Now before anyone cries foul and wants me tried for heresy, hear me out.
I am a player who enjoys EVE, especially the carnage in space. However, Walking in Stations could be implemented without taking too many resources from other development assets.
If a small team (1-3 Devs) were allocated to do piecemeal work on WiS per patch cycle, it could be expanded.
The primary focus of course would be the spaceships aspect of EVE. But here are a few suggestions just off the cuff.
Decorum for CQ (interactable items, i.e. drinks, smokes, medal displays, etc)
Being able to display certain loot items on the wall
Expansion of CQ to include hangar, not just the gantry leading to your ship
Gambling and vending machines in a promenade or concourse area (Would serve as an ISK sink)
Shops, agent hubs, actual Corporate Offices (and meeting rooms)
Bars, clubs, et cetera)
Being able to walk around in your hangars/ships
Specialized NPC agents in stations that reward with cosmetic items for character/CQ
An expansion to industry (BPs for expansions to CQs, furniture items, which could serve as another ISK sink.)
Corporate/Alliance Board Rooms/Offices/War Rooms
Anything the imagination can really manifest in a reasonable fashion could be implemented bit by bit. This way, in a year or two there would be expansive environments for those who wanted them, and you could still opt out of using it if you so choose. Hell, allow pilots to even interact with dust bunnies on station. I believe this reasonable, but as initially stated, space would still be the primary priority along with mechanics.
Wouldnāt be opposed to CCP starting a Kickstarter, and ****, Iād throw in some monies for that.
Orā¦ have the community design it. See if CCP would allow player made content (station walking) to alleviate the extra work it might make.
If you have the gameā¦ go into a skyrim house, put some items/decorations around. Itās more a visualization of the complexity. Take away the physics engine and it might be easy enough.
All the features you state are a bit resource taxing, especially when you put the shaders and details in.
Althoughā¦ they did do itā¦ once. And they still have the assets I assume. Yes, that is what a station looks like well, the war room anyways. And the planets, that is what the resource facilities (PI) look likeā¦ Station stops at 1:27
It would definitely be nice to have something like be hiding behind the door all that time.
And hereās an idea that a lot of people could get behind as well: A playback feature for an integrated battle recorder. So think of this, invite your bros over to your CQ, and on the big screens, be able to play back some good fights that you had. Or play them back in alliance war rooms, for fights that went wrong, and how to improve. It could become an invaluable training tool.
the design part is the easiest bit, itās scripting it that would be the biggest bother. From their background experience they havenāt done much player to player interaction scripting (other than shooting) or physics design (myofibs that made you jump to the moon/improper falling physics).
They could ask modders (skyrim nexus modders) to make something amazing. For some reason I feel like this engine is limited and might not work as smoothlyā¦ but I donāt even know what they use for eve.
i think skyrim is good place to start, I have it at home and its very goodā¦ Another shell they could use is Unreal Tournament which alot of people use now adaysā¦
Yes, it is good to look towards some options for implementing avatar gameplay in EVE. Well, after the stir in the cluster that came with the Incarna expansion, I feel that CCP is extremely careful and does anything possible to avoid making the mistakes that were made with Incarna. The EVE development right now is laser focused on the spaceships experience and in most cases this is right.
BUT there can be a good option for social avatar gameplay if our devs decide to implement it in Project Nova along with the rest of the FPS gameplay. I mean - it will be completely natural since the FPS part is avatar gameplay anyway. When both EVE and Nova become interconnected, we might be able to walk in stations using the Unreal Engine 4 platform in Nova and then, when we want, we would just jump to EVE and fly our spaceships.
This way we can have the EVE developers still focused on the spaceship experience, wile Nova devs can implement the Ambulation/Incarna features along with the rest of the shooter experience. It is just an idea, but I feel would be a natural step.
I do wonder if there is any possibility for some sort of symbiosis between the EVE Trinity engine and the Unreal Engine 4 that is used for Valkyrie, Gunjack and Project Nova. Would be great if this is possible.
EDIT: Adding one blog post on the topic that I made some time ago, just for the sake of sharing ideas.
If they implement Avatar gameplay and Ambulation/Incarna features, it would be really good if both First Person perspective and Third Person perspective/view options are available. It is pretty much the standard thing with most games of this genre. So yeah, good point. I am all for both options to be present, not just FPS.
[quote=āJack_Carrigan, post:1, topic:8854, full:trueā]
If a small team (1-3 Devs) were allocated to do piecemeal work on WiS per patch cycle, it could be expanded. [/quote]
So doubling the current dev effort dedicated to Eve, then?
You donāt need station interiors to support avatar gameplay. Consider the flexibility of hologram projections in space. Its an extension of the projection of consciousness from a pod to display oneself as a Space God.
Attack of the 50m woman, walking āonā stations.