Confirming earlier reports. My SRV is very stealthy now and leaves no tracks.
Hopefully they will concentrate on something with a more universal appeal, scoopable gas giants, more dynamic planetary environments or accretion discs those could even be relatively benign just put a a large ring around the stellar object to snatch victims into normal space.Now that the Odyssey content updates have finished (what was announced), will FD turn to other, more Powerplay shaped matters?
Well, I am far more interested in FDev bringing a little love to Powerplay than those suggestions of yours. Not that your suggestions are bad, not at all. I'd like to see them in the game. But the Powerplay looks like 'abandoned' by FDev since it was implemented in the game.Hopefully they will concentrate on something with a more universal appeal, scoopable gas giants, more dynamic planetary environments or accretion discs those could even be relatively benign just put a a large ring around the stellar object to snatch victims into normal space.
Hopefully they will concentrate on something with a more universal appeal, scoopable gas giants, more dynamic planetary environments or accretion discs those could even be relatively benign just put a a large ring around the stellar object to snatch victims into normal space.
a more universal appeal
Yes, exciting gameplayscoopable gas giants
LOLor accretion discs
Frankly I'm amazed at the focus on pointless things like sitting down when it adds nothing and eats into scant dev time.Well, I am far more interested in FDev bringing a little love to Powerplay than those suggestions of yours. Not that your suggestions are bad, not at all. I'd like to see them in the game. But the Powerplay looks like 'abandoned' by FDev since it was implemented in the game.
Frankly I'm amazed at the focus on pointless things like sitting down when it adds nothing and eats into scant dev time.
This is a cool idea. Having access to an administrative office for each faction on the station that unlocks with rep would be interesting, would make "hey, wanna get your hands dirty?" mission providers work better, and could hopefully be developed with reusable/randomize-able assets to keep the devs from having to break their backs over implementing it.I personally would like to see the first expansion to station/port interiors to be that the main concourse is open to everyone but every faction has it's own suite, this would allow rep/influence to play a part in accessing those areas, with them opening up to commanders who are, say, friendly and above. It's there where the espionage type missions will reside, away from they prying eyes of the other factions, with the potential for missions to target these areas for assassination/espionage type things as well. Also the 'psst' type mission providers can reside there and not be so in the open as they currently are. This way you could also get to meet and greet all the people that otherwise appear in the pictures, employing dialog trees that can assist develop your rep/influence and give a more personal feel. These folks can be targeted for espionage too.
Pointless or meaningful, it just depends on the kind of player you are, I think. For role-playing explorers for example, there's something quite satisfying after six months out in the black to return to a station or carrier, sell your data, get to the bar and sit down with a drink, do a spot of ship/people watching; it's so different from what you become accustomed to. I spent a year going the scenic route from the bubble to Colonia and when I finally got there I celebrated (on my side of the screen) with a 60 year old cognac, while my CMDR stood at the window watching the ships. Admittedly, after a year in the chair, she didn't mind that much, but I often wished it were possible to sit in those chairs. It's been a bit like having a button you can't push.Frankly I'm amazed at the focus on pointless things like sitting down when it adds nothing and eats into scant dev time.
So, sit down for a non existent drink, and that sitting down itself has no real function in a game thats heavily abstracted.Pointless or meaningful, it just depends on the kind of player you are, I think. For role-playing explorers for example, there's something quite satisfying after six months out in the black to return to a station or carrier, sell your data, get to the bar and sit down with a drink, do a spot of ship/people watching; it's so different from what you become accustomed to. I spent a year going the scenic route from the bubble to Colonia and when I finally got there I celebrated (on my side of the screen) with a 60 year old cognac, while my CMDR stood at the window watching the ships. Admittedly, after a year in the chair, she didn't mind that much, but I often wished it were possible to sit in those chairs. It's been a bit like having a button you can't push.![]()
I have to agree. Although, for those who enjoy roleplaying (like me) in ED, the sitting feature is useful. But yes, not for game mechanics in general....
