Spacelegs ARE POSSIBLE! Take a hint here FDev ;)

Space legs is just another way of getting from A->B in the universe - once you get to B you need something to do - and I don't see much being suggested other than 'take an existing menu item and make it so I press a button on the environment instead of the menus', which underwhelms me. I see spacelegs kinda like the animation to get to outfitting - pointless and it will get in the way.

I was going to suggest FD should focus on deeper mission mechanics, but then realised that most people don't do the more complicated missions because they're 'too hard', so maybe walking around making Beavis and Butthead noises is the way forward :)

There have been plenty of suggestions that would make space legs a fun and compelling expansion that complements what we already do, not replace it.

I have no wish to get out of my ship, into a station and access a teminal to get the same functionality I get in my ship. That is pointless and I see no reason to have that and I very much doubt FDev will add that either. Well I hope not anyway.
 

Lestat

Banned
Do you all know how many storylines could be added with space legs? Going to a bar and finding a mission just because you talk to someone shady. It, not a lame mission board that we get now. Or take a mission and you have to run to your ship to avoid a fight.

Or in Exploration or between the battle for you to repair or modify your ship. With supplies you found. Not an I win repair button.

If you don't want this update DON'T BUY IT. Easy fix.
 
If you don't want this update DON'T BUY IT. Easy fix.

Agreed, but some of us don't want this for a totally different reason other than "Don't like it,waste of time".
We don't want it as we'd rather have FD spend time/resources on Atmospheric Landings first.
After AL they can do SL if they want to :)
(again IMHO only)
 
Definitely scope for some immersive RPG elements. Space legs does open a whole swathe of opportunities for depth.

Multiplayer co-op to infiltrate a moon base to steal confidential documents?

Tasty!
 
I'd rather have atmospheric planets.

That, +1.

Space legs would be neat (if done in a non-MVP way, otherwise they are a pointless "do it once for fun" feature). But polishing the core game first and
delivering more planetside gameplay (atmo, volcanic & gas giants) are likely to offer a better return on dev time.

Definitely scope for some immersive RPG elements. Space legs does open a whole swathe of opportunities for depth.

Multiplayer co-op to infiltrate a moon base to steal confidential documents?

Tasty!

As neat as it sounds, that asking to dev something akin to deus/ex or the witcher on top of ED. Both took years of dev time...

OTOH If FDev has the ressources to do both at the same time, then sure, do it :)
 
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This does look nice, but I think we should remember that it was done in UE4, a very flexible engine that was originally developed for first and third person games, so it's ideally suited for having a humanoid model moving around a small environment. Importing models and textures from one engine and getting them to move about inside another engine that's specifically designed for that sort of thing is a lot different that trying to shoe-horn an FPS style mode into an engine designed for space flight.
 
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Agreed, but some of us don't want this for a totally different reason other than "Don't like it,waste of time".
We don't want it as we'd rather have FD spend time/resources on Atmospheric Landings first.
After AL they can do SL if they want to :)
(again IMHO only)

While I do want space legs, I very much doubt that it will eat into the dev time of atmospheric planats as they will be different teams with different skill sets to begin with. But the two could certainly complement each other when it comes to earth like planets. They will need to create all of that vegetation and animal life which could obviously go hand in hand with a FPP expansion. Also earthlikes with inteligent life would go well with a FPP expansion too. No point in having alien inteligent life that we cant interact with apart from running them over in our SRV's.

I fully expect atmospheric planets to come first and I suspect it will be soonish for the first set of them. I don't think it will be all done in one go.
 

If you don't want this update DON'T BUY IT. Easy fix.

That's assuming that FDev will add "space leges" as a completely optional - as in no incentives, no advantages, no reward - way. I don't think that this will happen.

The ability to walk around, shoot other players who walk around, board player ships - all this creates huge problems. Problems of a type that FDev has proven to not being able to fix/solve.

