The Spacelegs(TM) gameplay mechanic discussion club thread!

Something I wrote a LONG time ago...


To anyone reading: English in NOT my primary language, bear on please. :p

And so it begins...

FPS Module / FPN (First Person Navigation) does give the opportunity to players to move in a first person perspective in the Elite Dangerous universe outside the boundaries of the ship she/he owns.

As written before, it's only really applicable on ships above a certain tonnage.
That is, those that have the physical space behind the commander chair for the necessary structure (a/many corridor/s, more rooms and so on).
There could be some ships whose Cockpit opens directly into the "outside". Boarding that kind of ship would prove... tricky.

This detail must be left entirely in Frontier's capable hands.

I could see in FPN (First Person Navigation) a minimalistic GUI integrated in some sort of headpiece.
This would allow for remote operations of simple subsystems, without the need to physically move all over the ship just to activate something. It also remove the need for an immersion breaking fast-travel options.


What could be smart is the use of a separate instance for the player involved in a FPN (First Person Navigation) section.
I.e.: FPN sections would only actually activate and set the player(s) in a separate instance when certain conditions are satisfied:

  1. The player is alone: let's face it, to have fun with the FPN it's better to have no other worries going on.
    So the first check would be if the player is reasonably alone in a certain radius. This would make sure he can be placed in a safe instance where she/he can perform the FPN section with no annoyance (beside the FPN :p ). So while "salvaging" an empty hulk or mining, or during a delivery of a bio-weapon (Military-Grade Chinchilla), IF there's nobody around, there's a percentage of a FPN Section happening.
  2. Two player ships -with the same FPN module settings- are within a certain distance: eh, good'ole piracy act. With the right weapons, and the right equipment it *SHOULD* be possible to disable another player's ship. Dynamics for "Why would I board another player's ship?" are detailed in the "Third party ships FPN" below...
  3. A player (or his group) reached the location for a NPC entity: there could be a NPC driven quest requiring a ship for the mission and one (or more) for escort... i.e.: The NPC that give the quest warns the player that they could be attacked and a boarding *could* happens, or (the other way around) they have to approach a certain area and board assault another NPC ship while defending from its escort. Detail on what to do are in the "Third party ships FPN" part below.

Ok, from now on this module is referred as First Person Navigation (FPN)
Main areas of interest:

  1. Player owned ship FPN includes (but is not limited to):
    • Damage Control - actions roughly split in containment or repair.
      At the beginning (considering that the module will NOT be available at launch) all these action could be performed by an automated system or NPC crew. Literally just a statistic or some GUI button activation.
      In this case, with the module fully active, I could do-
      • Damage containment:
        - this will allow me or another human-played crew-member to activate emergency procedures relative to a specific condition.
        • Procedures: immediate solutions are available at the player's console.
          It could be necessary to move to a secondary station, or order those who are manning it to do something (either AI or Human).
          In some *extreme* cases it could still be necessary to handle it personally.
          I'd avoid as much as possible button mashing/puzzle solving (fire extinguisher at hand or connecting wires) or this will be skipped entirely.
          NO BUTTON MASHING Q.T.E.
          It's better to employ a simpler method (single button operation) based on observation and a little bit of cognitive thinking. Experience WILL help.

          As an example of Damage Control and Repair look in the following post, at ---- EXAMPLE ----
      • Damage repair:
        - this will happen AFTER the previous step OR in case of a faulty unit/subsystem. Damage brought upon a ship could be dealt in different ways:
        • Jury Rigging: It's mainly the act of removing the cause but not the symptoms. Takes little time, no spare parts are required, but not everything can be j.r..
          I.e.: in case of hull damage, the hole is closed with makeshift boards, soldered, little hit-points are restored but lost armor of the area is NOT. From outside it looks closed but it will not take much to open again...
        • Repair: It requires spare parts and it fixes the problem entirely restoring complete functionality. Self explanatory... Takes a bit more time.
        • Leave unattended: No further steps after the Damage Containment. Ballsy but Dangerous.

