Update 11: let the complaints begin....

Actually, I don't really come with an opinion to be honest. I want ship interiors, but the whole ever-reoccurring discussion about it is kinda useless.
I just found the fact funny, that we went full circle with the arguments... People scream for interiors for ages, then we get an interior and it's been criticised with the same points the devs came up with when they said why they think interiors are not a good idea. :D

Well, i'm in a sort of similar position. I dont really care about ship interiors unless they get in my way.
I wouldnt mind if we get them, i dont mind if we dont get them, but i would hate it if ship interiors will make my gaming experience worse than it is by forcing me to (literally) go the extra mile to reach the cockpit or to disembark.

Pretty much like i dont really care much about Fleet Carrier interiors, unless they get in my way.
And FC interiors kinda get in my way since although in December we have been presented with Express Lifts having multiple destinations, they didnt made it in the final release... so i have to run all the way from hangar to concourse to bridge, taking an extra Lift in the process and the same for getting back to my ship. Which means that i wont use that feature much after the novelty wears off, which means wasted dev effort.

But i also dont complain much that ship / carrier interiors dont have much utility - maybe because i expected that to happen.
 
The bad

The carrier concourse is completely superfluous and without any functionality for the way I play the game (except Vista Genomics).
What an utter waste of resources and development time...
Well, it's been said in here before . . . they said they wouldn't work on ship interiors because it would be boring. Apparently, they went for the low-hanging fruit. As in, really low. ;)
 

Deleted member 182079

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yes, i´am questioning this myself. i think frontier could not have a lot of people working on EDO because the output is very limited. also i think frontier people does not play their game with the same passion some of us did. i was excited on the fc interieur stuff, but really disapointed because of no gameplay relevance is associated with them. as many before have said, simple UI integration in the carrier inside like -fuel managment, -changing ships (without shipyard installed), -fc route plotting functionality, -exobiology and astronomy gameplay ... was not realized.
Yeah, someone else raised those points like being able to see displays of carrier stats on the various screens as opposed to the same old stock animation gibberish we already know from the settlements and concourses.

They seem to follow a very strict copy/paste approach, both in terms of the assets being used (that can work if used sparingly enough) but also functionality wise. One such example is the material player market (bartender) - the principle pretty much lifted one-to-one from the commodities market, without even a hint of improving the concept for either, say by removing those arbitrary 1,000% multipliers (I should be able to charge whatever I want, if someone else is willing to pay no harm no foul, and who cares about transfers of credits in a game that's not competitive outside of PvP/CQC when there's wing mission stacking sharing going on already) or even just the ability to buy and sell an item at the same time. Though it does suggest that the team working on these things is quite small and/or don't have the bandwidth to come up with something more elaborate/custom.
 
On the whole, I really like what they've done (but then I've always wanted interiors anyhow).

Yes it takes awhile to run through your Carrier to get to your chair, but if you've initiated the jump while still on your ship, you have time on your hands. Presumably if you get lazy and can't be bothered, you could disembark and just stand in the hangar, you'll eventually be "escorted to your seat" anyhow. Admittedly you'd still have to run back later.

There really should be more to do when sitting in your chair, either on the bridge or in your ready-room. Hopefully there will be.
 
Yeah, someone else raised those points like being able to see displays of carrier stats on the various screens as opposed to the same old stock animation gibberish we already know from the settlements and concourses.
Well, at least they got my carrier name right. And the local time too 😂
 

Deleted member 182079

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Well, at least they got my carrier name right. And the local time too 😂
Imagine though - if you could check and interact with the commodities market in the public area on a display, various settings relating to the carrier in the ready room (like changing access), what system you're in with some data (i.e. stuff from the sys map) on another display. Instead of the single access version that just brings up the standard UI we already know. Would make the entire experience a bit more integrated and 'real' in my view.
 
The entire game could be reduced to text....
If I dug my Acorn Electron out of storage, it had a space trading game that was entirely menus.

Though with 17k usable memory maybe that wasn't such a big surprise.

There was a 3D space game that a couple of clever chaps had managed to squeeze in though, had the real wow factor ... in 1984.
 
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If I dug my Acorn Electron out of storage, it had a space trading game that was entirely menus.

Though with 17k usable memory maybe that wasn't such a bit surprise.

There was a 3D space game that a couple of clever chaps had managed to squeeze in though, had the real wow factor ... in 1984.
I had it too - It was missing features like suns and missions, much like not getting odyssey.

Text elite is here : http://www.iancgbell.clara.net/elite/text/
 
If I dug my Acorn Electron out of storage, it had a space trading game that was entirely menus.

Though with 17k usable memory maybe that wasn't such a bit surprise.

There was a 3D space game that a couple of clever chaps had managed to squeeze in though, had the real wow factor ... in 1984.
Way back in the day when BBSs were a thing I made a space game that used ascii graphics.
 
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