This works both ways, you know. The problem is that people have suggested the same exact things countless times, those things have had holes punched all over them, and then the next week someone else suggests the same bloody things.It's no problem to ask the question. My problem with people is when they ignore the many answers that have been provided and go on saying there's no gameplay
Look, just for you, I'll go through ALL your suggestions.
It's true that immersion has gameplay value, which is why I do agree that, for example, moving the boarding circle from the ground to the door would be a good idea. But it doesn't justify the massive expansion that would be comprehensive ship interiors.Immersion has gameplay value; this is why supercruise takes time, even though the engine could handle much faster movement, so that space feels bigger and it's more immersive. That's adding 5 minutes to an hour to basically every activity in the game, doing very very little, just for the sake of immersion. I think there should be a little more gameplay or a little less time in that loop personally, but it's clear Elite is willing to have immersive mechanics for the sake of immersion. So that is, I think, a good framing for this topic as a whole.
This is another realistic aspect of content; essentially the sims inside your ship. But would such a thing be worth designing massive ship interiors, plus reworking the entire physics model of ships to allow interior walking areas? Questionable, at best.Customising your ship is one gameplay mechanic. My Anaconda and my Imperial Courier are my ships; I love them dearly, and I'd love to customise them and make them mine, add furnishings to my quarters, repaint the interior, walk around and enjoy what I've created, maybe adopt a cat that has to wear a little safety harness. Elite's fantasy up until very recently was of being a cross between a fighter pilot and a ship's captain in space, and part of that fantasy is your ship as your home, a place you live in that can come to reflect you. I think that has value.
Why does this reqire ship interiors? If you're going to add content like this, it would be just as easy to do it in a menu or on foot while collecting it. It certainly doesn't require or benefit from ship interiors, other than the aforementioned immersion factor.Another one is having a lab, so the on-foot exploration/scientist gameplay loop could consist of going out and collecting samples of new flora (and one day fauna), bringing it back to your ship and analysing it in a lab using verisimilitudinous minigames to get some fluff information about it (maybe one day procgen information, a grown-ups version of No Man's Sky scanning information), and possibly make a discovery that it's related to another sample you previously analysed. Every step of analysing could increase the payout from selling that data, until it's quite lucrative. This would also be a fantastic way to advance on-foot Guardian and Thargoid storylines, through strange readings, unusual sound frequencies, and discoveries that could affect gameplay (like the corrosion resistant cargo racks or the Guardian modules), all from analysing small objects you were able to find.
Same response.With that scientific information, as well as standard recipes and guides, plus all that ore you mine and refine, all those materials; maybe you can make some things with it yourself at a gun stripping station or engineer's bay. Replacement parts for your ship, small upgrades that aren't as large as engineering but can go on top of it, modifications to handheld weapons and suits. This could be something that's mechanically difficult but cheaper than buying it yourself, provides some advantage that can't be bought, or it could be a more normal "lite" crafting system to add another layer of "This is my ship, these are my tools" customisation into the game.
Unfortunately, it's quite likely impossible to make an AI that can handle your ship competitively in a fair way. Either it will be like the npc pilots and be largely ineffective, or it would be overpowered enough to be gamebreaking. Either way, there's no way you can meaningfully repair your ship in the timeframe of a fight. By the time you run down to your power plant, a football field away, it would have already exploded. The only time repairs would be feasible would be out of combat, but the only result of that is that players will feel forced to manually repair their modules, so as to save the space otherwise spent on an AFMU. That's not a good result from either end.If NPC combat AI was improved in specific scenarios, there could even be gameplay during combat. Have very, very good NPC AI take over for "defensive maneuvers", maybe give them a couple extra cheat pips as long as they aren't going to destroy anyone, while you go and repair the powerplant while it's still operational, or manually control the FSD charge so it can charge significantly faster, difficult maneuvers that are otherwise impossible to achieve. Imagine seeing a railgun shot go through the ship in front of you while you're sprinting to overcharge the FSD and get the hell out of there. Sounds exhilarating to me! Introduce hull breaches, fires, broken things, and the ability to fix them all. Maybe this better NPC AI couldn't protect your ship against good PvP players, but it could help against the more average PvPers and NPCs.
