At the moment the SC transition to and from an instance takes some time as various computers have to sync data and establish communications. It is highly unlikely that this will be reduced to a small enough delay to be "seamless".
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That leaves covering up the transition. IIRC Halo covered up these transitions by having the player walk down a corridor via a few doors (hence the number of corridors in the maps) rather than a non-interactive loading screen. S
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Someone has suggested replacing the "drop" animation with a "mini game" similar to interdiction where the pilot has to fly down an "approach tunnel" in order to drop and MB seemed interested in the idea. Of course they would have to work out what to do if the pilot made a hash of the game (not drop out?, drop out with damage? drop out 25km from station?). Personally, I'd like to see the drop out distance from the target (and possibly heat signature) as the variable affected by your success at the "drop out" mini game. if you are a good pilot you can drop close to the stations (say 7.5km) for a quick transit and well within any no fire protection. if you fail, you drop out 25km from the station and have to slog you way there exposed to any pirates lurking...
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How does this relate to planetary landings? Well, I imagine the architecture of the game would give two options:
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The first would be that planets become another PoI in SC that can be dropped into. So you would approach the planet as you do now but at the appropriate time drop out into the planet instance. In this case the "mini game" would be the re-entry into the upper atmosphere (flames, heat management, buffeting etc.) and when complete you ship would be at a (say) 10 km altitude and traveling at 0-few km/s. This "planet" instance would be like SC as everyone would be travelling at "supersonic" speeds and wouldn't interact very much. In order to land or explore you would target a PoI (as in SC) and "drop out" on the landing strip/city/USS instance.
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The other alternative would be to treat the destinations on the planet as PoI themselves and drop directly into them. With this method, any fast travel around the planet would have to be achieved by going back into SC and traveling in SC before dropping down on the other side of the planet i.e. there would be no high speed travel in the planets atmosphere
.
That leaves covering up the transition. IIRC Halo covered up these transitions by having the player walk down a corridor via a few doors (hence the number of corridors in the maps) rather than a non-interactive loading screen. S
.
Someone has suggested replacing the "drop" animation with a "mini game" similar to interdiction where the pilot has to fly down an "approach tunnel" in order to drop and MB seemed interested in the idea. Of course they would have to work out what to do if the pilot made a hash of the game (not drop out?, drop out with damage? drop out 25km from station?). Personally, I'd like to see the drop out distance from the target (and possibly heat signature) as the variable affected by your success at the "drop out" mini game. if you are a good pilot you can drop close to the stations (say 7.5km) for a quick transit and well within any no fire protection. if you fail, you drop out 25km from the station and have to slog you way there exposed to any pirates lurking...
.
How does this relate to planetary landings? Well, I imagine the architecture of the game would give two options:
.
The first would be that planets become another PoI in SC that can be dropped into. So you would approach the planet as you do now but at the appropriate time drop out into the planet instance. In this case the "mini game" would be the re-entry into the upper atmosphere (flames, heat management, buffeting etc.) and when complete you ship would be at a (say) 10 km altitude and traveling at 0-few km/s. This "planet" instance would be like SC as everyone would be travelling at "supersonic" speeds and wouldn't interact very much. In order to land or explore you would target a PoI (as in SC) and "drop out" on the landing strip/city/USS instance.
.
The other alternative would be to treat the destinations on the planet as PoI themselves and drop directly into them. With this method, any fast travel around the planet would have to be achieved by going back into SC and traveling in SC before dropping down on the other side of the planet i.e. there would be no high speed travel in the planets atmosphere