But ....
let me guess a thing...
When (sept 2013) the capital ship battle came out devs specified that jumping (or travelling) through systems would be 'seamless'.
Later, i remember it well, when the beta started they said that the jumping sequence it's only a placeholder and the intentions are to make
it 'seamless' most later in a future build...
now... let's face the true: i don't think they really can do anything of 'seamless'...
so, it was a ''forced'' lie over a lie ?
David Braben said:Stating the obvious, all projects, whether building a bridge, making a film, studying for an exam or whatever, carry risk. Projects can run out of time or money, people can leave, assumptions that were made at the start may prove to be mistaken, or the results may simply not be as good as expected. Games development is no different.
But ....
let me guess a thing...
When (sept 2013) the capital ship battle came out devs specified that jumping (or travelling) through systems would be 'seamless'.
Later, i remember it well, when the beta started they said that the jumping sequence it's only a placeholder and the intentions are to make
it 'seamless' most later in a future build...
now... let's face the true: i don't think they really can do anything of 'seamless'...
so, it was a ''forced'' lie over a lie ?
Actually your above statement totally contradicts the title you've chosen for this post.
Since by your own admission 'few people would probably attempt' this it would seem to be a very good design decision to not implement it, and instead put development effort into the things that people do as part of the core gameplay.
I've been playing around with SpaceEngine, recreating journeys to where I have been in ED. That has me properly impressed with the scale of the galaxy, amount of stars and how far away I am now at 8k ly. ED literally keeps you in the dark as you travel. Not only does it get you disoriented with each jump, the background is also darkened at the star, thus following a path turns into a succession of loading screens without a clue where you are. You have to fly away from the star and then try to spot the chances to the background.
Anyway 2001c is far too slow for the stars to move. Except when you're inside a nebula, 2001c is the same as not moving at all. At about 0.1 ly/sec or 3 million c you start to notice star movement. 1 ly/sec is a nice pace to drift through the galaxy. 10 ly/sec is about the maximum before you start losing trek of the stars speeding by, feels like warp 9 in Star Trek.
Enabling those speeds in ED would diminish the accomplishment of exploring the vast distances. At 1 ly/sec it would take less than 15 minutes to get to the horsehead nebula, and about 9 hours to get to the center. You do get a much better impression of how many stars you pass by and the magnitude of difference between planetary and galactic scale.
Making 5 to 30ly jumps in SpaceEngine is extremely cool though. Center the star, press go to and you see the star field shift slightly before the new star shows up in front of you. It's a shame ED replaces the coolest part of space travel with a loading screen.
OK, then why hasn't Eve Online done it?
Sometimes I just can't understand what you people want. "Rooms in space," indeed. Sure, sure. If your definition of "Room" is a bubble 1LY across with an entire solar system inside that we can fly through and interact with, I guess you're right. So sorry that FD didn't spend game resources supporting a mechanism for that microscopic number of masochists willing to fly in a straight line for 9 hours.
I find it rather underwhelming that the devs have used such a design.
i have these suspects:
may be they had a galaxy version that is ''seamless'' .. but they made some test and they found it ''incompatible'' with the multiplayer necessities..
may be they still have a version that is 'seamless' and they keep it for a future build, who knows.. ?
sure it would be nice to ear something directly from devs about this matter,
as usual we are talking with ourself into an useless ''gran canyon of echoes'' and nothing more...
i have these suspects:
may be they had a galaxy version that is ''seamless'' .. but they made some test and they found it ''incompatible'' with the multiplayer necessities..
There really isn't any need to be so rude nexxo.
Eve isn't a good comparison either way, the whole underlying structure of the game is completely different to ED, but I guess you know that don't you?
Afaik, Cobra engine is capable for unlimited seamless transitions between the stars, from space to planet's surface etc. Why shouldn't it be? After all, Frontier could do that 20 years ago. But this is MMO game running in persistent universe - so I guess FDEV decided that keeping players sync'd in such (fully seamless) environment is too complicated and is not of much use because only few would decide to waste hours/days/weeks for interstellar supercruise.
Which reminds me to once promising MMO project, now vaporware, called Infinity: Quest for the Earth. Guy behind it was always pretty adamant that his game must be completely seamless - no exceptions, no limits. But in reality he never offered any valid technical solution so it turned out to be more or less just a pipe dream.
given the scale of the universe and the speed you are allowed to travel in supercruise, i don't see a downside to the implementation.