Boarding is likewise impossible. For one, you're entering a ship the size of an aircraft carrier while leaving your own ship defenseless. For two, you're essentially rendering your enemy defenseless as well, if they choose to get up to fight you. For three, it makes small ships dramatically overpowered against large ones, as you could ignore all their engineering and such and just murder them in their chair.With the ability to leave your seat during combat for emergencies and have an NPC (or a less effective shipboard AI) take over, that introduces the possibility of boarding and brings real benefit to having NPC crew, who could then be walking, talking people you get to know and grow more attached to than the avatars we have now, even though they of course won't be Mass Effect level crewmates, just procgen backstories on procgen NPCs. You could hop into specialised "Ship Launched Boarding Vehicles", unarmed vessels that are highly agile and fast, with the possibility of being outfitted with more heat sinks for a stealth approach, a shield cell bank to punch through fire, or significantly more chaff than the enemy was expecting. Get close enough, magnetically tether yourself to the enemy ship, and board, getting ready for a gunfight onboard their ship.
The other alternative is if you have to disable their ship first, but there's a simple answer to that: The self destruct button. Otherwise, it's basically just griefing. You've got them dead in the water, and against their will you're forcing them into yet another form of combat. Only if they win, your other wingmates will just blow them up anyway, and if they lose, you probably get to plunder their ship or whatever. It's a lose/lose.
There's absolutely no way ship boarding can ever work.
See above. Fun, but absolutely impractical, if not completely impossible.If your ship gets boarded, be prepared to fight them off. Maybe you'll have upgraded your ship's interior with specialised turrets that won't shoot through your own walls, or combat bots like smaller skimmers, so you have a little more time than you otherwise would have, or the boarder/s can be defeated or driven off completely if they're not good enough to beat them. All of these combat changes would require some amount of rebalancing of ship combat to make it a bit slower paced, similar to the rebalancing that occurred a while ago to end the heat meta. Not impossible, and the gameplay sounds very fun to me.
Why do you need a room for this, besides the aforementioned immersion?You could have a hologram room, where you can walk in a galaxy map, browse entries in the codex with 3D models, browse your catalogue of discovered alien species, watch ongoing CQC matches or canyon racing/hooning, or listen to rarer/more important Galnet news articles with associated imagery. Imagine hearing the story of first Econtact with the Thargoids, and being able to watch that happening in front of you in-game. Imagine the same for the first encounter with on-foot Thargoids, if that happens. All of the first discoveries in this game are some of the best moments in this game, they give me the goosebumps to watch, but the only way to see them is on YouTube, out of game. Maybe Frontier will record the first gameplay interactions between new game elements and a CMDR as a matter of course, so they can play it back later for people.
Why do you need ship interiors for this? That seems like shoving a square peg into a round hole, and ignoring all the existing content to boot. Do this exact thing except on ground bases, and you've achieved the same result with a fraction the dev time.You could have new highly lucrative missions, where the goal is to board a ship known to be carrying a particular VIP or prisoner, get them out alive, and return them to the person who hired you. That sounds very fun to me; a lot of work, high risk of failure, high reward. Maybe the person you're rescuing/abducting talks to you and makes you a counter-offer - they're skilled and would like to join your crew, screw the mission. That gives a way of getting high-skilled crew members that don't cost an arm and a leg and still have a shared history and story of how they got where they are.
That sounds absolutely awful. Getting your minerals stolen is bad enough, getting an NPC you've put thousands of hours into stolen? That is the sort of thing that makes people quit games forever.If you have skilled crew onboard your ship, you could face NPCs targeting them, not you, aiming to board and abduct them. If they succeed you have to go rescue them if you want them back. What an amazing story that would be! Your comrade in arms, abducted right off your ship by one of their old enemies, and you have to go and rescue them.
Why bother adding ship interiors for this? Do it with a ground installation or station instead, same result, vastly less dev time.What about fully immersive bounty hunting? Track down your prey and you find his ship in station or on planet, but he's nowhere to be seen. Break in with some verisimilitudinous minigame to stop them knowing you're there and sabotage his flight computer so it jumps directly to you with a long cooldown, then lie in wait somewhere advantageous. Or just sabotage his FSD so you can hunt him down on the station/planet without having to worry about him leaving. Get notified if your sabotage device is tampered with, race back to their ship before they're able to fix it and escape.
