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

I've not played Star Citizen and I'm not really tempted to buy it - but having watched a few youtube videos and specifically those by mainly Elite players, the one thing everyone agrees on is that Star Citizen nailed it with their ship interiors - no one complains about them and everyone seems to really like them, they are detailed and very immersive. That whole process of getting out of the commander's chair walking to a lift or air lock or something, lowering a ramp or stairs and walking out on to an alien planet - that was what I wanted to do in Odyssey - that Armstrong moment they spoke about and completely failed to deliver.

Source: https://youtu.be/gcsLlEZRFkc?t=78


My guess is FDev simple can't and won't try and complete with Star Citizen on ship internals, because from looking at the concourse and the settlement buildings, they are okay to average, there is little to no 'wow factor' and that is what FDev would deliver if they actually tried to do ship interiors. Having said, I still want them!!
Pretty much this. SC is doing far better than elite in popularity and it is a barely functioning game, it goes to show how important immersion and interesting gameplay features can provide (ship interiors).
 
Just to add my $.02 here - I don't really care if we have ship interiors or not. If we did I would probably just walk around once or twice before confirming that you can't really make a decent cup of coffee with the coffee machine and going back to the pilots seat to actually play the game.

For FD to spend a lot of time and effort in making interiors there really needs to be a compelling gameplay scenario that would be unlocked by doing so. And programming that scenario would mean that FD would have to spend even more time and energy in making it work, and integrating it into the rest of ED so that it didn't unbalance or disrupt any current game mechanics.

It's already a very complicated balancing act - adjust the cost verses risk balance of one aspect and it can have all sorts of unforeseen knock on effects throughout the rest of the game. Adding onfoot in Odyssey has further complicated the issue and the dust really needs to settle on that one first before they can even think of embarking on anything else.

I seriously doubt that "at least half the player base wants it" as the thread title says - I would guess that those that want interiors have expressed their opinion because they want them, whilst most of the rest either don't really care or don't even know that the debate is raging on in the forums and therefore haven't expressed their wishes on the matter.
 
Compelling gameplay is a flaccid excuse. Games like ESO and other mmos have these 'homes' that players actually purchase with rl cash or premium in game currency and they serve no other purpose except for immersion.

You guys can ignore the infinite number of compelling gameplay ideas that have been stated over the years this argument has persevered, but the fact is, other games are cashing in on this with no attached gameplay other than immersion.

Not to get the money players would spend on this would be incredibly on par with fdev decision making.
 

Personally I'd like to know what DB's thoughts on this, did they end up on the cutting room floor, or just kicked down the line to be relooked at later.

I found this interview from 2014, where the cutting room floor was mentioned numerous times:

Source: https://www.reddit.com/r/EliteDangerous/comments/2mol0e/recap_of_david_brabens_qa_from_november_18th_2014/


Make of it what you will and feel free to highlight parts :).
 
Personally, to use Arthur's example, I would love the white knuckle run from one end of the anaconda to the other to come sliding to a stop and dive onto the controls to run through a quick and dirty launch to get off the surface.

And that may be possible to be balanced so that a parked ship isn't a sitting duck. My idea is while a ship is landed all the power that would normally be powering the drives and weapons is shunted into the shielding systems, basically an over-charge.


Regardless, either Arthur's lying to us and his saying that no work towards ship interiors has been done is bogus, OR David lied to us when he said that the ships were being designed with that in mind.
 
These threads

SC is a joke in the broad gaming community.
  • It does not have a single completed system.
  • The engine does not support jumping.
  • Players are routinely killed by ramps, since their physics engine is borked (courtesy of incompetent developers trying to get ship interiors into a CryEngine mod).
  • There is effectively no persistence.
  • Their installer requires you to break Windows security.
  • They sell non-functional JPEGs for thousands of dollars.
On the plus side, they have plenty of shills.
1 - that's true
2 - that's false
3 - can happen, hasn't happened to me in a long while, so wouldn't say routinely
4 - that's false
5 - that's false and I wonder where you got that from o_O
6 - that's false. they don't sell anything, you pledge money to support the project
 
1 - that's true
2 - that's false
3 - can happen, hasn't happened to me in a long while, so wouldn't say routinely
4 - that's false
5 - that's false and I wonder where you got that from o_O
6 - that's false. they don't sell anything, you pledge money to support the project
Nah, they were all true.
  • #2: show me gameplay video of a ship jumping from a system to another system, which was not the scripted demo.
  • #4 Persistence is a joke.
  • #5 CIG’s own installation FAQ tells you to change folder permissions on program files.
  • #6 LOL. It’s banked as revenue - a sale.
 
Well, I for one want more planets to land on......water worlds, ammonia worlds, earthlikes etc.....and gameplay to go with them. BEFORE we get anywhere near ship interiors thankyou very much.

Because THAT's the compromise (ie sacrifice progress towards those planet types) that will be necessary if FDEV cave in and give people ship interiors next.

