The Star Citizen Thread v 3.0

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The info there is on NPC Crews is that they aren't meant to be *as good* as player made crews:
- I don't think CIG will be able to add NPC Crew to do things like Boarding enemy ships, neither do i see NPC Crew being able to use the fighters inside a multi-crew ship (like the merlin on the connie).
From the starting point the server allows always more players than it does ships, it can be a hint towards wanting people playing together inside the same ship.

Oh @Marak, with the 1 pilot and 2 co-pilot seats on multi-crew you still see the action (this on the connie), the other stations you see on footage are kind of "fast-fix" situations, not to sit on it permanently. I'm not the best pilot so i'm on the group of people here who aren't focused on piloting ships but make parties and crew.
 
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Yeah, I just had a thought about that... Say you get a group of 5 players together and they jump in a Connie, then they fly over to a different landing zone instance where there are already N-1 ships (where N is the max, so your ship takes the instance to the ship limit), then 2 of the players in your Connie decide they'd rather fly wing so get off the Connie to spawn their own single-seat fighters. What happens? How does that get explained away in fiction? Or have I just exposed another facet for feature creep?

How about Javelins or Idris? They can carry tons of players, no? Can they ever enter an already active instance, or are they locked out by the shear size of the existing group?
 
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The info there is on NPC Crews is that they aren't meant to be *as good* as player made crews:
- I don't think CIG will be able to add NPC Crew to do things like Boarding enemy ships, neither do i see NPC Crew being able to use the fighters inside the multi-crew ship (like the merlin on the connie).
From the starting point the server allows always more players than it does ships, it can be a hint towards wanting people playing together inside the same ship.

Oh @Marak, with the 1 pilot and 2 co-pilot seats on multi-crew you still see the action (this on the connie), the other stations you see on footage are kind of "fast-fix" situations, not to sit on it permanently. I'm not the best pilot so i'm on the group of people here who aren't focused on piloting ships but make parties and crew.

Got it Max :)

I still think more people will want to be the pilot though, - Who do the rewards for missions go to? All the players on a ship evenly? or just to the ship owner? (who can dole out payments).

I can't see the fun of running a repair ship with all the work that it involves, I would see the most fun from being the one who does the shooty stuff! I know it's a work in progress and some of the mechanics they have described are jaw dropping, but unless you are in a group that agrees to share the donkey work (no offense to donkeys intended - they are noble animals) some players could find they have a less than awesome experience. And then they will find another way to play.

CIG have the time and cash to think about this stuff now and I hope they do.
 
@danjlynch1978 This is the zoning system being developed currently, at the end far what they tell, every ship is supposed to count has 1 player (+ fighters inside the big if cap/crew), the crew inside doesn't count. So it instances the inside of one Capital with 20 players +3 fighters inside to avoid the problem it would be: SP the Universe.

@Marak well usually on MMOs, there's Party looting systems, i have no idea how SC does it but it's logic to be towards all the crew equally. Yeah things like repair is like some people love it, others find it boring, being that meant to be a necessary function, it's almost the "healer class" of a Space Sim, it can be well paid? To be seen, it's a ecaton of balance as this features are added.
 
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Multicrew could be a double edged sword.

Pilot, gunner. I can see these two roles being fun.

I can't see the other stations getting the same love though. I strongly suspect that this is why Frontier's approach is to have just one or two stations on most ships and, so far at least, a max crew of three.

(I'm not sure what FD intend the third station to be. It might be science/exploration related. On the other hand it might be for monitoring that essential equipment that according to the original Elite manual was supplied by a specialised company with the prestigious name of "Owndirt Inc." That's one crew station I would not want to be working at. :eek:)

CIG's big ships have a lot more than three stations. The hard part is going to be making them stations people really want to man. I guess we'll have to wait and see how that pans out.
 
@danjlynch1978 This is the zoning system being developed currently, at the end far what they tell, every ship is supposed to count has 1 player (+ fighters inside the big if cap/crew), the crew inside doesn't count. So it instances the inside of one Capital with 20 players +3 fighters inside to avoid the problem it would be: SP the Universe.

Yes, nested universes that effectively "count" as a single player, fine; my point is that that doesn't work so well when nested universe opens up and the crew get out (leave the ship's local physics grid) - suddenly the simulation has extra players to replicate, but it is already full...

Anyway, I wasn't referring to the player cap so much as the ship cap - multi-crew ships arrive at an instance and a subset of players on those multi-crew ships decide to go single-seat... there isn't enough room left in the instance's ship cap to account for them all, so lots of players are now standing around wondering why they can't spawn ships. Taking what you said even further, if a capital ship launches fighters whilst in a spawn zone, they now become objects that occupy ship cap (because until they launched they were contained within the physics grid of the capital ship), so fighters may not be able to launch because of some arbitrary cap being reached.

Lots of ways to break the nested physics grids and spawning systems, methinks... I hope some others in the PTU are trying this stuff out, otherwise there may be some nasty surprises later on!
 
Yeah, multi-crew has to be made rewarding, this will be mostly like, who wants solo play to have Single-seat ships.

Getting for example AI Crew to be has good as players, means you can simply "Win" through ALL the MMO content, simply commanding your Crew to do your Bidding (commands) and that would be balance breaking. I would imagine the way it's going they'll have all types of gameplay on single-seat ships and multi-crew ships, and make the crew AI one solution for basic things but not the "ultimate" gameplay.