        It isn't necessary to split clearly these two parts, they are two sides of the same coin, or better even, just a consequence... It's a logical difference not a physical one.
    • Secondary stations activities - Actions required for specialised equipment, turrets manning, improved behavior of certain equipment.
      • Specialised Equipment:
        - As in Frontier, or First Encounter, there are missions that can only be completed by owning the correct/specialised Sub-system. It can rage from a particular kind of Passenger Cabin, up to the cutting edge Radar Scanner or even just field testing a prototype for your Navy/Government of choice. Moving to the relative Secondary Station opens up the necessary narrative that leads to the beginning/development/ending of the mission. Obviously, according to the type of Sub-system/Station there are different reasoning/mechanics to implement but it *could* all be reduced to an interaction with a specific GUI. Again, it MUST BE DIFFERENT from simple Q.T.E. button mashing; being instead a simple game-mechanic that requires a bit of (?lateral?) thinking that can be honed with proper experience. It would make a player that's ACTUALLY capable to read a deep space scanner a better choice for crew, forcing people to get into the game-play or relaying on that one smart friend. Also a valid motivation to seek new friends or even creating School Ships, offering lessons in Specific Sub Systems for a price or... stuff. Got to think about this.
      • Turreted Weapon Systems:
        - The name is pretty much self explanatory. The station provide a specific GUI with the targeting cues of the on board weapons. As in Elite 2 all the turrets (if more than one, of course) can be slaved to the Artillery Station so when the gimbals limit of one turret are reached the system switches automatically to the next one in that give direction. In case of multiple turrets with overlapping fields of fire then all the turrets that can aim at one precise spot can/will fire at the same time. Makes sense, for example, for those big Broadsides seen in the Damocles. For such kind of big ships (still unannounced for player use, but that's it... I think about it anyway) there simply would be more stations to provide redundancy beside multiple manning...
      • Improve equipment :
        - (This is trickier as involves a certain amount of randomisation and a la Q.T.E. interface...) With this case I mean the probability of an experienced player to provide a better outcome in certain conditions as opposed as the normal AI NPC. Conditions as specific sensors reading or mining. Giving this task to a generic (face/name-less) AI NPC would just yield *some* results (to put it in numbers between 50% and 75% of the possible 100% maximum yield of a mined asteroid...). A human player would be better suited to the need of fast applications of certain commands to a specific condition. The challenge here is to create a proper mini-game with its rules et and physics.
        Possibly this could/would be skipped/merged with Specialised Equipment.
    • Boarding Defense - The classiest of the implementation... being boarded against you will (or maybe tricking someone into it- *wink wink* *nudge nudge*) and defending from it. There's a number of interesting variables. There would be the need of personal weapons and armours. Smaller guns may not pierce every personal armor BUT will have plus of being recoilless (magnetic propelled darts)... Bigger guns will really prove to be a problem to swing around in small corridors but could potentially rip through the doors. Or using simply Stun-gun/Electric Batons...
    • Slaves/living beings/aliens-in-storage escape containment - Maybe sounds like a weak point, but I figure this would only happen with some specific missions AND only if the given precautionary measures are not taken. ( I TOLD YOU, those low energy bars would have NOT kept the Mutant-Chinchilla in that cage!). Again the whole range of personal equipment (or the lack of it) can make for an interesting experience.
    • Preparations for/and E.V.A. - Literally just the simple act of walking to the Deep Space Docking Collar and don your E.V.A. add-on to the player's emergency-space suit (space-onesies?). In a bigger sense this would only be a necessary step before specific missions- as recovery of a specific item from a abandoned ship/space hulk, or some sort of NPC ship Damage Repair, planting nukes on an asteroid...
      rolleyes.png
    • Ship exploration and familiarisation - Just for a bit of distraction while waiting for someone, getting used to specific sub-system, Damage Control training or even admiring proud at your new Amarant Chinchilla-Leather interiors...
  2. Third party ships FPN is available with vast majority of NPC ships and with human players that have the FPN module with the same settings. This is justified by the absence of the Deep Space Docking Collar that is given only to those who buy the qualification for Deep Space Extra Vehicular Activities. i.e.: buying the module.

