Why is ship interiors something that is not planned to be included if at least half the player base wants it?

Unless Frontier would have interiors as static environments, meaning no moving around or walking when the ship is undocked, the physics and collision would just add a whole other layer of difficulty
How's that? The physics pretty much get "ignored" when you're in your seat, as you might notice you're not even strapped in. I guess there's some explanation in the lore somewhere (like Star Trek's inertia dampeners or whatever they were called).
 
As I see it, one half of the players want ship interiors, another half don't, another half are indifferent, another half would like them, but only partially, another half would only want NPC ship interiors and one half would like interiors to be there, but by-passable.

I am not good at maths, though, so I am sure I have missed a few halves.
 
So, which "half of the player base" wants it?
The half with Gary in it. The half with Andrew in it don't care very much.
Speaking as a Gary, I can only confirm that I'm in the "They'd be nice but I'm not overly bothered" half. I suspect there might be even more halves that have yet been discussed.
Speaking as an Andrew, I can confirm that I'm also not at all bothered. So there we have it, neither half is bothered. That was easy.

Next week Gary and Andrew will be sorting out open-only Powerplay and the Cobra Mk4.
 
After putting about 50 hours into Star Citizen, and now having 400 hours into Elite as a whole over the last two months... I think I actually understand this problem finally.

It boils down to current/known/emerging problems since Odyssey released, not having planned this from the beginning, and the lack of reward from such a feature based on the current style of the game (for both sides).

So obviously, with a long list of problems ranging from bugs in the game to player dissatisfaction - they already have a lot on their plate. Without overcoming this, there won't be enough players to care about this anymore. So I'm assuming that is their primary focus. (Not saying they are doing a good job here, the community seems divided on this, just pointing it out as a foremost concern for them)

Assuming this wasn't something fully planned out since day one - there might be a lot of issues like, not actually having enough room within a ship to have a true interior without creating logic problems in where things are placed or why. A few ideas on this come to mind:

- Pretty much every small ship. Cockpit hatch opens and you have an animation of jumping out or climbing down a ladder. Not much else you could do here. If an SRV is installed, maybe a door behind the pilots seat you would go through to hop into the SRV.

- Even medium ships like a mamba or FDL, they'd have the same limitations - little space to really add any "interior aesthetics"

- Cutter. Sure the cockpit is huge, but right behind that the frame gets thinner. So a single hallway going backwards to..... The SRV and/or Fighter Bay - same as a small ship, except it's a hallway to a double wide parking garage. There might be enough room to add a spa on one side and a bar on the other - but logically that's where cargo racks would go. So unless your optional equipment was either removed or replaced with some "aesthetic only" module, there isn't a whole lot of space to legitimately put walkable areas. And of course, disembarking : the floor would open up to reveal the staircase.

If I were to compare to how SC handles it, a cutter would still be medium/large sized ship I think. The Misc freelancer is a tad smaller length wise, but far bulkier - allowing for a cramped hallway in the front, and enough room in the back to drive an SRV up a ramp and into the cargo bay. And there are ships far larger than that, that actually have large interiors.

I'll admit my perception of size might be a bit off here, but it's the general idea of the problems they face.

So let's say they roll with it. The time, energy, money is directed away from issues like:
  • Disconnecting when you FSD into a new system while multi-crewing your friends ship
  • Lingering Crash to Desktop
  • New SRVs, expanded on-foot activities, etc.
  • Any of the other major lingering bugs people are experiencing
  • Any other major gameplay features that should be added to really compliment the current on-foot dryness.


So yeah - I really want ship interiors too - it just doesn't seem like a reasonable feature to pursue right now.
 
And we ALL know that if the AMFU is replaced by having to EVA on the outside of your ship,
Oo this is a good point though. You wouldn't need replace AFMU - there's just a trade-off.

An AFMU might allow faster, quick patching - but as it nears 100% repaired it gets slower. So, you could easily repair up to 80% at the same rate as before, but getting passed the malfunction threshold might take a few extra seconds per 1% and maybe cap at 95%? Where an EVA repair is always available but requires exposure to space and time.

But yeah - as much as I want something like ship interiors - I'd rather the focus remain on current bugs and quality polishing of the current games state.
 
  • Half the players want Earth Like Worlds, they're not planned
  • Half the players want the Panther Clipper, that's not planned
  • Half the players want Open Only everything, that's not planned
  • Half the players want caves, they're not planned
  • Half the players want donkey punching, that's not planned
  • Half the players want the moon on a stick, that's not planned

fdev eh, so lazy :ROFLMAO:
So are you really saying that players did not want ship interiors?

"Ship interiors = moon on a stick"

Hmmm

Elite Dangerous - about ships.
Elite Dangerous Horizons - about ships and srvs
Elite Dangerous Odyssey - about FPS in buildings and staring at things on foot. - Not ships.

You don't see any discontinuity?

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Ship interiors are like a high school science museum tour. Lots of things to look at, most of it you can't interact with or there's a large button that does a thing each time you press it. (Open/close a door.)

