Is this short for Visible Laser weapons?Visibleaser weapons.
Is this short for Visible Laser weapons?Visibleaser weapons.
This is a fantastic mechanic. I had a hair-raising escape in my Anaconda, tried to land with what little I could see on the HUD... at an outpost... ended up doubling back and managing to land at a planetary base with seconds worth of air remaining. What a time!blow your canopy. I think the effect is really we considered. a nod to realism but still fun and usable
Don't forget to add:Elite isn't very realistic at all. It's far more arcade and sci-fi.
We have magic pockets that can hold thousands of materials with no weight.
No orbital mechanics.
Maximum speeds in space.
Drag in space.
Maximum range on weapons in space.
FTL travel.
The ability to jump from one star to another in an instant.
Visibleaser weapons.
Even FA off isn't truly realistic (see drag in space).
Don't apply in a gravity well though, you can just go faster and faster (until you hit the ground, though I once went through it).speed limits (which are in for good enough reasons)
Fixed that for you.A bar tender, that is able to trade you anything you are asking for, but not willing tocross tradesell you a drink.
Dumbbells should be... interesting in zero gravity.If you have something like this, you should also think about the dimensions. In an Eagle I can imagine a narrow aisle like in a submarine with a maximum of one berth, in my ASP Explorer I would imagine a fitted kitchen, seating area for travel planning, 2 beds, an indicated toilet door and maybe a treadmill and 2 dumbbells
Don't forget to add:
Able to materialise oxygen out of Iron and nickel.
Unable to buy a power regulator, only loot them from bases
A bar tender, that is able to trade you anything you are asking for, but not willing to cross trade.
Where a gun costs more than a space ship.
Where a carrier able to jump to a star but a ship isn't.
(The maximum weapon range still gets me)
Damage fall off for weapons, indicates drag for weapons, including lasers.
That's right, I forgot, the ship should probably be too small for artificial gravityDumbbells should be... interesting in zero gravity.
The problem is, the game hasn't been playtested. EVER!On the other hand, don't forget that they are the same developers who have designed this bunch of absurd nonsense, the same ones that you ask in this forum to solve the same problems that they have created.
I think that even if interiors are implemented, there should be interlocks to prevent walking around when the ship is moving, and if you manage to defeat them, death. It just makes sense to get pancaked when walking around in a jet fighter during maneuvers. I was once walking all over a landed ship when it took off. I died instantly, as expected!That's right, I forgot, the ship should probably be too small for artificial gravity![]()
That’s a YMMV opinion.
I won’t find being forced to traverse a ship interior empty of gameplay anymore immersive than being forced to traverse a docking bay empty if gameplay. Which is not only unimmerssve, but it’s such a punch to the face annoyance that it’s anti-immersive. A simple cut from cockpit to concourse would’ve been preferable… at least I wouldn’t be faced with all the wasted possibilities that docking bay represents.
But Frontier wanted to show off all the work it did on it’s new ship exterior artwork, incomplete though it is, so here we are forced to put up with that annoying sprint.
4th option seems a good compromise if FD dont want to go to all the work of full interiors... After all there is a whole bunch of very detailed work that many of the players not in VR may have never really seen that is going un noticed.... texture wise not much new would be needed with that idea as the bridge/cockpit interiors of all ships is already completed.EDIT: Heck there's even a 4th option ... 2a. Go to the door at the back of the cockpit, which is a lift. Ride the lift down. Doors open at the top of the steps which you then walk down to exit the ship.
No one stops you from your immersive teleportation. It would be even better to be able to teleport directly to the desired system with your ship instead of this boring, useless and empty traveling mechanic that exists now. after all Elite is an arcade game.That’s a YMMV opinion.
I won’t find being forced to traverse a ship interior empty of gameplay anymore immersive than being forced to traverse a docking bay empty if gameplay. Which is not only unimmerssve, but it’s such a punch to the face annoyance that it’s anti-immersive. A simple cut from cockpit to concourse would’ve been preferable… at least I wouldn’t be faced with all the wasted possibilities that docking bay represents.
