Elite: General talk
01 Apr 2021, 5:04pm
Post edited/moved by: Artie, 02 Apr 2021, 3:45pm
01 Apr 2021, 6:27pm
..then be creepy as fuck and actually search for it, then afterwards post their personal information on a public message board..
..without their consent.
Last edit: 01 Apr 2021, 6:34pm
01 Apr 2021, 7:32pm
I’m sorry, Synthya. If you get the chance, please edit your posts quoting my dumb posts.
01 Apr 2021, 8:33pm
Amata LireinLive-Stream by FDevs today, Twitch-Drops are on.
Noooooooo! I missed it AGAIN! Living in Australia does have some downsides!
Post edited/moved by: Artie, 02 Apr 2021, 3:45pm
01 Apr 2021, 9:05pm
Here's what I think:
tl;dr-version:
Are they needed? Yes.
Do we need them for the entire ship? No, most certainly not.
Long version:
Our ships are the home of our characters, the place they live in. And as with every home I want to be able to walk around in it.
Now, the argument that Arthur (Community Manager) brought up in a stream lately is that he doesn't want to run the entire length of a Clipper to get into the cockpit and get started. It's a valid argument given that ship's overall length. It only has one major flaw: The Cutter's main airlock is at the very front of the ship, integrated into its main landing gear, a few decks below the cockpit itself. Enter the Cutter, get into a lift/climb a ladder, done, you're in the cockpit.
That being said: I agree with Arthur that modelling the entire interior of a ship would be too excessive for one reason alone: modules. If you were to make complete interiors it would be have to be modular as well. Is that place occupied by a cargo bay, passenger cabins or a shield generator? Or maybe something else entirely? All these options would have to be added, which IMO would be impractical. But then again: There's no need to add everything. Though there are some rooms that need to be added I would deem essential for immersion:
1) The cockpit
I guess this one should be self-explainatory.
2) The airlock
It should be here that you switch from your flightsuit to your EV-suit via a locker. It should have three doors: One leading to the cockpit, one to your ship's exit hatch and one that leads to your SRV (if appliable so you don't need to head back to the cockpit to board it which remains an option).
3) Engineering
This room should only serve one purpose: being able to repair your PP, the only module that an AFMU cannot repair. Repairing the AFMU could optionally be added as well.
4) Two 'social' rooms
Those would be your Commander's quarters as well as a galley and could be placed a bit more deliberatly inside your ship as they would 'merely' serve RP purposes, so a quick accessibility would not be needed (unlike the other three). The quarters are meant to be somewhat customizable with furniture and trinkets (ARX? Mission/CQC/CG rewards? (think trophies)).
Depending on ship sizes you could even go ahead and combine rooms, like with the Sidewinder. As small as it is I could totally see the airlock, quarters and galley being cramped into one tiny room.
But that would only be my two cents...
01 Apr 2021, 9:23pm
01 Apr 2021, 9:25pm
JB Threepwoodeven if it's a cramped bedsit, would be cool... especially for those who like to RP, to live a little more in your character's world.
cramped bedsit in your ship > cheap orbital motel
01 Apr 2021, 10:16pm
Meowers
cramped bedsit in your ship > cheap orbital motel
I'd take either but it would be a shame if we can't eventually have both. I'd rather have a room on my ship but, if they're only allowing stations and planets, then I'd happily select a base as my home.
01 Apr 2021, 10:28pm
SmalooAmata LireinLive-Stream by FDevs today, Twitch-Drops are on.
Noooooooo! I missed it AGAIN! Living in Australia does have some downsides!
It sure does.
That and the fact most of the wild life is out to kill us.
https://outbacktravelaustralia.com.au/blog/australia-according-to-douglas-adams/#:~:text=The%20last%20confusing%20thing%20about%20Australia%20is%20the%20inhabitants.&text=The%20ones%20who%20survived%20learned,time%20making%20up%20strange%20stories.
Post edited/moved by: Artie, 02 Apr 2021, 3:46pm
01 Apr 2021, 11:14pm
Amata LireinSo, seeing how it is currently a very hot topic on the official forums I would like to know the opinion of you guys as well: Should there be ship interiors with Odyssey?
