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

I remember in the original game sometimes you would dock at a station and there was going to be a supernova so you were asked if you can help evacuate the population.
Just random stuff every so often, a 1 in a 100 or 1000 thing.
Your memory is bad. :p That was one of 4 or 5 missions that activated when your rank hit a certain level or you went to a "new galaxy". Now we have hundreds of missions (all random).
 
Your memory is bad. :p That was one of 4 or 5 missions that activated when your rank hit a certain level or you went to a "new galaxy". Now we have hundreds of missions (all random).
They may have been playing one of the modded versions of ZX Spectrum Elite - in the original, you are correct that the Supernova mission triggers after a certain point (2nd Galaxy and Competent, if I remember correctly) but the later modded Speccy versions had stars going off more than once, as well as many other cool new features.
 
While I understand what you're saying to some extent, the real multicrew fun should come from doing stuff together, not standing around on a ship saluting each other in your underpants. :p

While the ship is in flight, its not like there is anything to do with ship interiors or even when landed. Its mainly just an immersion thing (although nothing wrong with that per se).

There could be more mechanics added to make multicrewing a ship more interesting, whether it be for mining or combat or whatever, but that doesn't require interiors either, just enhancement of existing multicrew.

You bring up roleplay, and again, nothing wrong with it per se, and doing in within ships, fair enough, but how many players are into that? How many want to spend their time standing around saluting each other in their underpants? (or whatever their roleplay consists of).

The fun for most i would say comes from actually working together to achieve some sort of goal. There are no goals provided by interiors.... unless FD add something like ship wreckage that can be boarded to obtain something. But own ship interiors.... not so interesting.

So, immersion, ok, roleplay, for those who are into it, ok, but the value for actual gameplay is limited.

Not saying they shouldn't do ship interiors, but they do have to balance the cost of implementation vs the added value.
Not sure if you have tried Sc, but you can do far more than stand around in your underpants saluting each-other lol. You can man turrets, have a ground team on standby at the ramp, swap out gear, store things away, interact with several ship components, let other people fly your ship, hot drop a tank with a crew in it and many other activities. I also enjoy setting course and walking around enjoying the views while on the way vs the jump experience we get In Ed currently. I do 100% agree with you that for it to be added to a game like ED it would need gameplay perspectives to justify it's development and very easily could have gameplay for said interiors. o7 and happy holidays brotha, appreciate the calm discussion!
 
It is not the drops themselves that make the rain louder. It's the number of drops 😛
Afterwards, it's true that the silent majority will always be more numerous. But it's a bit like a poll, you don't need to question the whole population to get an idea of what they think 😅


And yes, the ship interior will be one of the biggest investments FDev will have to make, if not the biggest. It's not just about modelling the modules. This will force FDev to remove or rethink a lot of tricks and simplifications throughout the game environment and gameplay. There are many technical and gameplay differences between a game/simulation where you drive a vehicle and where you embody a vehicle and how the environement can influence the gameplay independently of the player. It's truly a core feature that define the technical and gameplay foundation. And the more FDev will delaye this feature and instead enriches its environments and gameplays, the higher the investment will be.


Yes. So it doesn't change ship interior.
The problem is that many think that they should imitate the interiors like SC does, and I strongly believe that it is not necessary. The interiors could even be a closed and empty space, where it can be furnished with different objects from the store, it would only be necessary to include the pilot room, nothing more. Ultimately, there really are many creative ways to carry out ship interiors, without having to go to the over-the-top recreation that SC uses.

PS: in blender it took me only one afternoon to recreate an interior of the sidewinder
 
They may have been playing one of the modded versions of ZX Spectrum Elite - in the original, you are correct that the Supernova mission triggers after a certain point (2nd Galaxy and Competent, if I remember correctly) but the later modded Speccy versions had stars going off more than once, as well as many other cool new features.
You are right I was playing on a ZX Spectrum :)
 
Not sure if you have tried Sc, but you can do far more than stand around in your underpants saluting each-other lol. You can man turrets, have a ground team on standby at the ramp, swap out gear, store things away, interact with several ship components, let other people fly your ship, hot drop a tank with a crew in it and many other activities. I also enjoy setting course and walking around enjoying the views while on the way vs the jump experience we get In Ed currently. I do 100% agree with you that for it to be added to a game like ED it would need gameplay perspectives to justify it's development and very easily could have gameplay for said interiors. o7 and happy holidays brotha, appreciate the calm discussion!

Haha, i'm very aware of SC. Check out the SC thread at some point ;)

You may note in my post i mention manning turrets, which does not require ship interiors and can already be done in ED.

