Well. I've made one or two sarcastic comments in this thread about SC - mainly irked about the churn of play house ships for cash. I'm really uncomfortable with the huge emphasis on this before the the various tech demonstrations are pulled together in to a game.
However - that being said, I also want to say some positive things about it just for the record.
* Although I'm not sure I agree with the order in which things have been done (the ED phased approach to delivery suits my mentality much more) - I am impressed with what Chris Roberts is trying to achieve and I think his motivations and ambitions are genuine. I have a huge amount of respect for him, especially after ploughing many hours in to works such as Freelancer!! His project - his way, who am I to argue.
* If FD are planning to deliver walking around in ships, there is no better example than SC. The attention to detail is really something else and, probably because of Chris' own experiences, they're almost film like in terms of quality and realism. You simply cannot be anything other than impressed by what they have delivered there.
* Having seen a recent PAX demo and reviewed the new SC damage modelling approach, I'm genuinely impressed. If that translates to more than just graphical impact (flight model disruption / sub system failure etc etc) then they may have nailed something that really has irked me about space sims for the last 20 years - i.e. the 0-100% hull structure thing. Reducing damage to a counter really spoils immersion for me. FD have done some great things in ED and we're starting to see damage models appearing (I watched a half wrecked Anaconda trying to limp out of a fight in the last Beta) but more more more.
I got access to SC with my last graphics card purchase and was given a dirty little hangar and a single man fighter / racer ship. I'd love to step up and try a Cutlass or a Freelancer but absolutely no chance of throwing real world money at SC, especially as it looks like it's a long way from going gold.
However - that being said, I also want to say some positive things about it just for the record.
* Although I'm not sure I agree with the order in which things have been done (the ED phased approach to delivery suits my mentality much more) - I am impressed with what Chris Roberts is trying to achieve and I think his motivations and ambitions are genuine. I have a huge amount of respect for him, especially after ploughing many hours in to works such as Freelancer!! His project - his way, who am I to argue.
* If FD are planning to deliver walking around in ships, there is no better example than SC. The attention to detail is really something else and, probably because of Chris' own experiences, they're almost film like in terms of quality and realism. You simply cannot be anything other than impressed by what they have delivered there.
* Having seen a recent PAX demo and reviewed the new SC damage modelling approach, I'm genuinely impressed. If that translates to more than just graphical impact (flight model disruption / sub system failure etc etc) then they may have nailed something that really has irked me about space sims for the last 20 years - i.e. the 0-100% hull structure thing. Reducing damage to a counter really spoils immersion for me. FD have done some great things in ED and we're starting to see damage models appearing (I watched a half wrecked Anaconda trying to limp out of a fight in the last Beta) but more more more.
I got access to SC with my last graphics card purchase and was given a dirty little hangar and a single man fighter / racer ship. I'd love to step up and try a Cutlass or a Freelancer but absolutely no chance of throwing real world money at SC, especially as it looks like it's a long way from going gold.