Not to mention that, if FDEV do ship interiors right, you won't be able to get out of your seat when it's in motion anyway, at least in supercruise, due to the high g involved in the associated acceleration/deceleration (and in supercruise your ship is typically accelerating/decelerating to/from speeds many times the speed of light). Unless FDEV were to hand wave that away, which would only draw criticism from other circles (ergo FDEV can't win no matter what they give you people).
 
Well, I for one want more planets to land on......water worlds, ammonia worlds, earthlikes etc.....and gameplay to go with them. BEFORE we get anywhere near ship interiors thankyou very much.

Because THAT's the compromise (ie sacrifice progress towards those planet types) that will be necessary if FDEV cave in and give people ship interiors next.

Not to mention that, if FDEV do ship interiors right, you won't be able to get out of your seat when it's in motion anyway, at least in supercruise, due to the high g involved in the associated acceleration/deceleration (and in supercruise your ship is typically accelerating/decelerating to/from speeds many times the speed of light). Unless FDEV were to hand wave that away, which would only draw criticism from other circles (ergo FDEV can't win no matter what they give you people).
If the G's were high enough to kill you standing, then sitting down in your seat won't help you either lmao. And in a video game where if your ship blows up you're still alive, I doubt players will kick up a fuss over being able to walk around in the ships.

Also, what do you expect from water and ammonia worlds that will be different from the worlds we already have? FDEV treated Odyssey atmo worlds as a huge thing, but they're the exact same as Horizons worlds but with a tinted sky box.
 
Is this turning into the SC off-topic thread?
LOL
Best not to compare to that game. Totally different visions for what a space game is, in my opinion...I paid a backer price years ago, played about until I got bored and am happy to pick it (Squadron 42, I hope, because that's what I paid for) up if it ever comes out.


Uhh oh...yeah...ship interiors. Mmhmm, that'd be neat.
 
Regardless, either Arthur's lying to us and his saying that no work towards ship interiors has been done is bogus, OR David lied to us when he said that the ships were being designed with that in mind.
Pretty sure the Anaconda was at the very least from what I remember in Kickstarter and Alpha. It had a pretty detailed interior with a full cutaway, cargo bays, etc. Whether that is still a viable thing at this point I don't know. Nor do I know if they did anything like that with the other ships.

The fact that they've shown that the bridges we're on are pretty much full interiors you can somewhat explore in VR and the standard lift on all ships going from deck to deck does suggest they did have plans for all ships at one point.

Sadly, I think a lot of the people who once wanted ship interiors within FDev like David and all those Cmdrs we see in the videos have left the company or released the helm.

To which I'd like to ask David to come back and steer the ship back to what was promised in the early days if he's reading this, kudos to you, sir!
 
We got spacelegs? all I see are landlegs - they weren't a most requested feature. Spacelegs would <hopefully> include planetary ambulation, zero G space walks, ghost ships floating out beyond the rim to explore with just your trusty torch and... ship interiors (or at least the bridge / living quarters / turbo lift to the exit.
Nope. All the talk for years was about meeting up with friends in stations.
 
Even after the big boss mentioned it would be.

Just waiting for an answer.
Cause it does not meet minimal viable Product to ship to get the bottom line prior to end of financial year. And as we know, all content is dumped and forgotten not long after. Elite has/had the chance to be something special, but lazy design, and fast track for the quick buck reigns supreme is seems!
 
I can see both sides of the arguement here :)

On the one hand we have the playerbase who wants to be the commander character at all times effectively making ED into a FPRPG/FPS. They don't want transitions for anything or the dreaded "teleportation".

On the other hand we have the maker who would have to;
1) Design every single ship interior with 1to 1 details from Single seater ships to the Carriers. Before everyone says it's easy look at the YouTube videos of the Cobra etc and that isn't even playable.

2) Get the player to walk around this ship.

3) Network all the people in your instance so you can see each other within this ship and the universe around so what your looking at when flying I can see too.

4) Combat within this environment, and deciding what would happen in said combat. For example:
Joe is flying his ship but Fred on foot decides to walk up behind Joe who's in the pilot chair of his sidey. Fred for lulz decides to shoot Joe and executes his character. What happens to Freds character? Does he die to when the ship "automatically explodes?". Does the game add a "Ship termination imminent" detonation device as the owner has been removed?

It's a lot for this section of the game there would also be the hijack as well do fdev allow people to take over the ship. Also there is the other stuff like rendering and modelling "actions" like cargo transfer, passengers, do we render a letter on the side with its address on it for a package mission?

It's not a simple thing if you think about it, yes it's doable BUT to do it right will take time. As the saying goes "Rome wasn't built in a day" it may come in the future but until then we have transitions between stuff which just removes the action of getting into the ship.
 
