Star Wars: Galaxy's Edge News - Updated 2/28/19

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I keep seeing this... what would be a "bad" seat? In terms of view? In terms of the role you have to play? Would a "bad" seat be where you don't have a pivotal role? Some of us might want a seat where we can't do too much damage... :D

The part I see being a problem is that if you are not in the front two seats then the controls will be beside you. Not sure how those people will be able to pay attention to the screen and the controls at the same time. I am also wondering if it will be designed so that the pilot role doesn't have any more control then the other roles. Instead of actively control the flight of the Falcon it may be reduced to just hitting the right button at the right time, which is how I believe the other roles will work.
 
Based on the blueprints we have seen it will have at most 100 rooms, so you are looking at most 400 people in the hotel at one time, and probably less.

If it's the same blueprints I've seen, it looked like more than 50% of the rooms were too small to hold more than 2 people. I could be wrong but that could mean 300 or less at a time. I'm still curious to see if it is going to follow more of a cruise-ship format (specific number of days/nights as a single stay, you're fully immersed the entire time you're "away"). That would mean they'd probably turn the rooms over faster than the regular hotels.
 
If it's the same blueprints I've seen, it looked like more than 50% of the rooms were too small to hold more than 2 people. I could be wrong but that could mean 300 or less at a time. I'm still curious to see if it is going to follow more of a cruise-ship format (specific number of days/nights as a single stay, you're fully immersed the entire time you're "away"). That would mean they'd probably turn the rooms over faster than the regular hotels.

The small cabin is about 225 sq/ft as compared to 260 sq/ft in a standard value room, so more then two in the room is not out of the question.

I really think for at least the first year, everything about the way this works will be very fluid. There is no amount of testing and rehearsals that will accurately represented what it will be like with real guests.
 
If it's the same blueprints I've seen, it looked like more than 50% of the rooms were too small to hold more than 2 people. I could be wrong but that could mean 300 or less at a time. I'm still curious to see if it is going to follow more of a cruise-ship format (specific number of days/nights as a single stay, you're fully immersed the entire time you're "away"). That would mean they'd probably turn the rooms over faster than the regular hotels.

My guess is that, at least at first, it will operate like a cruise ship with everyone arriving at the terminal/space port (the part of the hotel you would drive up to) on the same day and taken up to the ship via shuttles (e.g., effects laden elevators), have the experience that has a storyline throughout, including when you "stop" at Batuu on your "port day", and then everyone disembarks on the same day

Now, over time they might come up with other options but I think they will start with it more controlled and set structure like that
 

The small cabin is about 225 sq/ft as compared to 260 sq/ft in a standard value room, so more then two in the room is not out of the question.

I really think for at least the first year, everything about the way this works will be very fluid. There is no amount of testing and rehearsals that will accurately represented what it will be like with real guests.

That's for sure. I can't think of anywhere else this has been even attempted.
 
The part I see being a problem is that if you are not in the front two seats then the controls will be beside you. Not sure how those people will be able to pay attention to the screen and the controls at the same time. I am also wondering if it will be designed so that the pilot role doesn't have any more control then the other roles. Instead of actively control the flight of the Falcon it may be reduced to just hitting the right button at the right time, which is how I believe the other roles will work.

I think this is a valid point. For me, taking my eyes off of the screen to actuate a button would be a distraction with seats in front of me.

I was under the impression that Disney has stated you actually fly the Falcon. So the definition of the pilot "flying" might be subjective. For me flying = steering.
 
I was under the impression that Disney has stated you actually fly the Falcon. So the definition of the pilot "flying" might be subjective. For me flying = steering.

You technically actually "fly" the ship in Mission space too. They aren't going to have actual steering in place because it's probably a 50/50 split for adults vs kids getting into the pilot's seat. My 8 year old would crash just for the sake of crashing if he knew he could LOL.

TL: DR I can see them allowing for SOME variability because I did read you can "fail" missions, but they won't do that at the expense of people enjoying the ride.
 
I was under the impression that Disney has stated you actually fly the Falcon. So the definition of the pilot "flying" might be subjective. For me flying = steering.
We're in for a disaster if this is allowed without restriction, though, no?? I can't imagine it would be.
 
I think this is a valid point. For me, taking my eyes off of the screen to actuate a button would be a distraction with seats in front of me.

I was under the impression that Disney has stated you actually fly the Falcon. So the definition of the pilot "flying" might be subjective. For me flying = steering.
With the way they’ve described it, anything other than the pilot controlling where you go will be incredibly disappointing. Especially since it’s built like a video game. I don’t see complete freedom open world, but something more akin to a Star Fox level, freedom within a set boundary. If it’s just Mission Space with useless buttons, than I’ll be shocked.
 
With the way they’ve described it, anything other than the pilot controlling where you go will be incredibly disappointing. Especially since it’s built like a video game. I don’t see complete freedom open world, but something more akin to a Star Fox level, freedom within a set boundary. If it’s just Mission Space with useless buttons, than I’ll be shocked.

I lean in this direction too. I think you will be able to bounce off of inanimate objects, but are restricted on a flight path. For each ding (impact), a point deduction or whatever system they employ. Perhaps the pilot will get a 2 point deduction whereas the rest of the crew gets a lesser penalty. Then again, given the severity of the ding, a higher penalty could be used.
 
All the unknowns about Smugglers Run are part of what make me more excited for ROTR instead. I hope I get a chance to ride MF:SR, but until we know more I definitely feel more hype for the other one.
 
