Game Discussions Star Citizen Discussion Thread v12

I reckon 80% refactoring existing broken spaghetti code :) edit: oh! And pipeline tools (also requiring a good ‘ol refactor too)
You can check here to have a better idea

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I especially like the on-going in game chat messages about how the scheme is in "A-L-P-H-A" and everyone should know what that "means"
Better to have it than not have it. It's a really cool feature that give a lot of cool gameplay moments. I do some transport mission (they appear frequently) and they are fun. I will do rescue missions when I'll get a ship with a med bed.
As you said it it's alpha. The final form is to have these missions coupled with a reputation system that will help you choose only rescuers with good rep.
 
Better to have it than not have it. It's a really cool feature that give a lot of cool gameplay moments. I do some transport mission (they appear frequently) and they are fun. I will do rescue missions when I'll get a ship with a med bed.
As you said it it's alpha. The final form is to have these missions coupled with a reputation system that will help you choose only rescuers with good rep.

There's that ambiguous assumption that "Alpha" has some standardised meaning of "expectation of unfinished, poor quality and no support" amongst consumers. Where did that come from?

If Rise of the Robots were sold today, they can just slap "ALPHA" on the box (they don't even have to bother with the box any more) and sell it for a high price in any state they wish?
 
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You can check here to have a better idea

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That doesn't really tell us much regarding refactoring / reworks / spaghetti-code issues really does it.

Looking at last year's list, and noting the lack of progress since, is perhaps a touch more informative ;)

The following list is PU focused, wont include SQ42 only stuff. Ill also exclude entirely dev facing tools.
Keep in mind this is only things ACTIVELY in development, not things planned.
Source: https://robertsspaceindustries.com/roadmap/progress-tracker/deliverables
  • Atmospheric Pressure Damage
  • Banu Merchantman
  • Bounty Hunter v2
  • Building Interiors
  • Cargo System Refactor
  • Cave Archetypes
  • Charge/drain t0
  • Commodity Kiosk (building blocks conversion)
  • Points of Interest: Derelicts
  • Drake Corsair
  • Dynamic Events (like jumptown)
  • Dynamic Missions System
  • Dynamic Population (npcs)
  • Ecosystem Enhancements
  • EVA t2 (limited fuel)
  • Foliage Shader
  • FPS Devices t1 (deployables)
  • Hacking T0
  • Infiltrate/Defend Mission
  • Jump Point Spacescaping
  • Jump Points
  • Ladders T1 (thank god!)
  • Lean over cover
  • Life support T0
  • Lockable Containers
  • Lorevile Cityscape (reworking skyline)
  • Magazine Stripping/Refilling (ballistic only)
  • MFD Rework (convert to building blocks)
  • Hull C
  • Hull E
  • MISC Odyssey
  • Move Planet to Compute (performance improvement)
  • NPC Scheduler Service (spawns NPC by archetype, informed by quantum)
  • 600i gold standard
  • Origin X1
  • Outpost Homestead - Independent & Outlaw
  • Outpost Theme Variants (abandoned, mining, research, etc)
  • Persistent Hangars
  • Persistent Streaming and Server Meshing
  • Player Interaction Experience T0 - Hints & Interactions
  • Player Interaction Experience T1 - Lockers & Inventory
  • Player Interaction Experience T2 - Visor HUD & Helmet
  • Player Reflection
  • Probability Volume Encounter Density Refactor (to work with quantum)
  • Pyro Space Stations
  • Pyro System, Plenty, and Mission Setup
  • Quantum Simulation
  • Quantum Travel Expeirnece
  • RaStar (settlement placement tool, eventually for player use too)
  • Reputation V2
  • Rescue/Transport Mission
  • Resource Management
  • Rest Stop Hangar Replacements
  • RSI Scorpius
  • Salvage T0
  • Ship CPU
  • Space Mines
  • Theaters of War - Miscellaneous Support
  • Unannounced Vehicle (6 teams)
  • Unannounced Vehicle (3 teams)
  • Unannounced Vehicle (2 teams)
  • Unannounced Vehicle (1 team)
  • Unannounced Vehicle (1 team)
  • Unannounced Vehicle (1 team)
  • Underground Facilities
  • Underwater Rendering/Caustics
  • Weapon Misfire & Wear
  • Zero G Push & Pull
And thats it. If something is missing its either not scheduled (which only covers this year) or its finished, or its schedule but not yet being worked on.
Its easy to forget that just because its not on ISC, that doesnt mean they arent working on a ton of stuff.
 
So you haven't seen the video ? What do you think of salvaging ?
No, I don't watch Star Citizen content. I used to be subbed to D2EA, and I still like the guy to be honest, but let's be real here, he's hawking his referral code while he got onboard with dogpiling Elite, it shows where his head is at and I don't need to be watching anyone who's ultimate goal is to not so low key try to get me onboard with that mess. You're a true believer LA, that's clear to see, so I'll not trouble any potential cognitive dissonance on the matter of Star Citizen and why I'll never be, in good conscience, on board with it.

But speaking specifically about salvaging, Empyrion has all of that and tied with the crafting system, is far superior to what Star Citizen could offer me in return, so I'll pass.
 
Content creators go where the audience is. That's not ED. Of course, some choose to back scams like Bitconnect or confidence scams like Star Citizen.
True, and I have no issue with that. Elite isn't the most streamer friendly game out there IMO so that's not a surprise but I think if you're going to offer yourself as a place for fans of a game to go and get information and news then respect their choice.
 
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