What can Elite "borrow" from Jurassic World Evolutions development...?

So I had a look at the frontier store to see the trailer for JWE and was wondering what could be borrowed from it to benefit elite? My thoughts were that we could inherit, my firs thoughts were quite optimistic as I seen lots of things that would tie in nicely with the two missing big features of elite, namely space legs and atmospheres.

I think that the weather (sunshine / clouds / winds + storms) lend them self to atmospheres on Earth Like Worlds in Elite. I also think that the foliage, terrain (both man made and natural ie roads + hills/valleys) and water would lend its self to those earth likes. I also think that the water system including weather could be used on non earthlikes such as methane worlds or places like titan / mars where we have a very non earthlike atmosphere, but still a dynamic weather system. The vanishing point / fade towards horizon could work in any atmosphere. The flaura and megafauna mechanics seem to be transferrable, but I strongly suspect that Universal will prohibit FDev from reusing JWE assets in Elite. In short I think that the work being done in JWE, which seemingly borrows a lot from the roller coaster games, paves the way for atmospheres in elite.

As a gut who thinks the game would benefit more from space legs than atmospheres I take comfort from the fact that both JWE and the roller coaster games necessitate perambulation based asset creation for the NPC's (customers) and in the case of JWE some of the "staff" such as the guy tranq darting the dinosaur shooting from the door of the helicopter. I also like the fact that the environment is deformable, ie dinosaurs can bash and bust fences, so surely we could blow out doorways or bridges? And I'd imagine FDev will be able to plagiarise the movements of NPC's in JWE / roller coaster thingumy to to make CMDR's / NPC's move and behave realistically in elite.

Furthermore, the whole base building mechanic is key to both the roller coaster and jurassic world games, so it could be ported into elite with different assets/modules to build, allowing CMDR's to finally build their own bases, probably as part of the squadrons concept, which opens a whole new dimension to elite.

Sadly though my initial appraisal of what I can see of JWE isn't without demerit, most notably the environment itself seems a bit, "cartoony"(?). The grass is plausable, and the dinosaur models exquisite, but the skys and trees and water all seem very cartoony with some of the tree foliage models appearing to be little more than sprites rotated at jonty angles to create a faux 3d effect. And some of the skyscapes seemingly too blue / mottled white rather than fully modelled sky+ cloud systems.

Overall I'm left feeling optimistic having seen various assets being created / implemented in JWE that could transfer to elite. Another example would be the way customers amble around the park could be used to emulate the behaviour of other NPCs within busy starports public areas. Security staff could chase and restrain criminals rather than dinos. ELW's could become accessible with procedurally generated ecosystems, although this would need creation of new flora and fauna elements to seed the procedural generation with. I also wonder would the elements of the other two games that I've desccribed as cartoony possibly be "stylised" rather than poor quality, as while JWE has an adult rating its definitely aimed at a younder demographic than Elite, and Planet Coaster is aimed at a younger still section of the market. So rather than elite's gritty realism, they may have intentionally went with what I've called a cartoony aesthetic to better fit the intended customer base of those games?

Anyways, that's my thoughts having looked at the tw other games in FDev's portfolio with a view to what could be poached from them to benefit elite, what are your thoughts, can the games in their portfolio aid the development of each other? What can you see migrating from one title to another? What do you think wouldn't work if they tried to port it from one title to another?
 
So I had a look at the frontier store to see the trailer for JWE and was wondering what could be borrowed from it to benefit elite? My thoughts were that we could inherit, my firs thoughts were quite optimistic as I seen lots of things that would tie in nicely with the two missing big features of elite, namely space legs and atmospheres.

I think that the weather (sunshine / clouds / winds + storms) lend them self to atmospheres on Earth Like Worlds in Elite. I also think that the foliage, terrain (both man made and natural ie roads + hills/valleys) and water would lend its self to those earth likes. I also think that the water system including weather could be used on non earthlikes such as methane worlds or places like titan / mars where we have a very non earthlike atmosphere, but still a dynamic weather system. The vanishing point / fade towards horizon could work in any atmosphere. The flaura and megafauna mechanics seem to be transferrable, but I strongly suspect that Universal will prohibit FDev from reusing JWE assets in Elite. In short I think that the work being done in JWE, which seemingly borrows a lot from the roller coaster games, paves the way for atmospheres in elite.