Ground team standing by on ramp - in ED you can have a ground team standing by in ship ready to exit in a second or standing outside the ship. Yes, they could stand on the ramp, but then, what happens if they need to take off quickly? Someone has to run to the cockpit. But why aren't people all together working on the objective? You might want someone sitting in the cockpit, having a smoke, chillin, while everyone else is busy doing stuff, just in case a hostile comes along i suppose.

Swap out gear/stow things away - What? Why? How long are they going to do that for? 2 seconds?

Interact with ship components? Why? What for? What do they do? Why does that need interiors as opposed to multicrew without interiors?

Let other people fly your ship. Yes, now this is something i would like to see FD do. But again, doesn't require ship interiors. Just requires an option.

Hot drop a talk - again, doesn't require interiors. I wish we could hot drop out SRVs, that would be very nice.

Many other activities - any actually require ship interiors?

You see my point? None of what you describe requires ship interiors. It could be done with enhancements to multicrew.

Again, interiors could add value to the game, i'm not arguing otherwise. But what mechanics could be added to all extra value that couldn't be done with just improved multicrew (or even solo) features?

Oh, and i'd love FD to allow our NPCs to sit in the spare seats. But that's a different topic. ;)

Anyway, happy holiday yourself.
 
Was "atmospheric planets" specified more precisely somehow? I mean, in a way we have that now, even if "only" tenuous atmospheres.
Obsidian Ant's follow up poll was much more specific, which is currently at 53% in favor of full atmospheres

[REDACTED - polls are not permitted]
 
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If you look at it this way interiors are like cut scenes you see them a few times then press skip after that. Unless it has some meaning to the game we are gonna just press skip which will make the whole experience and time making it pointless, if as people have stated we have to fix our ship or have a purpose to go to X room in the ship then fine it wi get used on occasions but if it's just a walkway then it's skippable.

I play exclusively in odyssey now and for the record I'm leaving my ship about 3% of the time and that's dwindling for a expansion about leaving your ship I think Horizons is winning the argument ;)
 
I play exclusively in odyssey now and for the record I'm leaving my ship about 3% of the time and that's dwindling for a expansion about leaving your ship I think Horizons is winning the argument ;)

Or, and I am just throwing this out for consideration, different players have different priorities and play styles and more options for players are better even if a particular player don't use them all? I've never fought a Thargoid, never taken part in a CZ, these aren't arguments for them not being worth having in the game.
 
I want interiors because I never get tired of this in Star Citizen.


ramp1.gif



Is it a cut scene? Maybe.. maybe... but I still want to do be able to drive an SRV out of an Anaconda ramp.
 
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Or, and I am just throwing this out for consideration, different players have different priorities and play styles and more options for players are better even if a particular player don't use them all? I've never fought a Thargoid, never taken part in a CZ, these aren't arguments for them not being worth having in the game.
Me neither but I can see the Star Citizen version and think ED would be brilliant with those.

I'm not saying everyone has their own version of ED and how they play BUT for cut scenes there is only so many times we watch it. I would love the SC version but we all know from experience we wouldn't get it in one go it would be ED:Loading ramps, ED:Cockpit, with Dlc for coffee cups and coffee pods would be for X arx. We all know the dlc model and it's the if we can monetise it we can add it approach

I want interiors because I never get tired of this in Star Citizen.


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Is it a cut scene? Maybe.. maybe... but I still want to do be able to drive an SRV out of an Anaconda ramp.
Like this but we won't get that dropship feel it will be the lift loader like we have for SRV and fighters now.
 
It literally does change ship interior. Maybe check the link again:
Yes, indeed, I just watched the video, not the link. So if SC allowed all available ships to use these modules, effectively SC would have modular ships. At the moment this is not the case.

The problem is that many think that they should imitate the interiors like SC does, and I strongly believe that it is not necessary. The interiors could even be a closed and empty space, where it can be furnished with different objects from the store, it would only be necessary to include the pilot room, nothing more. Ultimately, there really are many creative ways to carry out ship interiors, without having to go to the over-the-top recreation that SC uses.

PS: in blender it took me only one afternoon to recreate an interior of the sidewinder
You mean, model only the crew quarters ?
 
I have a feeling that those who could smoothly implement such a thing are no longer with the company. If Glassdoor is to be believed, the Cobra engine is not a very easy or intuitive engine to work with, so a lot of figuring out how to implement stuff probably boils down to figuring out what the last guy did. After figuring that out, you have to figure out how to make what he did do what you want to do without breaking everything.

This is a big problem with super long-term projects like this. If you have high turnover, it makes even simple features monumentally more difficult to implement if the dude who built the framework is gone and left bad notes.
They made our legs. biology, new data, weapons and overalls. I don't think that the interiors of the ships and interactions with it will be a big problem. Personally, I am even ready to buy as a separate DLS.
 