How many times do people go on a science museum tour? Seen it once, that's enough.

Full atmo planets, on the other hand ... with conflict zones in thick forests? Bring those on.
 
The term "Ship Interiors" does not explain the core issue for me, I'd prefer the experience of interacting within a connected, unbroken world. Currently in Odyssey you are either a person on foot, a ship or a ground vehicle, and there is a tangible disconnect when you transition (ie the teleport or fade to black) between those modes of experience. To some this will be trivial but I think to a lot of people, myself included, we want that continuous unbroken experience of truly exploring a world as an avatar that utilises different modes of transport in a continuous unbroken manner.

The Armstrong moment is truly that feeling of walking down a ladder or ramp etc and stepping foot onto an alien world. The emphasis of the real Armstrong moment is not on the ship or the planet but the transition that occurs. If Neil Armstrong blacked-out and found himself on the planet then it just wouldn't have been the same. If you don't think this is the case then ask why we spend so much time in Supercruise when it would be just easier to fade-to-black and end up where you want to go? It's because the experience of the transition is meaningful. Even when we jump to a new system, there is a meaningful transition when we could easily just have a fade-to-black.

Being able to walk onto, around and back out of your ship, provides a meaningful transition moment that emphasises you as a person experiencing all the galaxy has to offer in a connected way. This for me is what is truly lacking in Odyssey.
 
The term "Ship Interiors" does not explain the core issue for me, I'd prefer the experience of interacting within a connected, unbroken world. Currently in Odyssey you are either a person on foot, a ship or a ground vehicle, and there is a tangible disconnect when you transition (ie the teleport or fade to black) between those modes of experience. To some this will be trivial but I think to a lot of people, myself included, we want that continuous unbroken experience of truly exploring a world as an avatar that utilises different modes of transport in a continuous unbroken manner.

The Armstrong moment is truly that feeling of walking down a ladder or ramp etc and stepping foot onto an alien world. The emphasis of the real Armstrong moment is not on the ship or the planet but the transition that occurs. If Neil Armstrong blacked-out and found himself on the planet then it just wouldn't have been the same. If you don't think this is the case then ask why we spend so much time in Supercruise when it would be just easier to fade-to-black and end up where you want to go? It's because the experience of the transition is meaningful. Even when we jump to a new system, there is a meaningful transition when we could easily just have a fade-to-black.

Being able to walk onto, around and back out of your ship, provides a meaningful transition moment that emphasises you as a person experiencing all the galaxy has to offer in a connected way. This for me is what is truly lacking in Odyssey.

If you enable network logging you can see the game moves between different instances when you switch from inside the ship, to srv, to on-foot. That explains the fade-out, and also why that fade can take a long time if the servers or your net connection are busy.

It's likely the game is also switching between different code internally, which would explain why Odyssey uses 4-6gb of ram on my system and Star Cit uses 17gb+.
 
If you enable network logging you can see the game moves between different instances when you switch from inside the ship, to srv, to on-foot. That explains the fade-out, and also why that fade can take a long time if the servers or your net connection are busy.

It's likely the game is also switching between different code internally, which would explain why Odyssey uses 4-6gb of ram on my system and Star Cit uses 17gb+.
Indeed. I guess one has to ask why it became that way when they obviously originally intended the types of gameplay that the other game does - based on what was said during the ED Kickstarter. These sorts of decisions, regarding instances, were likely made early on and perhaps even during the original Kickstarter when at the same time they were telling us that we will be able to do the things the other game does. If so, then that's quite disappointing that they were telling us one thing while laying the framework down that wouldn't allow for it.

Edit: The double-slap in the face was the the Krait video that is clearly teasing the whole getting in and out of your chair thing. If they knew all along that they couldn't produce that in-game, due to the instancing framework of the game, then that's more than a little disappointing (and I'm being euphemistic here).
 
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After putting about 50 hours into Star Citizen, and now having 400 hours into Elite as a whole over the last two months... I think I actually understand this problem finally.

It boils down to current/known/emerging problems since Odyssey released, not having planned this from the beginning, and the lack of reward from such a feature based on the current style of the game (for both sides).

So obviously, with a long list of problems ranging from bugs in the game to player dissatisfaction - they already have a lot on their plate. Without overcoming this, there won't be enough players to care about this anymore. So I'm assuming that is their primary focus. (Not saying they are doing a good job here, the community seems divided on this, just pointing it out as a foremost concern for them)

Assuming this wasn't something fully planned out since day one - there might be a lot of issues like, not actually having enough room within a ship to have a true interior without creating logic problems in where things are placed or why. A few ideas on this come to mind:

- Pretty much every small ship. Cockpit hatch opens and you have an animation of jumping out or climbing down a ladder. Not much else you could do here. If an SRV is installed, maybe a door behind the pilots seat you would go through to hop into the SRV.

