat with a space legs feature like this. If your space craft is stranded (and say you have no back up ship in the hold), you could use the existing comm panel menus to contact the NPC station authorities by a distress signal. Then once the authorities are notified, they will tell you how long it will take to recover (i.e. teleport your ship in orbit). You could then use this time to leave your pilot seat, walk to the closet and access your space suit. Take whatever necessary health aides from storage to add to your inventory to extend your survival chances while waiting rescue.
If you didn't prepare sufficiently ahead of time i.e. buy a spacesuit, health aides etc. then you die and have to resort to using your insurance to rebuy a new space ship. So space leg feature would give the player an alternative immersive workaround to saving on rebuy insurance cost (by giving them the alternative optional penalty of a smaller O&M/repair bill v. entire rebuy ship cost)
Cmdr Obsidian Ant's had some interesting oversight on the dev's decision against space legs here. But I still think it's possible to implement this feature. Especially if it's constrained to the cockpit of the player's ship
[video=youtube;wkFwsiPHeR4]https://www.youtube.com/watch?v=wkFwsiPHeR4[/video]