Heh, sounds very good, plus the gameplay clips the dev’s posted on twitter sold me on, despite usually getting turned off by that degree of visibility in the cockpit pics.
And damn that’s some serious shade thrown Star Citizen’s way, the SC fanbois are going to be exceedingly salty.
Chur, and yeah, I got spoiled by egosoft’s X3:Reunion’s lack of a cockpit view, turns out actually having a complete view with no cockpit stuff works quite well and helps hugely with situational awareness. Though RGO looks like it’s got the indicators blips for enemy ships down pat + 3 person view so the cockpit view shouldn’t be as restrictive as it could be.
Frankly, ‘cockpits’ don’t make any sense in any sort of advanced spaceship. They’re are a product of technological limitations that are rapidly disappearing right now. Within a few generations, all those HUD and control interfaces in a modern fighter aircraft will be replaced by an AR/VR combo, allowing the pilot to see their entire surroundings unimpeded (which is the dream of every fighter pilot).
Sort of, main issues they’re finding out with the VR headsets for the F-22 and F-35 at the moment is the weight of them, which puts heavy stress on pilot’s necks during high G turns, and then there’s the software bugs. Add in reduced awareness of where the body of the fighter if your VR lacks a wire model for the body of the fighter and the fact Mark 1.0 eyeballs work even when there’s ECM and VR’s definitely not quite there yet. Probably not for more than 3 decades either. Which is a problem for human pilots since neural net AI’s are poised to replace them in fighter roles in that time frame. And from a cost perspective, they work out cheaper than humans…
Though of course, in the event of a major extended war between regional powers or global powers, we’ll probably go back to cheaper, less computerised jet fighters pretty quickly. Mainly due to the fact they’re cheaper and easier for pilots to learn to fly and the annoying fact that computer hardware relies on easily disrupted global supply networks and vulnerable, delicate, unhardened manufacturing lines.
Which is a bit of an issue in the age of long range, sub/bomber delivered, under the radar flying cruise missiles and nuclear armed ICBM’s. Which likely drives many a war planner slightly nuts trying to deal with the harsh realities of any potential conflict with a modern power.
Of course. But we’re talking about interstellar spacecraft. Minor present-day technological quirks aside, the idea of a ‘cockpit’ in a hyper-advanced spacecraft is simply ludicrous. MAYBE as a backup in case of undefeated electronics jamming, but as a primary viewport? That’s absurd.
Well, if we’re taking the hard science route, so are tinned primates in fighters in the first place. Since we art rather squishy and not robust when it comes to high-G’s, weightlessness and cosmic radiation. Along with the whole life-support issue thing. Then again, I’ve been corrupted by Peter Watts and Charles Stross’ stuff, like Neptune’s Children and Blindsight/Echopraxia Oh and The Quiet War + follow on novels by Paul J. McAuley.
But from a game-world building perspective, cockpits can work and are rather useful to help players maintain a sense of where their ship is in relation to other objects. While helps with avoiding crashing into things because you know more easily how big your ship is from the first person perspective. Along with creating more immersion for the less hard-science players.
Ignoring the hard realities of whether there’d even be a human in a ship in the future and whether it would be behind glass or fed via monitors, I don’t mind having a cockpit view so that it gives the impression of being in a ship and having the instruments etc in view, I just find the view on this cockpit very restrictive and narrow. Elite Dangerous is a good example of a good balance between the amount of visible cockpit vs external views, in my opinion anyway.