Walking around - an honest look, and some dreaming.

To be honest, I was hoping for walking for season2 MORE than Horizons - but that's not to say landing on airless planets isn't amazing in itself, my teenage self still has goosebumps when the ship touches down and the engines power off.

Much like "landing on planets" has been tiered off,
-airless & lifeless
-atmosphereic & lifeless
-gass giants
-water worlds
-earth-like.

I can assume walking around will also be split up, Frontier already have stated
1) Walking around interiors and combative boarding of other ships as one expansion
2) Combat and other interactions with other players and AIs in the internal areas of starports
but there might even be finer levels to these as well.

As the sliding block puzzle of development goes, horizons does make a bunch of sense in preparation and laying down framework and foundations for larger things.
1) we complete the background sim with planetary outputs shipping to orbital outposts.
2) the planets are just lovely to be on. A future update will require these creations of airless planets, to be wrapped in atmosphere :D
3) stress testing the deployable fighters (multiplayer).
4) stress testing multiple players in the same instance - in the same ship
5) stress test NPC avatar creation (those portraits have given a tonne more atmosphere to the game).
6) stress test passenger missions and their gameplay, modules and mechanics.

So when we start walking round, the majority of the things we expect to see should work out of the box.
I don't expect to see NPC's walking/floating round the ships day 1.
I honestly suspect they will be confined to quarters.

I expect to see the rise of the breaching mechanic - that when the ship "explodes", it's just the hull rupturing venting out explosive gases.
Breaching is mentioned by the unknown artefact proffessor, and it was spotted as a statistic in the engineers life stream before the beta launch.

This breach gives the player x-amount of minutes of air (depending on the class of Life support) to patch up, and/or kill off the boarders.
How this is going to gel into season1 players....I have no idea :)

I expect assassination missions, where boarders have to come onboard to finish the job.
(one crew member plays defence, whilst the other patches the hull)


As mentioned in the future of elite dangerous, they mentioned
- zero-gee combat
- clearing up toxic goo and other hijinx.
- exiting the ship and repairing it from the outside
- seeing the damage done to your ship from the inside (hole in the side of an anaconda and watching cargo tumble away) [dev diaries].

These last two depend on the hinted at "damage model", so I expect this may come online with the same season that introduces walking around.

Passengers in season2 also add an interesting twist. Customer satisfaction. (yeah more progress bars and hoops)
Can't get those high-profile VIP missions, if you just stuff passengers in the cheapest modules....right? And you got to grind up that rep for getting passengers where they want to go, and see the right sights and give them some bonus planetary gee's for some rest and relaxation.

But then my brain goes into overdrive.
Can we buy in communal area's, lounges, conference rooms - I expect some ships to come built in like the anaconda.
But could I convert som cargo space in an adder / Cobra for some VIP rooms and a room with a sofa and chessboard for some extra brownie points.
star-wars-episode-vii-new-old-lightsabers-being-designed-jpeg-63769.jpg

serenity225.jpg
What about our own cabins?
Would these be in-game finaries bought with in-game cash, or frontier-store-page real world money (like eve's captains quarters)?
 
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It's fair to say that "walking around" will go hand in hand with multicrew. (I expect walk about to come 1st)

It's also fair to say that it will be a MASSIVE undertaking, especially if FD want to do it right.

However, despite many good ideas OP, expect a "minimally viable product" to hit the shelves .. it's FD's MO, sadly.
 
I like the way you think.

Personally, when we do get to walk around our ships I'd like to see "purchasable" customization for the interior of our ships, but I'd strongly advocate that it should be possible with in-game credits, to give the ultra-rich folks who've amassed a bigger fortune than they'll ever spend on ships and outfitting something to sink their credits into. I'd not object to some items being an exclusive only available through the FD store so long as they are purely cosmetic, just as paint jobs and bobbleheads are now, and within that limitation even making all such customization store-only would be at least acceptable.. but having at least SOME of it purchasable with credits would be a very good thing.

(obviously each item would have to be EITHER purchasable with credits OR on the store, never EVER both, because otherwise it would establish a real-world value of in-game credits which is a legal can of worms FD don't want to open)
 
It's fair to say that "walking around" will go hand in hand with multicrew. (I expect walk about to come 1st)

It's also fair to say that it will be a MASSIVE undertaking, especially if FD want to do it right.

However, despite many good ideas OP, expect a "minimally viable product" to hit the shelves .. it's FD's MO, sadly.

Proper bundle of joy aren't you. :D
 
It's fair to say that "walking around" will go hand in hand with multicrew. (I expect walk about to come 1st)

It's also fair to say that it will be a MASSIVE undertaking, especially if FD want to do it right.

However, despite many good ideas OP, expect a "minimally viable product" to hit the shelves .. it's FD's MO, sadly.

Multicrew is this year (2.2 or 2.3, one or the other). Space legs is confirmed as not this season.
 
I think they mean when season3 drops and it *is* walking round (I'm rubbing all my luck charms), that it should be multiplayer "out of the box" because season2 effectively sets it up, as part of a 1.x upgrade. (because season1 owners can leapfrog into season3 and still have compatibility?)

minimum viable product = Classic agile / scrum mentality.

You get the basic funcitons sorted out that drive the most needed and expected function that the product should have.
and then you go back adding flourishing functionality, (tweaking if not replacing the framework as required).

But a MVP needs of walking around would need to "gel" with a whole bunch of season 2 stuff (multicrew, launchable fighters, avatars creation). So season 3 gets a kickstart (per se).
 
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Proper bundle of joy aren't you. :D

Yup .. better to set expectations now so you're prepared :eek:




Multicrew is this year (2.2 or 2.3, one or the other). Space legs is confirmed as not this season.

HAHA ... so "minimally viable product":

F1 takes you to pilot seat
F2 takes you to astrometrics
F3 takes you to tactical
F4 takes you to the kitchen to make a nice cup of tea
F5 takes you to the security station where you play a mini-game of whack a mole .. miss one and that was a pirate boarding your ship and just stole 1t cargo

:D
 
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I expect the first iteration of space leg to be like Freelancer. No real control of your character but you can 'visit' different locations. Something like Liqua said with the F keys.
 
- clearing up toxic goo and other hijinx.

Ooh, can't wait for that!

Mission: clean up 500 tons of toxic goo.
Reward 2000 credits.

You will need an engineer to build you a space mop. Materials required:

2 units of wonder glue.
1 unit of titanium.
3 units of Nguarian Crater Moose hair.

And 500 janitorial limpets.
 
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