That time could have gone into animating and moving the static trolley you protect in the new mission to make it more dynamic.
I had a similar experience when I returned to the bubble after 3 years exploring near Eta Carinae. Cheers and good luck on your next voyage!Pointless or meaningful, it just depends on the kind of player you are, I think. For role-playing explorers for example, there's something quite satisfying after six months out in the black to return to a station or carrier, sell your data, get to the bar and sit down with a drink, do a spot of ship/people watching; it's so different from what you become accustomed to. I spent a year going the scenic route from the bubble to Colonia and when I finally got there I celebrated (on my side of the screen) with a 60 year old cognac, while my CMDR stood at the window watching the ships. Admittedly, after a year in the chair, she didn't mind that much, but I often wished it were possible to sit in those chairs. It's been a bit like having a button you can't push.![]()
The skills used for the sit function don't have much overlap with the skills used for the suggested trolley animation and programming - while I agree that your suggestion would improve the protect missions, it wouldn't necessarily have involved the same employees, so cutting one from the schedule wouldn't be guaranteed to provide the resources needed for the other.So, sit down for a non existent drink, and that sitting down itself has no real function in a game thats heavily abstracted.
That time could have gone into animating and moving the static trolley you protect in the new mission to make it more dynamic.
Indeed, but its showing FD prioritizing trivial things over actual content. I get some love it, but in a game that relies on heavy abstractions to gloss over things (like cargo loading, repairs etc) sitting down / buying drinks is pointless fluff.The skills used for the sit function don't have much overlap with the skills used for the suggested trolley animation and programming - while I agree that your suggestion would improve the protect missions, it wouldn't necessarily have involved the same employees, so cutting one from the schedule wouldn't be guaranteed to provide the resources needed for the other.
Trivial things take a lot less time to get done and optimized - the time they would have saved by skipping this probably wouldn't have put a dent in the time required to make the protect missions more dynamic with a moving trolley. And they could very well be working on both simultaneously, using the quick and easy features as a way to give us some content to keep us occupied instead of getting nothing for longer periods of timeIndeed, but its showing FD prioritizing trivial things over actual content. I get some love it, but in a game that relies on heavy abstractions to gloss over things (like cargo loading, repairs etc) sitting down / buying drinks is pointless fluff.
Very true, sitting would be motion capture, applying it to in game character rigs, and then generating the game files. But I can think of a few other areas where fixed assets need love that FD continually skip over and made slotting them into other areas of the game much easier. For me I'd sit down once, and thats it.Trivial things take a lot less time to get done and optimized - the time they would have saved by skipping this probably wouldn't have put a dent in the time required to make the protect missions more dynamic with a moving trolley. And they could very well be working on both simultaneously, using the quick and easy features as a way to give us some content to keep us occupied instead of getting nothing for longer periods of time
I'm not sure it's fair to say they "just" don't - they're not trolling the userbase by holding out. It's easy to judge from the outside, without knowing what goes on behind the scenes, but hard to do so accurately or fairlyVery true, sitting would be motion capture, applying it to in game character rigs, and then generating the game files. But I can think of a few other areas where fixed assets need love that FD continually skip over and made slotting them into other areas of the game much easier. For me I'd sit down once, and thats it.
Regards ground missions, FD already have the answers, just they don't use them. In the trolley example- they could repurpose surface drones (either making a cargo hauling type or just a stand in- for example the Goliath) and set the mission. If pathfinding is hard, allow players to telepresence in to gradually guide the barge back to base (or wherever). The art time could have gone into making the barge and made it less of a stand in. And then you could have it also buzz about around bases too for dressing.
I know enough from my time over the years with each era (Brookes, Sammarco, the 'Chaos' era and now)I'm not sure it's fair to say they "just" don't - they're not trolling the userbase by holding out. It's easy to judge from the outside, without knowing what goes on behind the scenes, but hard to do so accurately or fairly