The only direct space-feet dev quote I remember is the "it would be like creating a whole new game" one.
We also plan to allow you to get up out of your seat and walk around your ship. You can see the level of attention and thought that has already been given to the ship interiors from these ship cockpit views in this video:
Of course walking round your ship will be nice, but it is the just springboard for a very significant expansion of gameplay – you will be able to experience the inside of starports and interact with other players and AI characters, and even board other people’s ships in space and take them by force, as shown in this concept piece.
Of course this will be further expanded to include walking around on the surfaces of planets too.
Alpha and Premium Beta customers, and those who have already bought the £35 Lifetime Expansion Pass alongside either Beta or the full game, will have access to all these features and updates for as long as we create them at no further cost.
You will be able to walk around the spaceport, you will be able to see gold being loaded into someone else's ship, you will be able to sneak in and hide in amongst the cargo. All of those things are phenomenal game play opportunities where that ship might actually be the ship of another player, so just think where that all ends.
We intend to continue expanding the game both with new content and new features. A good example of this is planetary landings. We have an ambitious goal for landings to include new gameplay and a rich variety of worlds to explore. To achieve our goal we want the planets to come to life. We also want to add leaving the ships so you can explore space stations or board enemy vessels or even just to look around your own. We intend to release small, free updates after launch, but major expansions including rich new features will be charged for, unless you have bought the expansion pass
For example, our current roadmap is to add (in no particular order):
Alpha and Premium Beta customers, and those who have already bought the £35 expansion pass alongside either Beta or the full game, will have access to all these features and updates for as long as we create them at no further cost.
- Landing/ driving / prospecting on airless rocky planets, moons & asteroids
- Walking around interiors and combative boarding of other ships
- Combat and other interactions with other players and AIs in the internal areas of star ports
- Accessing richly detailed planetary surfaces
- Availability of giant ‘executive control’ ships to players
- 'The team and I all see Space Legs as the feature we will love to add and are at the top of our specification, but it's something that will not happen in the Beyond season. We will talk more about it later.' (Translated Sandro - Jan 2018)
- 'The future for Elite Dangerous is very exciting, including a whole raft of incredible features, yes including 'space legs' but so many more things too.' (David Braben - April 2017)
- 'All of the things, and there are lots of other things as well, that we want to do are a way away, because to do them well... Doing an animated character is only part of the problem, you've got to have things to do with it, it's got to be rich, and a great experience. So don't hold your breath, but when it comes it'll be great.' (David Braben - Dec 2016)
I never disagreed with that.
Your errant memory isn't a great item of evidence here Stiggy.
I won't comment on the current 'discussion' on whether FD lied, did what they said they would do, or whatever everyone is arguing with Stig about. But the line that got me in the above advertisement is this one: There is also the fact that as long as we hit the threshold, it commits us to making the game". Whatever you think about FD, you have to give them credit for that, they reached the threshold in Kickstarter and not only committed the company to design, produce and release the game - they actually did it. Make a difference from that other space based game that the company is in a perpetual kickstarter mode, more than ready to take their customers money for little production output.
Why do you keep posting links to stuff I repeatedly told you I never read or watched as though it proves something about my memory ?.
The only thing it demonstrates is that you have some massive gaps in your reading comprehension, which is pretty much a summary of what I've been saying and proving all along (with your help).
What you imagine dependent entirely on you ignoring the things said to you only exists inside your head.
it just isn't something that I think I or anyone else has already paid for
I guess that should end most discussions about Frontier not delivering. They promised us a 'minimum game' and that's it. Everything else is extra.Said what exactly that some stuff would be cool if they could do it with the proviso that plans change, technical feasibility is a thing and they had the final say ?.
I'll show you something they definitely said that predates all this rubbish, even the renaming that some people think is significant of nefarious intent and I think was FDEV trying to rein in peoples delusions of grandeur :
View attachment 150102
Being part of a discussion doesn't mean anyone has to take your suggestions as instructions, construction of a roadmap or that they are in any way practical or realistic. The DDF buyers paid to chat with the devs that's all it ever was.
Link :
Elite: Dangerous
Take a ship and 100 credits to make money legally or illegally - trade, bounty-hunt, pirate, assassinate your way across the galaxy.www.kickstarter.com
I won't comment on the current 'discussion' on whether FD lied, did what they said they would do, or whatever everyone is arguing with Stig about. But the line that got me in the above advertisement is this one: There is also the fact that as long as we hit the threshold, it commits us to making the game". Whatever you think about FD, you have to give them credit for that, they reached the threshold in Kickstarter and not only committed the company to design, produce and release the game - they actually did it. Make a difference from that other space based game that the company is in a perpetual kickstarter mode, more than ready to take their customers money for little production output.
In that regard, I personally think David Braben and company can hold their heads up high.
When these scenarios were prepared, the Board assumed a typical average unit price of £10. However, a higher release price of US$60/£40 per unit has been set by the Group based on the expected quality of the game
You are wrong. Anyone who bought one of the LEP variants absolutely has. It's literally there on the point of sale and written into swathes of marketing material in firm declarative language.