Here's what I think:
tl;dr-version:
Are they needed? Yes.
Do we need them for the entire ship? No, most certainly not.
Long version:
Our ships are the home of our characters, the place they live in. And as with every home I want to be able to walk around in it.
Now, the argument that Arthur (Community Manager) brought up in a stream lately is that he doesn't want to run the entire length of a Clipper to get into the cockpit and get started. It's a valid argument given that ship's overall length. It only has one major flaw: The Cutter's main airlock is at the very front of the ship, integrated into its main landing gear, a few decks below the cockpit itself. Enter the Cutter, get into a lift/climb a ladder, done, you're in the cockpit.
That being said: I agree with Arthur that modelling the entire interior of a ship would be too excessive for one reason alone: modules. If you were to make complete interiors it would be have to be modular as well. Is that place occupied by a cargo bay, passenger cabins or a shield generator? Or maybe something else entirely? All these options would have to be added, which IMO would be impractical. But then again: There's no need to add everything. Though there are some rooms that need to be added I would deem essential for immersion:
1) The cockpit
I guess this one should be self-explainatory.
2) The airlock
It should be here that you switch from your flightsuit to your EV-suit via a locker. It should have three doors: One leading to the cockpit, one to your ship's exit hatch and one that leads to your SRV (if appliable so you don't need to head back to the cockpit to board it which remains an option).
3) Engineering
This room should only serve one purpose: being able to repair your PP, the only module that an AFMU cannot repair. Repairing the AFMU could optionally be added as well.
4) Two 'social' rooms
Those would be your Commander's quarters as well as a galley and could be placed a bit more deliberatly inside your ship as they would 'merely' serve RP purposes, so a quick accessibility would not be needed (unlike the other three). The quarters are meant to be somewhat customizable with furniture and trinkets (ARX? Mission/CQC/CG rewards? (think trophies)).
Depending on ship sizes you could even go ahead and combine rooms, like with the Sidewinder. As small as it is I could totally see the airlock, quarters and galley being cramped into one tiny room.
But that would only be my two cents...
If they're gonna do ship interiors, you need something to do in there while walking around otherwise the technical effort is wasted. I don't know what that something is yet.
01 Apr 2021, 11:35pm
Daiyousei7 If they're gonna do ship interiors, you need something to do in there while walking around otherwise the technical effort is wasted. I don't know what that something is yet.
Some parts/areas/modules are equipped on all ships, the core modules, yes? The sizes, details, abilities. effects, etc. may differ, but those core modules are always there. Those can be a given; the rest like optional modules can be standardized.
I recall a video that mentioned the modular design concept of the ships & where things might fit, & be interchangeable according to spaces available & module size (smaller ships get smaller modules, etc.).
As for activities on the ship, I can imagine that although some functions we already have & use can be automated, like repair, re-load, & synthesize; if the opportunity presents itself, those functions might also be done in space by the pilot &/ (multi-crew), or perhaps even the SLF NPC pilot, if they've been trained in those basic functions; perhaps even, the ability to repair the PP, during which time it needs to be shut down & either the pilot or (multi?) crew could do the repair, relying on the limited time the RemLok suit can supply the needed life support, & the repairs needing to be done on the PP on a timer of how long that can last, just like the current life support during a canopy breach. I can imagine the time pressure to get that repair done before the life support runs out, using what materials & supplies are already on board.
Just an idea. Maybe it's garbage - if so, toss it.
02 Apr 2021, 12:21am
This is different from other games, e.g. Space Engineers, where your avatar is always an astronaut, and ships are persistent in-world objects separate from you. This is why in SE you can get up from your pilot seat during the flight, walk around, perform EVA, and even repair/modify or abandon the ship while it stays on its course. And most importantly, there can be other players on your ship, doing the same things. If you disconnect from the server, all your ships will remain in the world, and others can take control of them, destroy or dismantle them, etc. The game has been designed from the ground up with all these things in mind.
ED is not designed like that. If FDev adds ship interiors for a nicer embark/disembark sequence, people will want all those other things, too. They'll want to get up and walk around during the flight, they'll want the ability to transport other players like an Apex taxi, etc. And it's not going to happen.