Starport interior designs

Hello,

Apart from the basic gray + yellow lights and the one with palm trees and rose lights, are there any ?
Any plans to add some ?

One could say that most of starports are just functional with no aim to aesthetics... but only 2 designs with one being the same 99% of time... that's very little.
OK, speaker's voice do change, but not that much neither (I love the Dutchman :D, for those who recognise the dutch accent).
Pirate outposts do show a red light skull, that's great. What about more variety in big starports interiors ?

Cheers,

Ganjanoof
 
Ahh...another reason to copy & paste! Thanks! :D

Tinman said:
Hi Michael!

I sent this to Chris Gregory too, but since he haven't been on the forum for a while I'll thought you should could get a copy too.

--

I've been meaning to send this PM for some time so here it goes.

I think we all understand that one of the most challenging aspects of making Elite feel alive in terms of visuals is to have enough variation in the gameworld. Having a galaxy of 400 Billion stars with close to a 100.000 inhabited star systems (in some form) feel varied enough and not "samey" is no small feat. To put it mildly...

Let's take the current stations as an example. They look great, but the amount of variation isn't where it needs to be to make the world come alive. We should be able to tell if we are in the Empire/Alliance/Federation by just looking at a station for example. The purpose for each station should also be even more clear than what it currently is, both on the actual station and also with supporting structures around it. These two concept images comes to mind:

DG31JTNl.jpg

0tFn7Lul.jpg


Outposts are better off in terms of variation, but the number or building blocks the large stations are made of are to low to make them stand out. Right now these consist of the docking cylinder, large ring, smaller ring, "cargo units", heat vents, "solar panels" and that is pretty much it unless I missed something. When it comes to the Coriolis station I still hoping to see these at some point to mix things up a bit:

7aVFaCd.jpg


Wouldn't it be possible to crowd source this and let all the modders out there loose on these? Why not create a template file, give out the "design bible" for the different factions and see what people out there can come up with? Then have us players vote on what we like to see put into the game and you can then select your top choices every month or so and put them into the asset library the stations are generated from to increase variation. Only if they meet your standards of course and under the clear understanding that the creators later can lay no claim on the assets and demand payment. If you want this could involve prices (real or digital) for the winning contributors, but that's up to you.

Same thing could possibly be done to the interior slots that are populated by prefabs. Let modders create more for the game to choose from. This might be a bigger issue though due to future plans when it comes to being able to move around these stations so it might be wiser to hold this off until later. I DO think there is a very simply way of making these rather "samey" interiors feel a little bit more varied with very little work. Simply create a "empty" prefab for the different slotsizes where nothing has been built and use that to mix up the interiors a bit more. Presumably these interiors aren't built in on go...rather a station would slowly fill out all the slots over time as the population and traffic increased to the system. Visiting a large station close to the frontier would therefore mean that many of the slots haven't been populated yet and based on population numbers they are filled out more and more. I always loved the ambience of this image due to the emptiness of the station and that the entire station was basically just a "empty" floor.

liyXXqyl.jpg


Seeing things like this out close to the frontier would be great! You can also look at that image and imagine that only some of those slots are populated by the prefab buildings you already have in the game. Preferably placed in clusters like "mini cities". :cool:

But let's get back to crowdsourcing assets shall we? ;)

Later when you start to open up planets modders could help in the same way when it comes to creating (morphable) parts for plants/vegetation, body parts for aliens (presumably you are going to do something similar to what can be seen in Spore and No Man's Sky), buildings, ancient ruins, rocks, landmarks...basically everything.

So...what do you think? Any chance this might happen?
 
I want to see people in the control towers when docking. give them some animation, not much but something so they are not static figures.
Different deco or more deco options for 'selected' stations.

And bring back the pirate horn to unsanctioned outposts. It was a bit loud but no need to nerf the sound completley.
 
I expect we will see more variation in station interiors over time. At the moment FD have more important aspects to focus on.
 
I just see them as the equivalent of Motorway Service stations which are very samey as well, you dock do what you need and get going again. ;)
 
Crowdsourcing assets is the only way they'll get enough for the scale we're dealing with here. They were perfectly happy to crowdsource the money to "involve" people in the development, so this would be a nice way to keep with the theme for something that can only benefit us all while costing frontier basically nothing.
 
Crowdsourcing assets is the only way they'll get enough for the scale we're dealing with here. They were perfectly happy to crowdsource the money to "involve" people in the development, so this would be a nice way to keep with the theme for something that can only benefit us all while costing frontier basically nothing.

How would crowd sourcing assets help in any way at all?

Dealing with the 'crowd', vetting everything they do, reporting back changes that are required, vetting again etc would take up more time and resources than a member of staff (existing or new) to do the work and there there can be intellectual property rights issues.

FD will add more variety down the line when they are ready to spend the time doing so (if they are not already working on it).
 
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I suppose station interiors probably stress the same development resources (art and modelling) that would produce ship skins, new ships, and walkable interiors. So I assume that things like that are "on the list" but the list is pretty long and those priorities are heavily slanted toward game-play, as they should be.

I'd be kind of surprised if I flew up to an orbital I know well and it suddenly looked very very different. Perhaps a community goal to redo the interior of an orbital... ;)

An orbital that looked really crappy - dirty and patched, maybe a bit cobbled together. I'd like to see that.
 