    The Deep Space Docking Collar is a self encased apparatus that takes (for game purposes) no space (or maybe a particular hardpoint. For example the Eagle (or any of those Imperial single-seaters we saw in the Damocles video) are unlikely to have the space for that.

    The reciprocal of those missions would mainly be Boarding Defense.

    Possible options for Player-to-Player interactions basically are
    • Hostile activities
      • Police action- In case it's possible to enlist in a Station Police Force (or just when you do some missions for them when you're down in the gutter), routine check would bring you to dock suspect ships. Assuming that the Police Viper Mk.II has two more officers on board, it could evolve interestingly. Some shifts could just be relaxed cargo-scanning routines, other times it could really evolve in a string of Quest-like missions aimed at taking down a small gang of Pirates on the other side of that rocky moon.
      • Assault/Hostage/VIP taking/saving- In case it's possible to enlist in the Federal/Imperial Navy (or just when you do some missions for them when you're down in the gutter), it would be the closest you get to the opening scene of Star Wars - A new hope.
      • Hostile takeover- Actually just a variation of Assault. In this case you're rather the Pirate or the Independent with its greedy eyes on that plump escort-less fully laden unarmed transport... taking everything that's not bolted (thrice) to the ship.
      • Delivery interception- Another variation. Whether your employer is a Government, a Black Ops illegal team, or just a Smuggler- all you need to know is
        <You have to board the "Salty Tears", quiet any resistance, go to deck 2 and collect only the crate that looks like this *Picture uploaded to your PDA*...>
      • Technology/Apparatus stealing- As Delivery Interception, it adds the need to have a specific (given by NPC?) tool for the removal of that cutting edge radar/prototype Tritium Scanner from the "Long Train Run" on its way back from the testing field.
      • Terrorism- As Assault... actually just a different objective- Planting a bomb or killing a specific target.
      • ...more
    • Non-Hostile activities
      • Salvage operations and Supporting activities- The Station receives every week dozens of call for help/rescue. You are in service as Space-Coast Guard (or just when you do some missions for the community as a punishment for crimes or when you're down in the gutter and need cash fast) or Deep Space Support Delivery (kind of Air to Air refueling/Weapon delivery/Mechanical Aid). Sometimes you make it on time... Other times all it's left to do is collect-haul the hull back to the station for the bodycount & ID.
        <Now, let's hope that's no pirate bait waiting for us... That would ruin my record of 32 successful recovery.>
      • ...more
  3. Player's ship to space station embarking/disembarking.
    What I'd really like here (but this is VERY personal, so feel free to disagree) is to have no weapons in the Space Stations. As bad as it sounds, it makes leaving the Ship a relative issue. Gives the players a free feeling for exploring nooks and crannies for interesting NPC...
    It allows for interaction that would not be otherwise available to players. Not simply a glorified trading screen. One thing made me feel weird in Elite 2, First Encounter, all the X games but NOT Freelancer, was the impression I was THE SHIP, not a person flying it. Like being bolted to the seat, bound to never leave again. Maybe, pirates station, or illegal ones of any sort could provide some challenge in that, allowing for FPN shooting. But at least you have the choice whether to risk it or not... Choices are good.

... Continuing From Previous Post ...
    • Special pickup-delivery missions/Shady Deal
      It can be related to both NPC and Human Players.

      NPC would just offer as in Elite 2 and 3 to take a package somewhere.
      The fact that are not going through legit channels should give you a hint...