Personalmente, creo que tener interiores de barcos es casi imposible. Modelar, codificar, diseñar, ... algo tan grande para todos los barcos es como hacer un juego completamente nuevo. Probablemente tuvieron que priorizar y elegir el aterrizaje a pie y atmosférico sobre el interior del barco. Y eso tiene mucho sentido. Como dijeron anteriormente, modelar algunos de los barcos es como modelar un nivel completo en un juego. En resumen, es demasiado difícil. Sin embargo, espero que en el futuro podamos caminar en nuestras cabinas, bodega de carga y usar la pequeña puerta en la parte trasera del barco. No subestimes el tamaño de algunos de esos barcos. También quería interiores de barcos, pero prefiero jugar a pie primero.
No es complejo, soy diseñador de mods de videojuegos, si puedo, cualquiera puede. Puede crear un espacio interior vacío, crear cosméticos y dejar que los jugadores decoren el interior, también puede usar la misma programación de vista libre para no verse obligado a usar colisiones, etc.
 
I can see both sides of the arguement here :)

On the one hand we have the playerbase who wants to be the commander character at all times effectively making ED into a FPRPG/FPS. They don't want transitions for anything or the dreaded "teleportation".

On the other hand we have the maker who would have to;
1) Design every single ship interior with 1to 1 details from Single seater ships to the Carriers. Before everyone says it's easy look at the YouTube videos of the Cobra etc and that isn't even playable.

2) Get the player to walk around this ship.

3) Network all the people in your instance so you can see each other within this ship and the universe around so what your looking at when flying I can see too.

4) Combat within this environment, and deciding what would happen in said combat. For example:
Joe is flying his ship but Fred on foot decides to walk up behind Joe who's in the pilot chair of his sidey. Fred for lulz decides to shoot Joe and executes his character. What happens to Freds character? Does he die to when the ship "automatically explodes?". Does the game add a "Ship termination imminent" detonation device as the owner has been removed?

It's a lot for this section of the game there would also be the hijack as well do fdev allow people to take over the ship. Also there is the other stuff like rendering and modelling "actions" like cargo transfer, passengers, do we render a letter on the side with its address on it for a package mission?

It's not a simple thing if you think about it, yes it's doable BUT to do it right will take time. As the saying goes "Rome wasn't built in a day" it may come in the future but until then we have transitions between stuff which just removes the action of getting into the ship1
I can see both sides of the arguement here :)

On the one hand we have the playerbase who wants to be the commander character at all times effectively making ED into a FPRPG/FPS. They don't want transitions for anything or the dreaded "teleportation".

On the other hand we have the maker who would have to;
1) Design every single ship interior with 1to 1 details from Single seater ships to the Carriers. Before everyone says it's easy look at the YouTube videos of the Cobra etc and that isn't even playable.

2) Get the player to walk around this ship.

3) Network all the people in your instance so you can see each other within this ship and the universe around so what your looking at when flying I can see too.

4) Combat within this environment, and deciding what would happen in said combat. For example:
Joe is flying his ship but Fred on foot decides to walk up behind Joe who's in the pilot chair of his sidey. Fred for lulz decides to shoot Joe and executes his character. What happens to Freds character? Does he die to when the ship "automatically explodes?". Does the game add a "Ship termination imminent" detonation device as the owner has been removed?

It's a lot for this section of the game there would also be the hijack as well do fdev allow people to take over the ship. Also there is the other stuff like rendering and modelling "actions" like cargo transfer, passengers, do we render a letter on the side with its address on it for a package mission?

It's not a simple thing if you think about it, yes it's doable BUT to do it right will take time. As the saying goes "Rome wasn't built in a day" it may come in the future but until then we have transitions between stuff which just removes the action of getting into the ship.
1) The cockpits are mostly done and those will be the ones mostly shown in the dreaded YouTube videos, the rest of the ship just needs to be functional (or for starters do only the cockpit and an airlock)
2)Again don't need the player wandering everywhere for starters limit to the boarding areas and the control areas of the ship the rest of it you can add later
3)Don't really need to do the instancing for "the inside walk" .It can be done as livery meaning it happens only on your Machine and the rest of the players don't see you when you wander in the ship
4)Whatever happens to you when you are in your teammates ship now and its gets destroyed same will apply, nothing changes and it's not grand theft spaceship
And as to the it is doable argument - sure, but they just don't want to is all
 
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I have to admit: I am also perplexed why FDev is so reluctant to give players what they want - i.e., ship interiors. When it comes to the issue, I am agnostic - I can see both the pros and cons. Be that as it may, when a sizable portion of the community expresses an interest in something, I think it would make a bit of business sense to at least try to placate the base, even if it is just adding a captain's quarters or some other limited interior experience. Instead, FDev seems to have spent the better part of the last few years giving the player base something few asked for: a mediocre shooter with shallow mechanics. It really does make for a headscratcher. In a space game about space ships, FDev spent their time adding foot combat content and not ship interiors, new ships and ship mechanics, new space stations, new exploration mechanics, new space phenomena, and so forth.

Talk about getting sucked down the doomed path of "mission creep." I am glad I didn't pay for Odyssey at a full price not just because of the poor state of the game, but also because I have yet to see anything the expansion adds to the spacey part of ED, which is where my interest lies.
 
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