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I suppose station interiors probably stress the same development resources (art and modelling) that would produce ship skins, new ships, and walkable interiors. So I assume that things like that are "on the list" but the list is pretty long and those priorities are heavily slanted toward game-play, as they should be.

They should do this after Powerplay is released. Players spend much time docked in stations and it's boring when you travel thousands of light years only to see the same station interiors.
 
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Is not a problem of station interiors but the lack of different structure . Why when I want to buy a mineral I must to do in a station when I should do this in an extraction structure? Why when I want to buy metals I have to do another time in a station when I should do this in a metal melting structure?
Same thing for food, machinery, electronics......
 
How would crowd sourcing assets help in any way at all?

Dealing with the 'crowd', vetting everything they do, reporting back changes that are required, vetting again etc would take up more time and resources than a member of staff (existing or new) to do the work and there there can be intellectual property rights issues.

FD will add more variety down the line when they are ready to spend the time doing so (if they are not already working on it).

They wouldn't need to vet everything, only the best of the best.

Make the "template files" they already have internally for creating station parts exteriors/interiors available to the public. For the interiors they probably have one for each slot size: small/medium/large. For the exterior there are probably "attachment points" on each end of the Orbis segments that follows a standard so that each part always will fit with the next one logically. Also put out a design bible when it comes to the style of the different factions and general look of the game. Also things like polycount, size and other limitations would be made clear in the documentation. These things already exist...otherwise they wouldn't be able to work on it anyway.

Then create a section in the forum where people can publish their creations. Every month or so people can vote on their favorites. The top 5 submissions can then be "vetted" by FD. Only if they find that these live up to their expectations they will move forward on them. They can then just check if they have been built to specs...if they haven't they simply give feedback and let the original creator fix it. When fixed they put it into the game. People who put their work into the game also need to sign a form where it's made clear that they from this point on will no longer own that asset. They WILL however be mentioned in the credits of the game. Always something to put on the CV. Who knows...if someone turns out to be exceptionally good over a long time FD might even hire them! ;)

As I pointed out in my "Copy&Paste" above this would only apply to static "window dressing" in the game world and not dynamic objects like ships, weapons or people. Modules on the exteriors of stations is for example not something you will interact with in any other way than looking at it or, at most, crash in to.

Further down the line this could also be applied to variants of citybuildings, plants, potentially alien body parts (think Spore) and so on...

This way the FD devs could focus their artists on putting together the assets we will dynamically interact with (ships, planetary vehicles, weapons, equipment...) while the "crowd" could create the "windowdressing".
 
I want to see people in the control towers when docking. give them some animation, not much but something so they are not static figures.
I'm hoping for the day we see little guys moving around on the platforms, but I'd settle for control tower people initially. As long as they duck and/or point whenever a ship gets blown up just over their heads, and give a slow sarcastic clap animation for pilots who scrape their ship all over the docking pad before finally hitting the sweet spot.
 
I'm hoping for the day we see little guys moving around on the platforms, but I'd settle for control tower people initially. As long as they duck and/or point whenever a ship gets blown up just over their heads, and give a slow sarcastic clap animation for pilots who scrape their ship all over the docking pad before finally hitting the sweet spot.
Were there not allready humans that walk around docks in one of the ingame trailers shown at an old e3 event?
 
.I wouldn't want more graphic-power demanding animations, but I would love to see more different layouts, some OHTER models (complete stations or interior like towers) and themes (I like the "luxury" theme of some Stations, but there could be many more, like industrial with lesser pads and more machinery, tourism with lots of glass, bling and neon lights, etc.)
 
.I wouldn't want more graphic-power demanding animations, but I would love to see more different layouts, some OHTER models (complete stations or interior like towers) and themes (I like the "luxury" theme of some Stations, but there could be many more, like industrial with lesser pads and more machinery, tourism with lots of glass, bling and neon lights, etc.)
Well they need to add the humans as they advertised them in the trailer , plus they did say a while back that the game will be scalable so you should be able to togle the humans if you want to. to be fair I think the game needs a bit more love in terms of graphics
 
Were there not allready humans that walk around docks in one of the ingame trailers shown at an old e3 event?
I'm assuming some of the trailers, while using the Cobra engine and game assets, are rendered in non-realtime. So while the engine may be capable of rendering figures, I'm not sure we'll ever see that level of detail in-game. I'll be happy to be proven wrong though.

What does surprise me is the lack of lighting variation inside the stations. There is some there but it's quite subtle, whereas I'm sure I remember seeing much more obvious variations during beta. What I'd really love to see is one of those high-tech, Apple Store-like luxury stations that's been taken over by a cash-strapped faction following a protracted civil war. All of the gleaming structures still there but with their surfaces pockmarked with weapons fire and their long-dead palm trees lit by unflattering, flickering, dim illumination.

Or how about a station where the infrastructure is so poorly maintained that entire sections of the docking bay, maybe even the whole bay itself, are occasionally plunged into total darkness, lit only by the emergency powered entry forcefield and the lights of ships hunting for their non-hologrammed landing pads. Not only would that look amazing, there could be a CG to provide industrial materials and technology to rebuild the infrastructure.

Malfunctioning defence systems might mean ship-to-ship combat would be temporarily viable inside the station... ;)
 
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