      In the latter case it would allow to pick up from not-so-clean-records-guys stuff that's "hot". You cold get some real friends like this...
      And lose them too...

      There would be a bargaining phase with a timer that would give some urgency to the matter. It would be necessary to simulate Police patrols or "moles" that keep nosing around with the inherent risk of getting caught.

      So, for instance, a two minutes bargaining phase with an Offer/Demand GUI-
      Whether the deal is done or gone, there will be always just ONE chance to do it for each couple of players.

      Hardcore? Maybe but it would be indicative of the risky situation in which the two players are. There will be no d!cking around...
    • NPC interaction
      This could be a throwback to Elite 2 and 3. Remember those missions where you had to give people hints about someone they where looking for? Exactly.

      Just that here you have to physically check places the NPC hinted at.
      It could be a single loop mission or it could become some sort of Scavenger hunt... Completing this mission might end up with said NPC handcuffed in your worst passenger cabin. And guess what, on the way back to the client one of these Boarding defense might be in order.
      <You didn't think my friends were going to give up so easily, didn't you?>

      Or the target could actually be in a ship that just left and it will take no less than a full-out Assault to take him/her.
    • Human-to-Human interaction
      A simple yet effective way for those who like to Role-Play to recruit other RPG players. Imagine the bar, with its Sim-Cabinets.
      <Jenner here tells me here you're a hotshot with Plasma turrets... show me.>

      Or flying fast through asteroids or a simple shooting gallery...
    • Exploration
      You just arrived in one of the biggest station in Sol from a little setback system with two suns and just barren desert planets... You certainly would love to look around from those huge windows, hanging above good old Earth...

      Who knows, in the end, what you can find, peeking around.
    • ...more

This concludes the first post.
I'd love to discuss more but I feel more and more like The Beatles "Nowhere Man"...
Maybe I'll just posting altogether.

But I still have some ideas...

How should Modules be delivered?
I think a Suspension of Disbelief method is in order, and more than possible...
For example


  1. FPN Module- as stated before the module comes with a certified qualification (it could appear hanging/fixed to the wall behind the cockpit main console :p ) and a rather peculiar piece of equipment: the Deep Space Docking Collar.

    All ships have the Standard Docking Collar, which allows interactions will all the Trading/Shipwork/whatever-structure to-be-landed-in stations.
    But only the pressurized, armoured, insert any sort of knick-knacks, Deep Space Docking Collar would allow for a structure for professional use with some degree of safety.

    This allows for module owner to experience the whole range of activities in the first post PLUS NPC interactions.
    In the rare case that a NPC pirate ship manages to disable our ship we may have to face a Pirates Boarding...

    I believe that, especially this module, should be "tailorable" for each player. With some check-boxes it can be specified what sort of interaction the player wants:
    • Single player only
    • Multiplayer with Friends/Groups options
    • Multiplayer with All
    • Allow NPC in

    This would allow for very generous people to buy the module for sake of "Shut up and take my money" without ever using it if so they wish, or only activating it when there's no wife/kids around.

    These options would only be available when docked in a space station.
    This because it does actually requires the dockyard structures to remove the Deep Space Docking Collar...
    Once removed (at least for the selected categories) it simply makes that ship impossible to dock to, the scanner of your ship (as you inspect your possible "target") will tell you so.
  2. Planetary Landing Module- This comes with another certified qualification (it could appear hanging/fixed to the wall behind the cockpit main console along the others) and a piece of equipment (or a complete set?):
    • Atmospheric Shield(s)
    • Thrusters Atmospheric Upgrade
    • ASOGS - Atmospheric Supported Oxygen Generation System

    Without these upgrades landing on *ANY* planet would not just be dangerous, but simply lethal.
    After the Planetary Landing Module is activated by the player there will always be available a training mission (in a separate instance maybe?) that will teach the player the procedures and (if present) new GUI elements related to the planetary landing procedure.