I want interiors because I never get tired of this in Star Citizen.


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Is it a cut scene? Maybe.. maybe... but I still want to do be able to drive an SRV out of an Anaconda ramp.
This right here. I played Star Citizen for the first time this week and the first thing I did was fly into space and pop that hatch. I didn't know how I was oriented but I greeted with an entire planet and space sprawled out before me. It's an awe inspiring moment and those have power to grow the game by attracting more players.

I love Elite. I have been away a long time and don't have my h experience with it. But that seamless ship to on foot experience in Star Citizen shouldn't be underestimated and it would make me happier when I played Elite and happier when I talk about it with others
 
This right here. I played Star Citizen for the first time this week and the first thing I did was fly into space and pop that hatch. I didn't know how I was oriented but I greeted with an entire planet and space sprawled out before me. It's an awe inspiring moment and those have power to grow the game by attracting more players.

I love Elite. I have been away a long time and don't have my h experience with it. But that seamless ship to on foot experience in Star Citizen shouldn't be underestimated and it would make me happier when I played Elite and happier when I talk about it with others

Yes. It's the transition that counts. Being able to experience the world as a human avatar that seamlessly transitions into, around and back out of a ship/vehicle without fade-to-black or teleportation is the single biggest item that connects you with the galaxy. People keep going on about gameplay reasons but not everything has to be about gameplay reasons, it can just be because you feel connected with the game world. The transitions in and out of vehicles in ED is a great disconnect for me from the game world. It's quite disappointing really. I'm really missing that Armstrong moment.
 
Yes. It's the transition that counts. Being able to experience the world as a human avatar that seamlessly transitions into, around and back out of a ship/vehicle without fade-to-black or teleportation is the single biggest item that connects you with the galaxy. People keep going on about gameplay reasons but not everything has to be about gameplay reasons, it can just be because you feel connected with the game world. The transitions in and out of vehicles in ED is a great disconnect for me from the game world. It's quite disappointing really. I'm really missing that Armstrong moment.
Interiors can create tons of gameplay opportunities imo. The only limit is resources and imagination. But even something as simple as being able to buy and rearrange basic furniture like a space bed or a chair has the potential to create hours of gameplay. I have sunk enormous amounts of time into building settlements in Fallout 4. Or decorating a house in Final Fantasy XIV. And that will impart a deeper sense of ownership and attachment to the ship. Like it's fun to me to think "Oh I'm going deep space exploding and maybe this ship is a little better with the jump range, but this other ship has that new sofa". It's fun.

And it's only the start. What if on larger ships being able to go into the rooms created a buff specific to the room. Like if I have a player working my cargo terminal I can carry a little more stuff because it's expertly loaded by my hot shot cargo foreman. Throw Scotty on the Frame shift terminal and get a buff to my jump range. Maybe a crew member can go into a refinery and do something that gives me more valuable mining stuff. Maybe there are mini games associated with these buffs, so a team of players doing a deep space exploration together all have a job to do.

But even something as small as a little holochess table would be fun.

And then tie all these things to the other activities in the game, so that to decorate the ship interior you interact with the exterior. And this other layer of rewards can help add to the amount of things in the game so that we can get to a point where there enough things to grind for that each individual grind doesn't have to be a miserable slog but instead a reasonable time investment with a payoff.

That said, I can't speak for how feasible or what kind of money and time it would take to pull any of that off so I can only speak from a place of ignorance. But if it's possible, I think that interiors could be a large and meaningful part of the game rather than a tack on. And I am willing to wait for that without a timeline, though I would like to know if it's on the table at all.
 
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Interiors can create tons of gameplay opportunities imo. The only limit is resources and imagination. But even something as simple as being able to buy and rearrange basic furniture like a space bed or a chair has the potential to create hours of gameplay.

Sorry, I don't consider re-arranging chairs gameplay in a game about flying spaceships around the galaxy.

In other MMO's I have had housing, but the housing gave buffs to combat and XP, you could hold parties where everyone for the same buff, the more furniture in the house the greater the benefits etc. Essentially play to win type style, even for that I put in minimum effort required, arranging chairs in a cabin isn't going to give me hours of gameplay, not even minutes because I simply wouldn't bother.

If you want to play The Sims go and play The Sims but lets not waste serious development time on re-arranging chairs please! That's not an incentive for ship interiors, that's actually a disincentive!

Oh yes, play buffs based on furniture and decoration, and interiors, can't think of anything more play to win than that, adding that makes it an absolute no for me.
 
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