Yes.and you want to nag about ship interiors?????

Yes.and you want to nag about ship interiors?????
Your memory is bad.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.
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.Your memory is bad.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).
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!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.
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.
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.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.
You are right I was playing on a ZX SpectrumThey 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.
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!
Obsidian Ant's follow up poll was much more specific, which is currently at 53% in favor of full atmospheresWas "atmospheric planets" specified more precisely somehow? I mean, in a way we have that now, even if "only" tenuous atmospheres.
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![]()
Me neither but I can see the Star Citizen version and think ED would be brilliant with those.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.
Like this but we won't get that dropship feel it will be the lift loader like we have for SRV and fighters now.I want interiors because I never get tired of this in Star Citizen.
View attachment 281432
Is it a cut scene? Maybe.. maybe... but I still want to do be able to drive an SRV out of an Anaconda ramp.
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.It literally does change ship interior. Maybe check the link again:
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Retaliator Modules Available - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and merch, as well as all the community tools used by our fans.robertsspaceindustries.com
You mean, model only the crew quarters ?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
Same, Frontier could simplify it and just teleport from cockpit to a little area that lead to the hatch/ramp to give us those moments, kinda like this:I want interiors because I never get tired of this in Star Citizen.
View attachment 281432
Is it a cut scene? Maybe.. maybe... but I still want to do be able to drive an SRV out of an Anaconda ramp.
I'm playing the game I bought. You know, the one advertised as having a solo mode. How about you, what are you doing? Other than spouting guff on here I mean, I've worked that much out already.for those who want to play solo on ED, what are you doing here? ...
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 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.
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 want interiors because I never get tired of this in Star Citizen.
View attachment 281432
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
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.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.