    OR: there could be a Trainer (with low-poly, filled polygons graphics, and TRON like neos effects) in a Flying School type of structure. Some sort of VR Training. (All it takes really is just to make the low poly models, it will just be a separate instance with the same engine, physics simulation...)

    What happens if the Planetary Landing Module is not present and a player tries to land anyway?
    The extra mile: As soon as a player is approaching the atmosphere layers of a planet, or close enough to the surface if no atmosphere, all sort of proximity warnings go off. Red sharp alarm all over the GUI (HUD or control console), blaring *AHOOOGA* and a superimposed trajectory for safe evasion to follow or, in the extreme case, the ejection prompt. A countdown on the GUI will scan the seconds left to the (game driven) ships explosion.


From the previous post... I've reached the Hard Limit...

---- EXAMPLE ----
There's few things as thrilling as going first person to see how bad that hole in the main hull is...
biggrin.png


Imagine it: Two seater Cobra Mk.III, during "salvaging" operations in an asteroid field there's an impact. Decompression alarm, pierced hull in room 4. The commander order you to handle it as she keeps on flying. On your console, you switch the screen from the Scanner to Damage Control and seal the whole area in room 4 with a button.

As the "Tariq's Soul" it's out of the asteroid field it's time to see how bad it is. You get up, your helment extend from the relaxed position around your neck and your GUI kicks in. Travel to the corridor, down the ladder and seal the corridor behind you. As you open the door that leads to Room 4, all the little air left is sucked out with some particles and noises are no-more. Just your breathing and footsteps. You turn on the headpiece light and off the emergency breaker. The room goes dark and that's when you notice the hull has an hole as big as your chest, the light of that distant sun beaming in... Also the entire cargo pod <1> is wasted.

Brilliant. All those expensive suspended-animation Chinchilla are now just as good as fertilizer...
---- FIN ----
 
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Some great suggestions here, would also add motion controllers for us vr players if feet are added
 
Stealing information from outposts / military compounds.

Today we need to scan the relays, this is fine but with the extra layer with legs we would need to get out of the SRV, find a service shaft, and get into the facility and hack one of the terminals.
You will need to gather intel from different sources inside, maybe recordings, record conversations, documents, open safes/vaults to get to the juicy stuff.

Maybe you discover something really scary going on and need help to complete the mission. If you need help the same mechanics that is used in the MC could be used here as you request help and
other commanders respond to the request.

The commander is then teleported to the location. Some lore writing need to be done, but that is a minor issue compared to creating the game play level.
 
Hi all,

so far I like all the ideas mentioned here...
I personally would love to see a lot of love put in NPC crew members... All ideas above + you can do it with your crew acompanying yourselves...


NPC crew could have their own profession skill trees and special abilities... E.g. Engineer with appropriate perks, could enhance powerplant performance, Enlarge FSD jump range etc...

Karlos
 
Stealing information from outposts / military compounds.

Today we need to scan the relays, this is fine but with the extra layer with legs we would need to get out of the SRV, find a service shaft, and get into the facility and hack one of the terminals.
You will need to gather intel from different sources inside, maybe recordings, record conversations, documents, open safes/vaults to get to the juicy stuff.

Maybe you discover something really scary going on and need help to complete the mission. If you need help the same mechanics that is used in the MC could be used here as you request help and other commanders respond to the request.

The commander is then teleported to the location. Some lore writing need to be done, but that is a minor issue compared to creating the game play level.

I like this apart from the bolded part. That is awful, I hate it in multicrew and I will hate it even more in this. If you need help, they should have to get there themselves. Not some magical transportation device.
 
I like this apart from the bolded part. That is awful, I hate it in multicrew and I will hate it even more in this. If you need help, they should have to get there themselves. Not some magical transportation device.

I hear you, but I think it's unavoidable unfortunately, then it's better to do it in the best way it can be done, and in MC the lore around it is 100% lacking.
 
