Why is 'space legs' so technically difficult?

Actual implementation is probably the most important consideration by far. If it sucks bricks, nobody will like it whether they wanted it in the game or not.

fear of failure, could be. walking has no complication whatsoever, specially if you follow the example of any of the zillions other prior work. but frontier, being frontier, would probably try something as different as possible. also, a compelling world to walk in and making it worthwhile is another story. failing tiny optional minigames nobody asked for (powerplay, cqc, multicrew ...) is not a big issue, but flopping some transversal uber feature like much anticipated spacelegs ... that would be some high grade doom fertilizer!

sadly, i'm afraid new-era(tm) could in fact bring spacelegs. they implied it would bring something that had much been asked for. spacelegs is easy to do and just plug in so from a publisher point of view it's a serious candiate. i wouldn't be personally bothered about the risk and possible fallout, but about the missed opportunity to work on what's really special in this game, namely fleshing out the galaxy with new phenomena and bodies.
 

Lestat

Banned
I can toss ideas that might make space legs fun. For exploration
I can see my self without Auto repair unit or hull repair unit. Manually repairing my ship in deep space. Using Parts from destroyed ships to patch up hulls and manually repairing my Modules. Inside and outside my ship.

I can also see getting a distress call come and help repair part of someone else ship.

I can also see walking around an Earth-like world collecting samples by hand and collecting plants that can be grown in your Hydroponics room worrying about different monsters that can attack or you can capture and bring back to sell.

This is just a few ideas I been tossing around.

We can get ideas from other games like subnautica
 
The collision physics are already in place. The engine can handle it. It'd be like another vehicle.

That's exactly what I said:

I want an EVA as a new type of SRV. Everyone assumes "space legs" means Star Citizen, but I'd be very happy to climb in a suit like I would climb in an SRV and walk around places I would normally drive around. This would require minimal programming on Frontier's part, since they'd basically be adapting existing SRV and Holome code. I'm pretty sure walking / running physics would actually be easier to implement than a fast SRV with shock-absorbers.

Do not underestimate the desire and enjoyment of walking around a Guardian Ruin, or jetpacking up to the top our Anaconda and walking around on the "deck", or taking selfies with other player around a "campfire" (fumeroles).



An EVA suit could have a heads-up display similar to SRV (think Iron Man), a jetpack, even a hand-held mining laser for gathering materials and charging Guardian Pylons. Oh, and a data scanner. In other words, it would be just as easy to add to the game as any other new SRV type IMO.

I'd also request that EVA suit be usable without an SRV hangar. I'm not saying it replace the SRV entirely, as walking / running is slow, nor could we carry 1 ton cargo canisters on our back (unless we have thruster sled to put them on).
 
With the upcoming squadrons feature, even a basic space legs implementation, where you get to say only walk in a station lounge, interacting with other commanders, or even NPCs, would be great. Walking in your ships too, even better!

Elite basically needs space bars, the best part in all space fiction ;) How the riff raff in this game survived that long without them is .. well, beyond me :)

Imagine the black market being a bar, with shady characters giving you illegal missions and buying your hot cargo. It s just a glorified GUI, but it would make for great immersion.

Imagine how Jacques would look like with a space bar and space legs... glorious
 
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