Sure it's nice to dream up some cool things that could be possible when players are able to walk around, but real games can never meet those overhyped expectations.
Just look at MMORPGs - how things work there - there is a reason why they work that way. And those games are usually offering handcrafted missions and story lines - not completely procedurally generated things like Elite Dangerous.

Just like the NPC pirate interdiction with "all that tasty cargo" gets boring really quick, all "space leg" missions and activities will get boring really quick - leaving nothing but needless time sinks and tedious standard conversations (that might be skippable - there is a reason why most MMORPGs allow skipping of conversations with NPCs).
 
… is a lot different that trying to shoe-horn an FPS style mode into an engine designed for space flight.

And adjusting that engine in a way that results in a good gameplay experience while walking around and shooting at things. Just having a model of a human moving around the game environment is absolutely not enough.

(And nobody seems to worry about the game controller "issue" and to some extend VR)
 
It isn't hard at all, it's just that FD needs to put a certain amount of resources into Elite development to get it done.
Realizing basic first person game mechanics in a space game is so easy, CIG just had to re-write the network part as well as the physics engine of CryEngine 3.

@Topic: There you have it, people. You can "walk around your ships" for the sake of it. Now tell us, how long have you had fun doing that?
 
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Sir.Tj

The Moderator who shall not be Blamed....
Volunteer Moderator
Frontier have experience on this type of gameplay.

[video=youtube;Glr71X-cr84]https://www.youtube.com/watch?v=Glr71X-cr84[/video]

So never give up hope.
 
Yes, I'm a liar. One more... :D
I am unsure what this is about.

You (placeholder for most leg-lovers here) seem to assume that all who vote against it can't imagine what could be done with legs, right? Do you really believe they/we are all that blocked?
I never assumed anything of the sort. Not too sure why you assumed I had.

But yeah, incentives. Very good idea, that's what the game really, really needs. Engineers was the first significant introduction of a strong incentive besides credits. And how long did they struggle to get that right? Mind you, without putting dev time into sophisticated character animation. If you are really sincere with your idea you should come up with a truly compelling idea that provides a strong incentive and requires space legs. All what I've seen so far is nothing concrete and some fancy looking fluff at best.
Was never happy with engineers being horizons exclusive. I would have liked to have seem at least some limited engineers for non-horizons players.

Incentives do not need to be clear advantages. They could just give you more options for material gathering, credit aquisition and BGS usage in a different environment that complements what we can already do in our ships instead of replace it in a fun and rewarding way. People are always complaining about grind, so having different ways to get stuff that we want is surely a win win scenario.

My personal favorite would be ship boarding with a little pew pew, while the ship's board computer ticks down a 3 minute timer to self destruction. But.. No prompting, please! :D
Could be fun. I can think of much better ideas myself.
 
I am uncertain as to why people think that space walks and atmospheres are somehow mutually exclusive or even competitive for resources. It seems to me that the asset creation for each would require fairly different expertise . Making a functioning proc gen dynamic volumetric weather laden atmosphere with believable exotic environments is fundamentally different from creating gameplay mechanics and animations for living breathing human/alien characters, and their far more static man-made interior environments. Hence, they likely have to two different teams with two different skill sets working on each of these even simultaneously, perhaps with some cross over perhaps for design leaders. The way that Frontier is known to assigns jobs I would think that the degree of crossover of responsibilities among the programmers and artists would be limited if at all.
 
That's assuming that FDev will add "space leges" as a completely optional - as in no incentives, no advantages, no reward - way. I don't think that this will happen.

It can always be locked for non spacelegs dlc owners same way as planetary landing and planetary missions are locked for people that don't own Horizon.
Why do you think it's not going to happen when FD already shown that in fact it is possible?
 
You know what happened to that "game", right?

I have feeling like Frontier is doing other games to try different modes and learn stuff before they add them to ED :D
It's better they fail in other games and make it right in ED then if they failed in ED :D
 
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