I hear you, but I think it's unavoidable unfortunately, then it's better to do it in the best way it can be done, and in MC the lore around it is 100% lacking.
I would like to point out that MC has been confirmed by FD as their pitch for crew as they can do it NOW, without space legs. Thus teleporting. There's no benefit of for example asking crew members being in same station...if you don't have space legs. They have pointed out that it is how it is in the game.

So if you want to pitch something with crew workable WITH space legs, remember MC might change considerably before we get to that point.
 
I would like to point out that MC has been confirmed by FD as their pitch for crew as they can do it NOW, without space legs. Thus teleporting. There's no benefit of for example asking crew members being in same station...if you don't have space legs. They have pointed out that it is how it is in the game.

So if you want to pitch something with crew workable WITH space legs, remember MC might change considerably before we get to that point.

Ahh, didn't know that thanks for the reminder.
 
To just make it easy for developers as I call it baby's step

1. Only space walks when docking and there is no space walks on moon - planets - or floating in space and ships in the beginning with.

2. Dockable ghost ship where quests can be searching for logs or medications or what has happened there for example, fits well with (Oculus Rift)

3. Docking stations in the last resort but there are many choices to be found on, as long as it's not too difficult and easy to find where to go;)
 
I'm not a fan of the spacelegs concept, but I came here with (I hope) an open mind, looking to be convinced.
However, at this point I have to say that you're not really selling it to me.

All the suggestions, with the exception of ship boarding (a recipe for a salt mountain if you ask me) all of the suggestions have been completely devoid of challenge.
There are interesting ideas, sure but the gameplay is very bland. Exploring wrecked ships sounds like fun, but after the fifth or sixth time of wandering around the same 'map' it's going to start to seem a lot like the existing USS mechanic - find wreck, walk to 'loot chest', leave empty-handed because it doesn't have the rare mat you wanted.
Maybe what you're thinking about is System Shock embedded in ED - if you are, then you can probably get me onboard, but that's not what you're describing right now.

So 4/10 guys - I KNOW you can do better :D
 
it's going to start to seem a lot like the existing USS mechanic

If the existing Elite Dangerous mechanics don't appeal to you then you probably aren't playing the game anyway.

I'd see Space Legs as taking the same design philosophy as ED.

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..


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So repetitive tasks spergy dorks find calming.
 
Maybe what you're thinking about is System Shock embedded in ED - if you are, then you can probably get me onboard, but that's not what you're describing right now.

To me this is the 'all or nothing' perspective. Personally I don't think we'll ever get to that point. E: D just isn't that game. I'd also say that if you are looking for a game based primarily around player avatars where you can also then fly space ships, E: D isn't that game either. There are other games taking that tack while Elite has always been focused around a cockpit based experience first and foremost, and would likely require a complete retooling if it was ever to become whole-hog FP-centric.

The key argument against Elite Feet has always been that it is only of value (in terms of dev effort) if it adds all singing, all dancing FPS gameplay to Elite. IMO this is a reductionist point of view. My take has always been that Space Legs hasn't got to be the complete FPS experience for it to be a valuable addition to this game, and it will shine the most where is _adds_ to the existing in-cockpit experience of piloting your favourite ship.

Recently I played Tacoma and although a very different game it reminded me greatly of the E: D FP debate. Fullbright's previous game was very much based around picking up objects in order to learn more about its world and story. Conversely Tacoma's mechanics primarily lay within its AR playback mechanics, however it still fills its world with a huge number of objects for you to interact with, all of which add an additional layer to your experience of interacting with the game while you continue your progression though the story. None of this additional detail is 'required' by the story but it does enhance your experience of the game world and I think it would be missed if it wasn't there.

My argument is that the concept of Space Legs operates on a similar principle and that it is this additional layer of involvement within the game world that is where its greatest value would be found. Granted, this is a far more intangible kind of value, but I think it would be the kind of thing that would make itself best known only when experienced directly.