- Even medium ships like a mamba or FDL, they'd have the same limitations - little space to really add any "interior aesthetics"

- Cutter. Sure the cockpit is huge, but right behind that the frame gets thinner. So a single hallway going backwards to..... The SRV and/or Fighter Bay - same as a small ship, except it's a hallway to a double wide parking garage. There might be enough room to add a spa on one side and a bar on the other - but logically that's where cargo racks would go. So unless your optional equipment was either removed or replaced with some "aesthetic only" module, there isn't a whole lot of space to legitimately put walkable areas. And of course, disembarking : the floor would open up to reveal the staircase.

If I were to compare to how SC handles it, a cutter would still be medium/large sized ship I think. The Misc freelancer is a tad smaller length wise, but far bulkier - allowing for a cramped hallway in the front, and enough room in the back to drive an SRV up a ramp and into the cargo bay. And there are ships far larger than that, that actually have large interiors.

I'll admit my perception of size might be a bit off here, but it's the general idea of the problems they face.

So let's say they roll with it. The time, energy, money is directed away from issues like:
  • Disconnecting when you FSD into a new system while multi-crewing your friends ship
  • Lingering Crash to Desktop
  • New SRVs, expanded on-foot activities, etc.
  • Any of the other major lingering bugs people are experiencing
  • Any other major gameplay features that should be added to really compliment the current on-foot dryness.


So yeah - I really want ship interiors too - it just doesn't seem like a reasonable feature to pursue right now.
I think you need to hop out into the hangar bay and really look at the ships. The SRV is a little bigger than a mid size truck and even it can go into a sidewinder. You mention the FDL, Mamba for size... Thats interesting because if you look at it sitting in the hanger, and compare the ship to the stairs that go up into the ship stretched out in front of it from the middle.... its actually a pretty big ship. Even the small size viper has some pretty good girth to her if you take a look at it from the the rear and observe the rear access door. A same size door can be found to the left of the bridge outside to the Anaconda, as well as a few other doors. The type 9 has a balcony and access door under the ship below the cockpit area. Truely, some of these doors are massive!

I see the carrier interiors coming in January as a run up to implemented interiors for the rest of the ships. Hell, frontier could really rake in cheddar if they sold the interiors as a cosmetic. But the Fleet carrier interiors makes me wonder where the game would be now if Covid had not happened, and the launch of Ody had gone smooth.
 
Assuming this wasn't something fully planned out since day one - there might be a lot of issues like, not actually having enough room within a ship to have a true interior without creating logic problems in where things are placed or why. A few ideas on this come to mind:

- Pretty much every small ship. Cockpit hatch opens and you have an animation of jumping out or climbing down a ladder. Not much else you could do here. If an SRV is installed, maybe a door behind the pilots seat you would go through to hop into the SRV.

- Even medium ships like a mamba or FDL, they'd have the same limitations - little space to really add any "interior aesthetics"

- Cutter. Sure the cockpit is huge, but right behind that the frame gets thinner. So a single hallway going backwards to..... The SRV and/or Fighter Bay - same as a small ship, except it's a hallway to a double wide parking garage. There might be enough room to add a spa on one side and a bar on the other - but logically that's where cargo racks would go. So unless your optional equipment was either removed or replaced with some "aesthetic only" module, there isn't a whole lot of space to legitimately put walkable areas. And of course, disembarking : the floor would open up to reveal the staircase.
You should look at the methodology used in the ship interior videos, a few posts above yours.

If I were to compare to how SC handles it, a cutter would still be medium/large sized ship I think. The Misc freelancer is a tad smaller length wise, but far bulkier - allowing for a cramped hallway in the front, and enough room in the back to drive an SRV up a ramp and into the cargo bay. And there are ships far larger than that, that actually have large interiors.
You can't compare ED and SC on this aspect since SC ships are not modular.

I'll admit my perception of size might be a bit off here, but it's the general idea of the problems they face.

So let's say they roll with it. The time, energy, money is directed away from issues like:
  • Disconnecting when you FSD into a new system while multi-crewing your friends ship
  • Lingering Crash to Desktop
  • New SRVs, expanded on-foot activities, etc.
  • Any of the other major lingering bugs people are experiencing
  • Any other major gameplay features that should be added to really compliment the current on-foot dryness.


So yeah - I really want ship interiors too - it just doesn't seem like a reasonable feature to pursue right now.
Yep, you rigth. That's why i don't think it's a good idea to wait for gameplay to release ship interior. Reworking the engine to support the new features, make the models and textures, add code to provide gameplay, change the UI to make all of that usable,... Tha'ts what they did with Odyssey and that was clearly to big for them.
 
Speaking as an Andrew, I can confirm that I'm also not at all bothered. So there we have it, neither half is bothered. That was easy.

Next week Gary and Andrew will be sorting out open-only Powerplay and the Cobra Mk4.
You can only play "Open-Only Powerplay, with a Cobra MK4".

That's cool. I like that. But only those players who own a Cobra MK4 want it.
 
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