Game Discussions Star Citizen Discussion Thread v12

That is also incorrect. Players move every day in other moveable objects. ED has tons of nested grids. Except that in the case of ED, they work. For example, planets actually orbit and move around within a star system. And players walking on the surface of a planet or flying above it are doing so on a moveable object and subject to their grid, a grid that itself moves around in the star system. In the case of multiple satellites we can be talking 3, 4 or even more grids nested into each other, and then you can be in a station orbiting the last one, moving inside it. Each one with its own gravitational, coordinates and physics grids. And players transition constantly from one to another without exploding their own ship for no good reason like in SC.
And let’s not forget all the rotating stations. There you’re on foot, moving through an environment that is rotating around a center of axis, which is in orbit of something that is in orbit of something…

These types of nested grids aren’t unique to SC or ED. Space Engineers has variable gravity on moving space ships, though it uses “No Man’s Sky” fixed worlds. Kerbal Space Program also does this kind of thing. Hellion did as well, IIRC.
 

Viajero

Volunteer Moderator
And let’s not forget all the rotating stations. There you’re on foot, moving through an environment that is rotating around a center of axis, which is in orbit of something that is in orbit of something…

These types of nested grids aren’t unique to SC or ED. Space Engineers has variable gravity on moving space ships, though it uses “No Man’s Sky” fixed worlds. Kerbal Space Program also does this kind of thing. Hellion did as well, IIRC.
Indeed, except that SC is the only one where your vehicle often explodes for no good reason when you transition grids 😋
 
Thing is though regardless of claims, SC absolutely should have everything that people are saying it should have. Immersion, fidelity, cockpit cats, robot butlers, the full works. People, in one form or another have put half a billion dollars towards this game! That's a society altering sum of money if you put it to something useful.

Chris Roberts: what the (language not allowed by forum rules) are you doing with people's money?!

For reference- ED on release was, I believe, approx £10 million in development cost on original release.
 
Thing is though regardless of claims, SC absolutely should have everything that people are saying it should have. Immersion, fidelity, cockpit cats, robot butlers, the full works.
You forgot VR
People, in one form or another have put half a billion dollars towards this game!
800 developers take a lot of paying...
That's a society altering sum of money if you put it to something useful.
It is a few ocean-going luxury yachts, I agree!
 
This is incorrect. When you are in a planet you move around on its grid. You are subject to the planet coordinates, gravity and physics. But the planet itself is not fixed, it is also moving around in the system and therefore subject to the star system grid of coordinates. That is a basic example of just 2 grids nested into each other. But in Elite you can have 3, 4, 5 or even more nested into each other
No. What you have in the skybox when on ground of a planet doesn't need to be in another grid. You just need the exact coordinates to display spheres in the skybox. If your calculations are precise, you can simulate what's outside of the grid the same way as if you were in this grid. You can switch assets/objects in exact position when switching grid. If you really want to know if ED has nested grids, you must be able to witness from a standing point of view a player object moving on/inside another moving object. If you can't see a player on the planet surface from space (before the glide phase), you can't say you are in the same grid as him.
In SC we can't tell if planets grid are nested or not in the system grid. But you can see a player moving in a moving C2.
 
Another one, get Elite ship interiors or Star Citizen a whole galaxy to explore?
Nice shift of goalposts. But anyway, static interiors would be no issue - Elite has them in Fleet Carriers, Megaships & Stations already and could be expanded easily if Frontier chose to, moving interiors are still a problem for SC so I don't know what you're really asking, honestly. I wouldn't say no, but if they cause the kinds of of issues that is seen commonly in SC I can wait just fine, I have an entire galaxy to explore in the meantime.
 
Oh on a more interesting note, it occurred to me:

If the Jump Point tunnel is supposed to be both: A skilled transit, leading to death/disaster if executed poorly; and also a handover between two servers....

How are they gonna do that? Most actions allowable in those scenarios are normally 'cosmetic' ones where no real actions of note can be taken. Traversing a pre-prescribed route, milling around in an elevator etc.

(Answers written entirely in CIG-ese need not apply ;))
 
That is also incorrect. Players move every day in other moveable objects. ED has tons of nested grids. Except that in the case of ED, they work. For example, planets actually orbit and move around within a star system. And players walking on the surface of a planet or flying above it are doing so on a moveable object and subject to their grid, a grid that itself moves around in the star system. In the case of multiple satellites we can be talking 3, 4 or even more grids nested into each other, and then you can be in a station orbiting the last one, moving inside it. Each one with its own gravitational, coordinates and physics grids. And players transition constantly from one to another without exploding their own ship for no good reason like in SC.
Hey, what you cant see isnt there. People like that need it in viewing distance to believe. Actually you can show anything, they believe everything they see.
 
Star Citizen: Why is space important in a space game?
Oh on a more interesting note, it occurred to me:

If the Jump Point tunnel is supposed to be both: A skilled transit, leading to death/disaster if executed poorly; and also a handover between two servers....

How are they gonna do that? Most actions allowable in those scenarios are normally 'cosmetic' ones where no real actions of note can be taken. Traversing a pre-prescribed route, milling around in an elevator etc.

(Answers written entirely in CIG-ese need not apply ;))
From the game design guru himself (me):

You play a minigame of whatever skill you need. If you fail, the ship explodes as if it got hit by an indestructible trolley or a bunch of boxes. If you succeed, the game actually does the handover between servers afterwards. Whatever loading is happening, can happen in the background.
 
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