I lean in this direction too. I think you will be able to bounce off of inanimate objects, but are restricted on a flight path. For each ding (impact), a point deduction or whatever system they employ. Perhaps the pilot will get a 2 point deduction whereas the rest of the crew gets a lesser penalty. Then again, given the severity of the ding, a higher penalty could be used.

So that brings to mind a question. There WILL inevitably be kids in the pilot's seat. How do they mitigate the jerk guests (what??? people are jerky at DISNEY? UNHEARD OF) when a kid pilot makes mistakes or just has fun and maybe has the team lose points? I just envision this being a disaster and ruining lots of vacations if the pilot has much autonomy.
 
So that brings to mind a question. There WILL inevitably be kids in the pilot's seat. How do they mitigate the jerk guests (what??? people are jerky at DISNEY? UNHEARD OF) when a kid pilot makes mistakes or just has fun and maybe has the team lose points? I just envision this being a disaster and ruining lots of vacations if the pilot has much autonomy.

I guess one option is to limit the penalty of a/the pilot's inability to steer. Once the penalty threshold is met, that seat has no further penalty effect on the rest of the team. So perhaps the rest of the team members that perform their tasks admirably only get a minor infraction for an inept pilot?
 
I guess one option is to limit the penalty of a/the pilot's inability to steer. Once the penalty threshold is met, that seat has no further penalty effect on the rest of the team. So perhaps the rest of the team members that perform their tasks admirably only get a minor infraction for an inept pilot?

Possibly. I definitely see that a lot of speculation/interest in the ride is focused on adults who want to be in the action, but the fact that kids will be piloting as/possibly more often seems to be getting left out.
 
I'm just pretty amazed that people think all the seats performance will be linked. It is way more likely that the performance per seat is pretty much unrelated to the other seats. So, for example, if your pilot is bouncing off a wall, but you are the gunner, the computer will direct the TIE fighters to still be within range of your guns, regardless of what the pilot is doing.

It makes way more sense to do it this way and to "limit the channel" within which the pilot has control. So jerking the Falcon to the left won't result in a huge jolt that direction and an obstacle that is appearing to come close instead is whooshed to the side as the Falcon approaches regardless of what the pilot does. It's all graphics control and nothing that isn't done in piloting video games when set to the "easy" level. Same thing with the gunner as another example. If the gunner misses all the TIEs, the Falcon isn't going to explode mid-ride costing everyone else their experience.

I think people need to relax about how much impact one role will have on the others. It's just not going to work so that everyone can be sabotaged by one person. Disney has no desire to... anger... grown adults who should behave better by doing something that stupid.
 
I'm just pretty amazed that people think all the seats performance will be linked. It is way more likely that the performance per seat is pretty much unrelated to the other seats. So, for example, if your pilot is bouncing off a wall, but you are the gunner, the computer will direct the TIE fighters to still be within range of your guns, regardless of what the pilot is doing.

It makes way more sense to do it this way and to "limit the channel" within which the pilot has control. So jerking the Falcon to the left won't result in a huge jolt that direction and an obstacle that is appearing to come close instead is whooshed to the side as the Falcon approaches regardless of what the pilot does. It's all graphics control and nothing that isn't done in piloting video games when set to the "easy" level. Same thing with the gunner as another example. If the gunner misses all the TIEs, the Falcon isn't going to explode mid-ride costing everyone else their experience.

I think people need to relax about how much impact one role will have on the others. It's just not going to work so that everyone can be sabotaged by one person. Disney has no desire to... anger... grown adults who should behave better by doing something that stupid.
I think people are thinking it’s like a video game because they are using video game graphics and strategies to create it.
 
Possibly. I definitely see that a lot of speculation/interest in the ride is focused on adults who want to be in the action, but the fact that kids will be piloting as/possibly more often seems to be getting left out.
I'm sure that will be part of the challenge. You've got to make it both easy enough for a child to be able to do it and yet also make it where adults don't get off the ride and say "that's it!?" in terms of actual controlling aspect.
 
I lean in this direction too. I think you will be able to bounce off of inanimate objects, but are restricted on a flight path. For each ding (impact), a point deduction or whatever system they employ. Perhaps the pilot will get a 2 point deduction whereas the rest of the crew gets a lesser penalty. Then again, given the severity of the ding, a higher penalty could be used.

Operating the laser cannon would be pretty cool too.
 
I think people are thinking it’s like a video game because they are using video game graphics and strategies to create it.

Agreed - which makes sense why there'd be more assumptions of autonomy. But just because they use similar strategies to create the visuals, it doesn't mean that FUNCTIONALLY it will be like a video game. I can see them having a set number of variable outcomes per role based on reaction time/actions taken, so that there can be variety for multiple riders even using the same role. But it isn't going to be like taking the controls in a VR video game where you fully direct the outcome. There will be far too many children taking the controls for them to allow that to happen.
 
I'm sure that will be part of the challenge. You've got to make it both easy enough for a child to be able to do it and yet also make it where adults don't get off the ride and say "that's it!?" in terms of actual controlling aspect.
I think it’s actually reversed there. It has to be easy enough for an adult that doesn’t game to use it and still impress a child that games heavily.

I think people are thinking it’s like a video game because they are using video game graphics and strategies to create it.
And because that’s how it’s been described by those that have ridden the models of it. Although supposedly it’s been toned down considerably.
 
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