The truth is that being able to walk around your ship or perform space walks or manoeuvre within stellar wrecks will only ever offer finite additions in terms of pure gameplay, or at least in terms of gameplay that couldn't be accommodated via existing means, be it SRV, ship-to-ship, or some form of cockpit interface. However, IMO the experiential value of being able leave your seat to explore your ship, to undertake running repairs or any number of other maintenance/battle readiness duties, or explore your ship from the outside during a space walk and feeling your insignificance in relation to the size of your craft and that of the infinite black surrounding you, or floating in zero-G within a space hulk while racing against the clock to grab as much data as possible before the approaching pirates ignite the floating mausoleum that you are currently contained within... these are the kinds of things that would make the experience of playing within Elite that much more intimate and would build upon our core role of being ship pilots.

We can list individual gameplay features until we are blue in the face but for me there has to be a commitment to the core ideal of the experiential value that adding Elite Feet to this game would have. Only then can I see Frontier committing the time and effort to undertaking the work required because they see it as something that _should_ be part of the game. Much like atmospheric planets ("anything that can be done on these can also be done on barren rocks, so what's the point"), Space Legs is about saying that the end goal is worth the investment because it will radically improve the way it feels to play in the game world.

Ultimately E: D will remain a game where you fly space ships and explore/trade/fight your way around the galaxy in these ships, but FP play - intelligently implemented - would make your experience of owning said ship feel very different indeed, and that's why I've always felt it is worth pursuing.
 
snipped for space

Agree! FP Walk around or AKA SpaceLegs(TM) in ED need to be in the range of Exploration. Repairing the ship, exploring wrecks, caves, lost out posts, infiltrating military camps, assassin missions, crafting related to your ship/suit will keep the player busy for years if done right.

Finding a dead station orbiting a dying star (melodramatic here) and find a way to get inside, get the power on and check it out only to find horrors and treasures would make me play the game much more than I do now.

I mean the CG's are fine, but that is not my gameplay, I really don't care for them as I like to do my own thing in the game, if you could have some NPC companions actually follow you around I bet it would be more interesting for a lot of players.

If there is a problem with having a lot of NPCS walking around with players, just make a mechanic where they can't follow you if you are in large stations with a lot of people.

When playing in GTA V we're sometimes 10 - 15 players and the city is crawling with NPC on my PC and not so much in some of my playmates PC's so they got a system that adjust that one I guess.
 
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Oh woo, are we dream-crafting? Ok, I'm in :D

One Dream Scenario: Multicrew + Legs



^^Click pic for full gallery^^

---

A Cautionary Note: On VR Legs, Holograms, & Taking a Long Time...

Posted here initially:


This is all based on the assumption that FDev will look to support VR for any future Leg additions. I think it's a safe bet that they'll have a go. (And Holo-Me Multicrew kinda suggests they're already thinking about it...)


Intro: The VR Nausea Problem:

In case you're not up on this stuff, VR has some big issues with nausea, much of it stemming from classic gaming staples. Such as smoothly walking wherever you want by pushing a stick... :/

There are a ton of intriguing workarounds being explored. A recent case study has been the successful zero-G locomotion of Lone Echo & Echo Arena. Here's a neat speculative breakdown of why it works. (Vid of the system in action).


Learning To Walk Again...

The above is all good news for Elite VR, they're planning zero-G motion for sure. But what about getting those MagBoots on the ground? Walking is pretty inevitable, they'll have to find a satisfactory mechanic, and most VR Devs are struggling to find solutions that suit all.

Plenty of players do get along with classic stick motion just fine, and others find the 'point to move' variants do the trick. But if you don't have the set up to accommodate that, or you still find it queasy, you're left with things like: the inglorious duck waddle that is arm-swinging locomotion (vid featuring cartoon gore), or jogging on the spot, or leaning ever so slightly forward while a fan blows on their face. It's a Wild West of experimentation out there ;)

There are more intriguing experiments coming online, like the animated walking of upcoming 'FTL meets Borderlands' game From Other Suns, which at least sounds good for getting around your ship. And hey, maybe FDev are brewing up their own solutions. But...

