Slowly loosing interest in SC, however this is something I still like to follow.
It is getting repetitive...CIG releases a patch that doesn't live up to expectations, we try to analyse why based on demos and CIGs comments and the answer always seems to come down to mismanagement, skewed priorities or managerial incompetence.
Or, in two words, Chris Roberts. The devs might be inexperienced, but I think what they've managed to produce so far is de ent, especially when you figure in that Chris Roberts has them working on developing a game while keeping a ***preAlpha*** build polished AND playable by the general public.
Which will complicate development of ANY product.
Walking around in SC is a basic feature from the CE, they really didn't do anything special in that regard. Several games did the ship to ground and visa versa mechanics so nothing new here.
There is nothing new, unusual or groundbreaking in Star Citizen.
Slap a scifi setting on Sea of Thieves for example.
The only thing "new" is that Chris Roberts is trying to ignore that key aspect of design....balance.
Detail vs graphical quality vs game performance vs number of players vs running costs.
Good developers know you literally cannot have everything. Great developers find a balance between all aspects.
CIG is trying to have everything.
Actually...I take it back. Other developers have tried to have everything before. What's new is how long CIG have lasted, but that's a result of their funding model and lack of accountability.
I must say that i like some of the graphics in SC more than in ED
There are parts of SC that do indeed look beautiful.
And there are parts that look ugly and crude. Elite doesn't reach the same heights as Star Citizen....but at the same time, it is also more consistent.
Spacelegs in ED is something they really need to think about and design well, it has to work out of the box and limitation is as you said key here.
Space legs can be added in one of two ways.
The first is the all in approach. Make it a major cornerstone of an XPac. Bundle everything in at once. This is what some people expect, but it is also a high risk strategy. With this scenario, you need to add in content and mechanics, models and graphics, floor plans and maps and combat.
It would make a big splash, but if anything went wrong....
The second way is to add it slowly.
So, you'd add a character creator and in game model.
Then you'd add simple movement and walking around the cabin, maybe with simple interaction capability for non critical systems.
Then you'd add internal maps for all the ships, and expand the interaction systems to include ship modules such as the SRV.
You eventually add the ability to exit the ship and explore planets and stations. You expand mobility options and animations. You add simple combat mechanics and then grow them. You create procedural generation systems to create bases and outposts and caves that players can explore. You add a wristcomp to maintain communication with your ship. You add weapon skins and armour you can sell, equipment that can be found in game.
And so on. You add a little functionality every so often so you don't get tied down by bugs or deadlines or overly ambitious wishlists.
This is lower risk but also slower and not quite as headline grabbing.