As a gut who thinks the game would benefit more from space legs than atmospheres I take comfort from the fact that both JWE and the roller coaster games necessitate perambulation based asset creation for the NPC's (customers) and in the case of JWE some of the "staff" such as the guy tranq darting the dinosaur shooting from the door of the helicopter. I also like the fact that the environment is deformable, ie dinosaurs can bash and bust fences, so surely we could blow out doorways or bridges? And I'd imagine FDev will be able to plagiarise the movements of NPC's in JWE / roller coaster thingumy to to make CMDR's / NPC's move and behave realistically in elite.

Furthermore, the whole base building mechanic is key to both the roller coaster and jurassic world games, so it could be ported into elite with different assets/modules to build, allowing CMDR's to finally build their own bases, probably as part of the squadrons concept, which opens a whole new dimension to elite.

Sadly though my initial appraisal of what I can see of JWE isn't without demerit, most notably the environment itself seems a bit, "cartoony"(?). The grass is plausable, and the dinosaur models exquisite, but the skys and trees and water all seem very cartoony with some of the tree foliage models appearing to be little more than sprites rotated at jonty angles to create a faux 3d effect. And some of the skyscapes seemingly too blue / mottled white rather than fully modelled sky+ cloud systems.

Overall I'm left feeling optimistic having seen various assets being created / implemented in JWE that could transfer to elite. Another example would be the way customers amble around the park could be used to emulate the behaviour of other NPCs within busy starports public areas. Security staff could chase and restrain criminals rather than dinos. ELW's could become accessible with procedurally generated ecosystems, although this would need creation of new flora and fauna elements to seed the procedural generation with. I also wonder would the elements of the other two games that I've desccribed as cartoony possibly be "stylised" rather than poor quality, as while JWE has an adult rating its definitely aimed at a younder demographic than Elite, and Planet Coaster is aimed at a younger still section of the market. So rather than elite's gritty realism, they may have intentionally went with what I've called a cartoony aesthetic to better fit the intended customer base of those games?

Anyways, that's my thoughts having looked at the tw other games in FDev's portfolio with a view to what could be poached from them to benefit elite, what are your thoughts, can the games in their portfolio aid the development of each other? What can you see migrating from one title to another? What do you think wouldn't work if they tried to port it from one title to another?

The development team?
 
Anyways, that's my thoughts having looked at the tw other games in FDev's portfolio with a view to what could be poached from them to benefit elite, what are your thoughts, can the games in their portfolio aid the development of each other? What can you see migrating from one title to another? What do you think wouldn't work if they tried to port it from one title to another?

Expect a bunch of chronically miserable people to come to this topic. [haha]

Plenty of stuff is interesting, but its hard to see how things translate. Its the same engine, but obviously doing quite different things. I think the idea of procedural fauna is interesting...
 
I think they will, and it no doubt factored heavily into the ED roadmap. With JW:E, they have an AAA movie tie-in which demands the majority of their development time and resources. In the mean time Elite is on the back burner, receiving a few updates to core gameplay mechanics and related patches, but nothing in the way of major content additions. I expect 2019 will see a return to larger paid content, implementing tech developed in JP:E.
 
I hear coaster and "park" sims is / has been their bread and butter. One part is management. Like funds, personnel, business stuff. The other obviously is building. I only see one aspect viable for ED.
 

Jex =TE=

Banned
I have absolute faith the art and sound team at FDev can pull off whatever they need to as far as vegetation goes. The biggest hurdle is how to diversify it and not end up with NMS ridiculous PG generated animals (they don't even do PG flora).

So to be believable, FDev have to find a way to make flora work that's different on each planet. That's no easy task at all and may even be too much of an ask.

After that it would be great if we could analyze these new lifeforms but that might be going too far.
 
Vegetation technologies, both LOD and physics related. NPC AI, both for people and animals. Biome blending and procedural detail generation.

The one big thing I'm missing in FDev's portfolio is water physics and wave/surf animations. Those would be especially difficult to pull off in a procedurally generated environment. I'd propose they develop "Aquaplanet Waterpark" for that. And hire someone that can do quantum physics calculations for wave form predictions. IIRC someone used those to predict freak waves, so it may be useful for liquid environment simulation/creation.
 