In the meantime, the nefarious staple of VR locomotion is the dreaded teleport. It's 'unrealistic' in many settings, and pretty pants in a PvP environment, but it does get you places...


Holograms Can Hop To It:

This isn't my heart's desire for the game, but I can see why Holos have been lined up. In a worst case scenario they can teleport about the place 'believably'. (I could see a scenario where this could be cool. Add those swanky VR hands and Multicrew guys could happily be prodding screens like Bridge Crew, but also zipping around extinguishing fires and doing other forms of derring do.)

It's got its limits though. In Rec Room, for example, the Co-Op teleporting of Jumbotron is tactical and pretty ace. In their PvP Paintball game however, it's painful to use (due to the required cooldown to prevent insta-spam), but inevitably spammed to gain maximum mobility none-the-less, leading to pretty unsatisfying visual and gaming exchanges.

So: Co-Op Holos? Sweet. PvP ones? Nah. (Unless some cunning balance can be found...)


Time on Their Hands:

No wonder Legs are off in pie in the sky land with all these considerations around. And that's before even making it all work 'cross platform' for both VR & non-VR players. Very few PvP or Co-Op games seem to have pulled off symmetric set ups like that. (This little known, not very popular, shooter aside).

Guess it's Atmospherics first for sure ;)
 
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I'm not a fan of the spacelegs concept, but I came here with (I hope) an open mind, looking to be convinced.
However, at this point I have to say that you're not really selling it to me.

All the suggestions, with the exception of ship boarding (a recipe for a salt mountain if you ask me) all of the suggestions have been completely devoid of challenge.
There are interesting ideas, sure but the gameplay is very bland. Exploring wrecked ships sounds like fun, but after the fifth or sixth time of wandering around the same 'map' it's going to start to seem a lot like the existing USS mechanic - find wreck, walk to 'loot chest', leave empty-handed because it doesn't have the rare mat you wanted.
Maybe what you're thinking about is System Shock embedded in ED - if you are, then you can probably get me onboard, but that's not what you're describing right now.

So 4/10 guys - I KNOW you can do better :D

I can accept your view if that was all we would be able to. What you are saying doesn't make any sense. Why would we continuously explore the same thing again and again. Also what happens in these wrecks could be challanging. Why is is that people see this and think that is all you do. Oh I can explore wrecks now so that is all I do.

You may only explore one every couple of months or so. You do not have do these missions all the time and can have seated missions as well.

Infiltrating planeatary bases 1 week, exploring a generation ship another, getting a mission to salvage the data aboard a downed anaconda on a planet somewhere.

EVA to a wrecked Cobra to again salavage something from (mission based), but the zero g will have its own obstacles.

How we get the data, what happens when exploring these places is what will make it fun. How to get that data, whether it is interfacing the ships computer, having to remove security systems via hacking it or just blasting your way through, needing to get past environmental hazards like a leaking powerplant or a fire or flooded areas.

EVA to do repairs to your hull, powerplant and modules (will need to re-work AMFU's and Hull Repair limpets though).

This is what makes it fun and challanging, but I didn't know we had to spell it out for poeple. I thought it was obvious.

It would add variety and possiby depth depending on how it is implemented. And that is the issue, implementation. It has potential, like a lot of the game to be superb. I really hope it is if it comes.

And of course there is all the other stuff we can do without having to leave our seats.
 
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All very good suggestions, however I always liked your excellent suggestions [up]

Cheers o7

I am a bit worried (and also kinda excited) about the idea of FDev tackling VR Legs. There's a ton of potential out there, but the fact that it's one of the gnarliest problems in VR, and that it'd have to work in an online environment alongside non-VR norms, makes it close to a groundbreaking ask...
 
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