Same answer as above.General bounty hunting/pirate lord missions could be made even more fun with an optional objective to bring them in alive. Fight your way onto their ship while your crewmate (and possibly your wing) defends your ship, once you capture them you send out a threat to their crew that if they don't back off the pirate lord gets it, they high-wake out. But don't get too comfortable, because there's every chance they'll try and ambush you to break them free, or maybe the pirate lord breaks free on their own and tries to escape off your ship; maybe both happen at once, and you have to prioritise. That sounds fun to me.
Same answer as above.You could come across a derelict ship at a signal source; explore it to find out what happened to them, and maybe come across something terrifying, maybe something valuable, maybe both.
Same answer as above.Explore the inside of a crashed ship, maybe fight off scavengers, find a cool new mod for your gun or a new suit.
Same answer as above.If you're running passenger missions, those could get a whole lot more interesting. Maybe you can negotiate their dumbass demands down to something more reasonable if you talk to them face to face, maybe one of your passengers is holding another (or a member of your crew) hostage and demanding to be D.B. Cooper'd, maybe one of your passengers is a hitman who received a job on you when you landed at the station, and the hitman and their team break out of the passenger cabin and try to finish you off. Higher risk missions, higher rewards, maybe rewards you never expected.
Same answer as above. Burning station interiors would be great, however, and would likely only require minor editing of existing assets.Maybe you're running rescue/evacuation missions, and as you're leaving the station there's a critical medical emergency on board. Jump up, treat them with your ship's first aid kit if you have one, watch helplessly as they die if you don't.
Same answer as above.You could get a mission to place an unknown package on another ship docked/landed at X location without being detected, no questions asked. Analyse the package at your ship's lab and discover it's not a Valentine's surprise, but a biological weapons vector set to go off after a certain amount of time; renegotiate for a higher fee, call it off, or hunt down the person who hired you for a bounty instead - more if they're alive. Maybe you don't want a bounty, maybe you want to board their ship, place their package on it, then destroy the FSD, thrusters, and comms before leaving. No reward, just satisfaction.
This goes back to the Sims concept, which is one of the few truly viable aspects of ship interiors. But is it worth the dev time just to be able to hang a few trophies up on a wall?You could have a display case to display trophies and interesting things found on your travels. A strong enemy's pistol, a Thargoid artifact, a Guardian artifact, a plant specimen, a singular example of one of the rare goods, models of the various ships and stations, a Hutton Orbital mug... just a place to look over what you have done, and reminisce.
Same answer as above.You can make yourself a coffee or another drink, and bring one over to your crew member. They'll appreciate it, and maybe that has some sort of gameplay impact long term, like a loyalty or trust metric. On that note, you could hit the jukebox and dance maybe, who knows?
See answer subsection B: Why does this require ship interiors? With the added caveat that being trapped on board a ship, unable to leave, is going to be awful 99% of the time. Not even in a fun way, it's more like dying and needing to get back to your ship from the prison colony 200ly away.You could just steal from a ship. Like sneak on, steal things, try and get off. Be a thief! Oh they're taking off? Well @#$&, now you're a stowaway and you need to figure out a way back.
Pragmatically, it's just not worth the dev time. Not when 95% of related content can be done without them at all, and the remaining 5% are largely tied to immersion, the value of which does not equal the required dev time to achieve it.Ship interiors definitely will not include everything here. It probably won't include half. But honestly, it wouldn't take many of these ideas for it to be an enjoyable and worthwhile addition to the game, and it's important to understand that there absolutely is feasibly achievable gameplay for ship interiors. The only serious question of fact is whether FDev is willing to commit the resources to make it so.
Now this I can get behind 100%. If they integrated many of the gameplay loops and made BGS and Powerplay better, it would exponentially improve this game.Side note, I wish to god there was some way it could be economically feasible for Elite to do an "integration" expansion, where they just go over all the various systems they've added with DLC/expansions and then forgotten, and integrate them all seamlessly. Make CQC an in-universe eSport where competition can earn you useful rewards in the main game, make multicrew work with wings (now teams), etc etc.