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It's still a lot of work even with rng assets which examples detail and scope vs. freedom. It would be rather poor if there was only one corridor or corridor type to be autogenerated. Yes, some decor could be rng generated, but stations and bases should have a lot more internal structure to navigate than a single corridor. For a good fps experience, there would have be more internal textures and designs. Even if the corridors and rooms in a station for fps wasn't the same instance as the docked ship in the hangar, it should have at least an observation room that can observe the regular instance of the npc and player ships flying around and the planet if one nearby moving into and out of view as the station rotates. The terrain of srv-landable planetoids would probably be the easiest for spacelegs, but then for gameplay of entering outposts, there should be doors that work, internal rooms and fps interactivity. And all this before atmospheric worlds and actual cities which should be detailed for the first person view and not just a plane's view brought close to ground level. (ever tried driving around in FSX?) Even if it's all roughly rng generated, imo, it's still an equivalent of another game on top of ED if going for at least the same fidelity as the SRV.
Yes, despite the ubiquitous instancing, I think Frontier would be working on bringing more persistent assets for the spacelegs. So when the player enters the instance, the hand-tailored fp assets or "fps level" would also load into the instance taking precedence over the rng assets already in existence similar to the current ground bases and engineer bases. The recent job listings listed at Frontier I think gives a hint on further development on ED's networking and engine , possibly to support future atmospherics and spacelegs. I've little doubt FDev already have test cases in isolated scope in-engine builds for spacelegs. i.e. the Krait trailer. A major challenge is bringing that functionality into every location where spacelegs could come into play. Like if I were in spacelegs mode in a station, I would still want to see outside the windows the same npc ship traffic (and other pc's flying their ships) as I would from the bridge in my ship, and later from the windows of a inside-walkable ship while the npc crew pilots.
Everything in Elite Dangerous is instanced and pretty much RNG'd, everything! land on an instanced planet, get out of the SRV and the surrounds generate around your avatar, just like they do in the SRV. Planet bases and space stations are going to be one corridor (think Star Trek) with RNG potted plants, locked doors and lifts going to specific area's where you are allowed access.
The biggest job would be creating derelict and crashed ships and bases and creating environments you can actually interact with and (for the love of gods), some NPCs to bring life to these environments.
Exactly this. Not only is Elite heavily instanced, once you notice the limits of this you can't "unsee" it. This is particularly noticeable when you find the trigger points that separate the instances and see the loss of information from the prior instance. A good example is when you drop out of SC into a USS and all the other RNG-generated USS signals you saw earlier are gone once you jump back to SC. You have to wait for new USSs to spawn again because they only ever existed in the prior SC instance which is completely separate from the USS you just dropped into. The USS in turn is completely separate from the SC instance you jumped back into. It's the same when searching for mats on a planet, the SRV triggers certain rocks to spawn but they are only persistent as long as you remain in the area. Even simply recalling your ship can affect the pattern of those spawns. After a while when you notice it all the time it continually breaks immersion but there's really no way around the issue given that Elite is based on a P2P architecture instead of a proper client/server model.
It's still a lot of work even with rng assets which examples detail and scope vs. freedom. It would be rather poor if there was only one corridor or corridor type to be autogenerated. Yes, some decor could be rng generated, but stations and bases should have a lot more internal structure to navigate than a single corridor. For a good fps experience, there would have be more internal textures and designs. Even if the corridors and rooms in a station for fps wasn't the same instance as the docked ship in the hangar, it should have at least an observation room that can observe the regular instance of the npc and player ships flying around and the planet if one nearby moving into and out of view as the station rotates. The terrain of srv-landable planetoids would probably be the easiest for spacelegs, but then for gameplay of entering outposts, there should be doors that work, internal rooms and fps interactivity. And all this before atmospheric worlds and actual cities which should be detailed for the first person view and not just a plane's view brought close to ground level. (ever tried driving around in FSX?) Even if it's all roughly rng generated, imo, it's still an equivalent of another game on top of ED if going for at least the same fidelity as the SRV.
Yes, despite the ubiquitous instancing, I think Frontier would be working on bringing more persistent assets for the spacelegs. So when the player enters the instance, the hand-tailored fp assets or "fps level" would also load into the instance taking precedence over the rng assets already in existence similar to the current ground bases and engineer bases. The recent job listings listed at Frontier I think gives a hint on further development on ED's networking and engine , possibly to support future atmospherics and spacelegs. I've little doubt FDev already have test cases in isolated scope in-engine builds for spacelegs. i.e. the Krait trailer. A major challenge is bringing that functionality into every location where spacelegs could come into play. Like if I were in spacelegs mode in a station, I would still want to see outside the windows the same npc ship traffic (and other pc's flying their ships) as I would from the bridge in my ship, and later from the windows of a inside-walkable ship while the npc crew pilots.
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