But Frontier wanted to show off all the work it did on it’s new ship exterior artwork, incomplete though it is, so here we are forced to put up with that annoying sprint.
You started with saying YMMV (Your mileage may vary) and proceed to make a sweeping statement that the game would be better (presumably for everyone) if ...
YOU might not want ship interiors, but many of us do.
The fact we can't all agree what level of ship interiors the game should have, is why I suggest having 3 options to leave the ship:
1. A menu option from the seat to teleport outside (like we do now)
2. Get up out of the seat, go to the door at the back of the cockpit (every ship has one) and teleport from there to outside
3. Go through the door at the back of the cockpit and walk through the ship.
I have yet to see anyone disagree with having these three options for exiting the ship (but now I have said that, I am sure someone will).
EDIT: Heck there's even a 4th option ... 2a. Go to the door at the back of the cockpit, which is a lift. Ride the lift down. Doors open at the top of the steps which you then walk down to exit the ship.
But Frontier wanted to show off all the work it did on it’s new ship exterior artwork, incomplete though it is, so here we are forced to put up with that annoying sprint.
I would enjoy that very much and wouldn't even think about credits.i know i am going to mention the game that some people believe "shalt not be named". but imo this shows a good example of why ship interiors work - and its working now in other games......... sure you could argue that in the specific example which follows not that much happens (go in ship, steal stuff and leave) but the fact that the player had to go in, check that no one else was in there before looting indicates that there "could" have been a mass fight about to happen, its just in the example shown that didnt happen.
jump to 9m30s if my time link does not transfer..... but quick background player was doing a mission and flying over the planet surface went past an abandoned settlement of some description and spotted a crash landed ship with loot strewn around the site.... he salvaged the stuff outside the ship, and then decided to see what was inside it. (edit.. nope the timestamp didnt link.... so jump manually to 9m30 as mentioned.
Source: https://www.youtube.com/watch?v=hcMMRDlAF34#t=9m30s
some may find that long drawn out and dull... and the problem Elite has with its economy, it WOULD be hard to balance this.. ie in Elite even if there were 50 tons of gold found in a crashed python for instance............. actually transferring it to your ship would arguably be a waste of time if it took anything over 2 mins because cargo indivitually is essentially worthless unless it is tritium or a handful of rare items.
but aside from that balance issue which needs to be addressed anyway imo... i think this just looks cool and i would enjoy doing it.
No one stops you from your immersive teleportation. It would be even better to be able to teleport directly to the desired system with your ship instead of this boring, useless and empty traveling mechanic that exists now. after all Elite is an arcade game.
i know i am going to mention the game that some people believe "shalt not be named". but imo this shows a good example of why ship interiors work - and its working now in other games......... sure you could argue that in the specific example which follows not that much happens (go in ship, steal stuff and leave) but the fact that the player had to go in, check that no one else was in there before looting indicates that there "could" have been a mass fight about to happen, its just in the example shown that didnt happen.
jump to 9m30s if my time link does not transfer..... but quick background player was doing a mission and flying over the planet surface went past an abandoned settlement of some description and spotted a crash landed ship with loot strewn around the site.... he salvaged the stuff outside the ship, and then decided to see what was inside it. (edit.. nope the timestamp didnt link.... so jump manually to 9m30 as mentioned.
Source: https://www.youtube.com/watch?v=hcMMRDlAF34#t=9m30s
some may find that long drawn out and dull... and the problem Elite has with its economy, it WOULD be hard to balance this.. ie in Elite even if there were 50 tons of gold found in a crashed python for instance............. actually transferring it to your ship would arguably be a waste of time if it took anything over 2 mins because cargo indivitually is essentially worthless unless it is tritium or a handful of rare items.
but aside from that balance issue which needs to be addressed anyway imo... i think this just looks cool and i would enjoy doing it.
I would enjoy that very much and wouldn't even think about credits.
If I had only a few credits then I would loot everything, if I had 6bn I would loot everything as well. Just for the sake of RP gameplay![]()