Lots of ways to break the nested physics grids and spawning systems, methinks... I hope some others in the PTU are trying this stuff out, otherwise there may be some nasty surprises later on!
Germany talked quite some on this, instances are still streaming to each other to let you both see the action outside as a crew and being able to leave it, smoothly, i guess a problem of a full can be avoided by reserved slots to the crews. So if the Idris has like 3 fighters inside, the instance will have to count 4. Morgan that is a backer here that directly talks with them on this, being himself a network engineer, gives some interesting lectures on how they're going for it.

Currently this system is not on this PTU, what's up now it's a single instance processing everything with a limit to players and ships spawned on it. So the surprises are yet to come once they start implementing this recode of the cryengine netcode to that extent, won't be pretty xD.
 
I am hoping that exploration might work in a similar fashion to what EVE does. Each system spawns a number of discreet sources of exploration types and you need to scan them down. Im sure many here will have played EVE and seen how its handled there. Its quite satisfying and the rewards f9r the effort put in scale nicely.

I sincerely hope it's very far removed from the way it is in ED. If there's one thing I detest about ED it's the exploration system. So bare boned and uninteresting. Honk and wait honk and wait.
 
Star Citizen Star Map receives Cutting Edge award by Adobe.

http://www.thefwa.com/adobe/tcea/star-citizen-starmap

I like the map too, yet I need to see it in game working.

Regarding the flowchart, I was so happy when I saw it the first time, then we discovered that CIG fiddled with the thrusters and I just lost it all. Showing a chart and saying its there wont cut it anymore, CIG is not trustworthy in my books anymore, and I need to see it before I judge it.

However a lot of good things are happening, keep the videos and post coming its not all negative.
 
I am hoping that exploration might work in a similar fashion to what EVE does. Each system spawns a number of discreet sources of exploration types and you need to scan them down. Im sure many here will have played EVE and seen how its handled there. Its quite satisfying and the rewards f9r the effort put in scale nicely.

I sincerely hope it's very far removed from the way it is in ED. If there's one thing I detest about ED it's the exploration system. So bare boned and uninteresting. Honk and wait honk and wait.

Yep, I'd like the games to be very different.

I enjoy ED exploration (although you do need TV playing windowed on screen and you need to be in the mood). My biggest concern is size, my last exploration run I got first discovered by on more stars than are planned for SC (not to mention planets, moons and asteroids). I've probably been spoiled by the size of the ED galaxy.

The SC starmap just looks too small, it reminds me of older games like freelancer and evochron. I worry that exploration has been added as a stretch goal/scope creep and there's no way of implementing it properly in a 100 system game.

For me being the first in a new system is what exploration's all about (although I do scan all bodies in a system probably OCD), and from what I've seen of systems explored by others tagging just the star and moving on is very common. I'm not sure in system mapping really scratches the explorers itch.
 
I am hoping that exploration might work in a similar fashion to what EVE does. Each system spawns a number of discreet sources of exploration types and you need to scan them down. Im sure many here will have played EVE and seen how its handled there. Its quite satisfying and the rewards f9r the effort put in scale nicely.

I sincerely hope it's very far removed from the way it is in ED. If there's one thing I detest about ED it's the exploration system. So bare boned and uninteresting. Honk and wait honk and wait.

The ED exploration is a placeholder you know that, I'm NOT going to derail this thread but you should go back and read the design paper on explorations.
 
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It's also very, very small about 100 systems. How will exploration work as a trade when you have thousands of players per system.

100 is pretty good for a single player game, not so much for an MMO. Will be interested to see how it pans out.
 
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The ED exploration is a placeholder you know that, I'm NOT going to derail this thread but you should go back and read the design paper on explorations.

Hey now :) I've been here since pre alpha I know what the design docs say about ED. Happy with that...very happy but it's yet to appear or be announced in any great way.

Enough of a derail there from me ;)

As I see it 100 systems is enough and it depends what they fill them with and how the content interlinks with the other aspects of the game ... ie fps, economy, crafting game play etc.
 
Yep, I'd like the games to be very different.

I enjoy ED exploration (although you do need TV playing windowed on screen and you need to be in the mood). My biggest concern is size, my last exploration run I got first discovered by on more stars than are planned for SC (not to mention planets, moons and asteroids). I've probably been spoiled by the size of the ED galaxy.

The SC starmap just looks too small, it reminds me of older games like freelancer and evochron. I worry that exploration has been added as a stretch goal/scope creep and there's no way of implementing it properly in a 100 system game.

For me being the first in a new system is what exploration's all about (although I do scan all bodies in a system probably OCD), and from what I've seen of systems explored by others tagging just the star and moving on is very common. I'm not sure in system mapping really scratches the explorers itch.

In the sense of discovering a system - that's something ED does brilliantly. Anyone can with a bit of effort find a system that literally no-one else - including the devs - has ever seen.

I remember a couple of years back CIG were apparently surprised by the number of people at the time that were keen on the idea of exploration. They won't be able to create that vibe with 100 systems.

They'll be able to spawn stuff to find - people can be space cartographers I guess. But it won't be disappear for months on end discovering new planetary bodies.
 
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