The following is my attempt to refine and adapt Damocles' suggestion for walking on ships, I hope they do not mind. For reference: https://empyriononline.com/threads/crew-members-move-while-ships-are-moving.93339/#post-401730 https://empyriononline.com/threads/crew-members-move-while-ships-are-moving.93339/page-2#post-402057 BACKGROUND The ability to walk on ship while moving has been one of the single most requested features in the suggestion forum. Though Eleon is very tight-lipped about the reasons why, I believe that it is difficult for them to implement in the current engine/codebse. I suspect it is related to ability to achieve reasonable walking physics when the ship location is potentially being updated at up to 150m/s, particularly in multiplayer where a 0.1 second timeframe on the update could easily see you 15m through the floor. Perhaps one day this can change with a major re-write, but in the meantime.... PROPOSAL The proposed solution is for a ship to have the ability to enter a sub-light warp travel mode when in space that will allow walking around. It does this by getting the game engine (on the passenger's PCs) to treat the ship as if it were still / stationary, while the game *logic* considers the ship to be moving forward at high speed. To prevent loading problems, the game engine stops calculating or rendering other objects except for planets and maybe asteroids during this time. Ships only activate sub-light warp from a stationary position, and the ship must be at least 2km from the nearest object. During warp, velocity and orientation cannot change. The sub-light warp ends when the pilot stops this warp or the ship comes within 2km of something. ON-BOARD THE SHIP While the game logic considers the ship to be moving, as far as the physics engine is concerned, the ship effectively is treated as if it was standing still in a separate warp-only playfield (or simply placed outside the normal coordinate range). It is made to stay still, allowing players to walk around freely. They can also use their drones while seated. In order to give the feel of warp, there is appropriate sound effects, and a swirly graphical effect (basically just an animated transparent box or sphere with swirly graphics). When the ship comes out of this mode, all ship movement is disabled for 5 seconds, which gives passengers a chance to re-seat if they haven't already, and also gives a chance for the game-engine to load the nearby structures. FROM EXTERNAL PERSPECTIVE From the perspective of players observing a ship, the ship is rendered as normal, except for a blue swirly effect trailing the ship. The ship will move quite fast, say 300m/s (perhaps more or less depending on how many blocks it has, to give small ships warp advantage). I suggest this speed as it gives a good reason to use it, but does not make space feel small by allowing you to travel too quickly. Moving this fast also does not cause loading problems for passengers, because they do not load any game object (for example, a nearby BA) until arrival. So, even at 300m/s, a ship cannot accidentally fly through another object, because the game will stop your warp as soon as you are within 2km of anything, giving enough time for it to load. For other players, they may attempt to pull people out of warp by getting a ship or structure within 2km their path. This might be an interesting combat mechanic. FOR FTL? Travelling a long way between point A and B in the large galaxy format is very repetitive. Perhaps if you either get the coords from a mission or you have visited it before, or just anytime, you could fly directly to a star system in this mode, bypassing all the frivolous little connections, and allowing you to walk around your ship during flight. NOTES TO DAMOCLES I believe faster than 150m/s means objects don't load fast enough, and that is why they have that hard limit on speed. Ships should be stationary at start and end of warp, so that there is a chance to get seated again, and so pilot cannot easily fly off without you in multiplayer. I think we should avoid extra UI. Pointing ship and activating would be smoother imho. Keen to hear your thoughts, feel free to critique.