Furthermore, the whole base building mechanic is key to both the roller coaster and jurassic world games, so it could be ported into elite with different assets/modules to build, allowing CMDR's to finally build their own bases, probably as part of the squadrons concept, which opens a whole new dimension to elite.

Put simply, the scope of the stage is just too big for this to work the way people would want it to work. As such, it shouldn't be a thing, ever.

I would also say that if you are not an active BGS influencer currently, then this whole new dimension that you refer to wouldn't actually apply to you.

Base building in Elite would also come with a litany of complaints, mostly stemming from stupid expectations, such as:

No, you won't actually be able to straight-up place your own base that initially has every amenity you would want.
No, it won't have remote Engineer access any more than the current pinned blueprint mechanic.
No, it won't have Material or Tech Traders.
No, it won't be a controlling faction wherever you placed it, unless you BGS it into that position, and maintain it.
Yes, you will have to upgrade it to have things like a Shipyard, Restocking, etc.
Yes, you will have to supply materials in some way to build the thing in the first place, and more materials for the various upgrades.
No, you will not have a Hearthstone, or similar mechanic to fast travel to your base (this is common in other games, hence it will be requested, or even expected).
Yes, like other hand-placed structures in the game, you might have floating buildings and/or rocks from time to time.
Yes, your Mission Board might "always" have crappy missions that aren't worth your time.

This isn't even a comprehensive list, Jayridium - this is just a short list off the top of my head that doesn't even include anything really technical. These are things that Frontier will need to have a plan to deal with right from the design phase in order to implement base-building in Elite, and it just wouldn't be worth the hassle.

As I alluded to before, this might be a BGS player's dream, but for everyone else, personal bases would end up being mostly useless. A personal ship carrier, however, would be useful to everyone.

As for your post in general:

I would say that it would be good to remember that Jurassic World, while using the same engine, has a much smaller scale and scope. A few hand-crafted islands doesn't really seem to be in the same ballpark as (a great many) full-sized, procedurally generated planets. It has shown what the engine can do, certainly, but whether or not any of that is in any way compatible with Elite is unknown. I am hopeful that we are going to get that answer soon, as in, within the next few months.

Riôt
 
What I would like to see make it's way here from JWE is "base building", take what they have there and allow us to build our own "base" a la JWE so we can then store our ships, mats, commodities etc etc

Maybe even allow us to build our base outside the bubble and allow other CMDR's to use it to refuel and repair if we have that "built" or "unlocked" at our base.
 
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Overall I'm left feeling optimistic having seen various assets being created / implemented in JWE that could transfer to elite. Another example would be the way customers amble around the park could be used to emulate the behaviour of other NPCs within busy starports public areas. Security staff could chase and restrain criminals rather than dinos. ELW's could become accessible with procedurally generated ecosystems, although this would need creation of new flora and fauna elements to seed the procedural generation with. I also wonder would the elements of the other two games that I've desccribed as cartoony possibly be "stylised" rather than poor quality, as while JWE has an adult rating its definitely aimed at a younder demographic than Elite, and Planet Coaster is aimed at a younger still section of the market. So rather than elite's gritty realism, they may have intentionally went with what I've called a cartoony aesthetic to better fit the intended customer base of those games?
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I think the atmospheric planet tech and perambulation (awesome word btw) definitely could be utilised in ED but Planet Coaster came out in (quick google) Nov 16, so I'm guessing the crowd tech was a go from pretty early on and yet nothing for ED - dead static stations and planet ports, not even SRVs racing around on the surface, not even a suggestion it's on the cards (plus the more excitable factions would point to wandering NPCs as proof that legs were incoming). The aesthetic could easily be tuned to a more realistic texture, doubt that would even be a blip.

As for atmospherics, first worlds are going to be lifeless I think, hopefully with liquids so we could have the lakes of methane on Triton, cloud structures on Venus, volcanic worlds... then gas giants then, further down the line, maybe simple biospheres, tree's, grasses etc - gods, I would so like to be wrong, Christmas 2018 they spring twenty new world types on us, along with the new rock tech making for more diversified surfaces... C'mon Santa!
 
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