Anyone who bought an LEP took a gamble on it being a better deal than all the DLC sold separately without knowing how much DLC we'd get (if any) or what the DLC would actually have in it.
Thinking an LEP somehow equates directly to space-feet is laughable.
The issue here is people just don't do pre-purchase research.
Correct.
Aaaand, still wrong
The engineer stations a good example of an initially cool sounding terrible unimplementable idea, power management can be done with a single key press by the pilot. So slowing the process down with a dedicated engineering screen that would have to have stuff to do to make it interesting wouldn't have any advantage over what we have now.
You agree. The only gamble is force majeure.
There is no guarantee that a particular feature will be implemented.
Oo, it's a Mexican pedant-off
You know, We've tried at Lave Radio, people at Lavecon asked and didn't get an answer. Look how grumpy Yamiks got when his 100 Questions were ignored.
Ever since 2.3, Fdev has shut down any speculation or discussion about the future of the game. For some reason when fdev said 'No Promises, No Guarantees - but what we'd like to do is....'; some members of the community heard ' That's what you're getting and feel free to get salty if we can't do it.'
I mean we were hacked off at the 'If you don't play parts of the game, we won't improve it.' I.e. Multi-crew, CQC, Powerplay but at the end of the day, didn't we all back the kickstarter because we wanted Elite back? I'd say we got Elite Back in spades. Then SC comes along and says we'll do space legs and then every one demands that 'Elite Feet' has to be in Elite too.
I am looking for common ground Golgot. The assertion that the LEP is 'a gamble' is not 'correct', you just share Stigbob's view that it is a gamble.
There are specific laws, terms & conditions that apply to gambling. Just as it can be viewed as a donation but Frontier are not a charity.
I agree with all of the above .... With the proviso that the crew person does not have to be a human but can be an NPC ...... And then we are back to frontiers design decision again. I can't remember who wrote it , (it was a while ago I read it) but there was a fantastic section of game design based around ships crew. Earlier elite games had crew in larger ships (very basic) sadly it has been dropped at least for now in EDAt the risk of rousing the almighty Stig-beast ---
I agree to an extent that just saying "Engineering role!" and then not following that up with anything is what normally happens - look at the linked video "I think it's self explanatory, power management, looking after the ship etc" - that to me sounded like they hadn't even started designing it, at the point I heard that, I thought there would either be a very very limited engineer role (we have the pip thing!!!) or none at all.
Having said that, I don't think it's impossible to achieve. I think a lot of the problems Multicrew has, is that you can already do everything on your own.
I would have preferred (aware this is a minority view) that ships with crew "slots", instead, had crew REQUIREMENTS. And without those crew, you literally could not do various things.
For instance, some ships could have had hardpoints that only took turrets - and no turrets would work without a crew member.
Ship launched fighters are the one thing that really works with multicrew - because you can't actually have a fighter out and control your own ship at the same time. (you can, with NPCs - but this still proves my point, without a crew member, the action is impossible.)
So much of the game was designed before multicrew was concepted - so there wasn't a lot they could do.
If they had planned for multicrew, they could have made power management either entirely impossible, or a complex process you can't do on the fly with single button presses, or even more basic than it is now, maybe only being able to move power between engines and weapons, not shields - there are other options too.
Then, an engineer could have opened power management up, making it possible to achieve much better results with a dedicated crew member running it.
This could have been represented by either a bunch of panels involving routing power around a grid dependant on the ship type and it's engineering/modules or physically (would require space legs... and probably not neccessary, but this kind of thing will come up again with space legs, as it's not been taken into account while designing the rest of the game...) moving to different parts of the ship to adjust things.
The engineer could also route coolant around the ship, opening and closing valves (via a panel or physically) to cool whatever part of the ship needed it the most (but the helm can press a single button and cool the entire ship so.... oh well?)
Directional shields could be utilised - and this is one thing that could still work, potentially, if it was ONLY available in multicrew.
An engineer could control repair bots (via a panel, or through a first person camera moving them around the ship) to perform... automated field maintenance - oh wait, the helm can just click on a module in the right panel and select "repair" so... there goes that one too.
The engineer could fly external repair limpets and attach onto visible damage to the hull (let's assume FD finished the damage models for every ship here) and repair them (this could even involve controlling physical tools on the limpets to bend panels back into place and seal them over - or I don't know, something an actual professional game designer came up with) - but wait! we have repair limpets, the helm just fires them off and they auto repair everything after attaching to one single spot on the ship, so, that kinda removes the need for an engineer role again there. (decontamination limpets as well)
So I actually disagree with those who say there couldn't have been an engineer role - however, as you used the term "unimplementable" you right, if you mean unimplementable without adding significantly more mechanics to the game just for that specific role, which I suspect, you do!
Simply walking outside is a gamble. If you've gone outside, you must have violate at least one gambling law.
Would you want something that sounded great but proves to be crap implemented?
Frankly all of this stems from an emotional rather than a logical place anyway. Stig just doesn't want Legs in the game due to personal taste ¯\(ツ)/¯
(Guess he should have done his pre-purchase research better )