I find this very interesting, though in parts problematic, I think its the closest there is to a solution so far without a major code rewrite (from the impression I get of the issue from minimal dev statements). Firstly walking on a ship while it's totally surrounded by a blue warpy lighting effect would be super cool. But, I'm wondering, a couple of things: How do you set a destination? Does it just keep you travelling in the direction you're going? Or is there a new UI to code here? When the ship drops out of warp while you're walking around, what happens? Do you teleport back to your seat? Is this an invulnerability mode from the point of warping past POIs or other players but not having physics or weapons interactions? Can other players pull you out of warp? (this might be cool) Would simple proximity to stuff be enough? Do you have more detailed thoughts on the topic? Would be interested to hear more.
The system of course requires setting a destination. But that could be any planetary system or waypoint basically. Its just serving as the "respawn in" location. Its also easy to check in code if that waypoint is valid (and move it to a valid position). The ship would be placed with enough space above terrain or away from other objects. For gameplay reasons is should only allow placing destination wayspoints to areas that where visited by the player before. The game could actively block "re-entry" until all players sit down. Or kill anyone when the timer runs out, who is not seated (killed by inertia..). This mechanic could also include some countermeasure in PvP. Such that some active "scrambler" device would block any reentry close to this device. Eg, the area around a base or CV could be blocked from spawning there. When combining rendering of the (stationary) ship, with rendering a virtual camera moving around the landscape (second render), this could almost look like the ship is actually flying around. (mixing two render layers) -> while using the exact same code for first person movement. It think its an elegant solution to the troubles of first person movement on a moving ship. Really long trips through the galaxy would then not render any outsides, and just show the warp bubble. This would allow players (in multi and singleplayer) to do something actively on the CV while travelling to far away systems.
+1 for moving your character while the ship is moving. I think the reason, why this has not been implemented ist the same for the issue with accessing a docked vessels inventory while the mother ship is moving.
I've written a slightly changed version of your suggestion as its own thread, to add my thoughts and give its own thread for discussion and more attention. I have said it is your suggestion and hope you do not mind. Please feel free to add thoughts or disagree. https://empyriononline.com/threads/...ing-around-during-flight-damocles-idea.94090/
I'm pretty sure it's something like when I played Space Engineers. The game created stock ships and gave them velocity, so they would move near players to interact with. Thing was, the client and server had slightly different ideas EXACTLY where something was. And every few seconds, the server would update you. So, moving in with a docking clamp to slow the AI ship down (after shooting off the turret...) you could come in super easy, glide in at low relative velocity, everything looking good... BAM, the server decides to tell you the ship is actually slower than on your client, and it's INSIDE your ship, and everything is exploding. Lost a couple of ships before I stuck the docking pads out in FRONT of the ship and started approaching flat spots from the side. Point is, everything is likely attached to a global playfield coordinate system. Game with GOOD platform stuff attach the players to the SHIPS. Last Oasis walkers come to mind- it pitches around wildly, but you don't go flying. Trick is when to attach and detach players from ships, and how to do it from two ships close together. Easy when things aren't moving. Hard when things are flying around crazily.
They can do it, in the game Rust, they do it and Rust uses the same game engine. Its just a matter of programming, which is no easy matter.
People - EVERYTHING IS MUCH EASIER (!) The core of the ship = this is the ZERO REFERENCE POINT IN THE LOCAL SYSTEM OF THE SHIP (!) Now in the game - the movement is RELATIVE TO THE LOCATION (the surface of the planet, or in space) = this is one continuous GRID OF COORDINATES (!) Both the character and the ships now move as separate objects inside the location (coordinate grid). All you need is - LINK THE CHARACTER'S POSITION -> TO DIFFERENT OBJECTS = either to the surface of the planet, or to space, or to the ship in which the character is (!) Then we will get - THE POSSIBILITY TO WALK INSIDE THE SHIP WHEN IT MOVES (!)
This has already been requested and must be very difficult to implement, I asked them for a FO4 style robot factory. And different work tables for different creations with their corresponding tiers. But....
then WHY this section "Offers" ??? To communicate with each other, without developers ???? Call me on discord, let's chat from idleness