The Star Citizen Thread

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It's been confirmed a thousand times that there is no HUD while in 3rd person view.

Well not being privy to the latest SC, as I don't follow it as carefully, I stand corrected. Also a little patience goes a long way. :)
Ok so there is no HUD in 3rd person view fair enough. I still rather no cockpit view though. ;) It's the first thing I always turn off if I can.

So as I'm not quite in the know can you turn the cockpit off in SC, ie not 3rd person view just cockpit off. I thought I saw a clip of this but I could be wrong of course.
 
Just got up again and seen your post Styggron. LOL, nice try. You are aware 3rd party mods can be disabled. And it is my understanding they plan on doing just that for several 3rd party apps people plan on trying to use to get by stuff that has been hard coded out the the game. You know what they say. Build a better mouse trap and someone will try to build a better mouse. Good example is FRAPS and using the RivaTuner Statistics Server. If you run the server tuner then the FRAPS doesn't work. All they have to do is code out one single port and that app is toast...........grin. ;)

OK back to bed. Man this sucks. :(

Single player offline will have all the mods you like in SC once the community develop it. They have said that modding is avail on private servers and since that is the way I will be playing, (single player offline) if there is a mod to give me a hud and turn off the cockpit. I'll do it. :)

But yes as you say they might try to stop things like that but for a SP offline but if I don't get any updates.... :)

I confirmed it during the KS that I can play SQ42 and SC entirely single player offline. Sure I won't have anywhere near the richness the persistent universe has but that suits me fine. I also checked with one of the devs over at CIG as well, the SP experience will be pretty good as well.
 
I've no idea how ship to ship docking will end up working, hopefully we'll see all kinds of wonky orientations with those.

There are standarized docking rings on all ships in Star Citizen, so that won't be a problem. Also, there are standard sized cargo containers (I'm not thinking about the small round ones, but the big rectangular ones).

So as I'm not quite in the know can you turn the cockpit off in SC, ie not 3rd person view just cockpit off. I thought I saw a clip of this but I could be wrong of course.

AFAIK you won't be able to do that during combat. Maybe elsewhere, if you want to take a picture, I don't know. But the view obstructing rods are part of the ship and can't be "turned off". :)
 
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Since I suspect it'll be exploited, some of us will do our best to convince CIG to not allow switching to 3PV during combat. Players can always watch their ship and scenery in 3PV in non-combat situations.

I think if people want to create pretty pictures they can do it in free-flight mode. The perfect place to practice your flying and take pictures of your ship. But in the PU, no 1PV.
 
Oh please I have already given examples of how 3PV combat mode will be made viable...

Yeah I mean I think it would be wrong to assume that the functionality that you see in the videos is what will be in the final game. At the moment, they've got the tools in to make it easy to show off the game graphics.

I also don't see the gain from your first 'quoted' example over in-cockpit; in which you have the HUD, the radar, the reticule and so on. The Radar is the big one, giving me full 360* awareness, where 3PV gives you only a small arc. Yes, there is the wrinkle of stealth fighters; but I don't think 3PV makes it easier to notice them approaching you in the PU; unless you spend your whole time rotating 3PV around which I suspect is impractical.

Anyway it's speculation at the moment, I think it's better to wait until we can actually try it out and then give feedback to CIG if anything proves exploitable, rather than assuming it will be based on guesses.

The fact is, while I don't like 3PV just as you don't, I think a lot of people do like to have the option; not for combat, just because they like to look at the ship and the graphics and so on. Just as with many things that I suppose I would design slightly differently, it isn't my game, and design decisions will be made either by CIG, or by gauging the overall demand from the player base. As 3PV probably ranks fairly highly in demand, who am I to decide that they can't have it just because I don't like it? Chris Roberts has said on numerous occasions that they're committed to not giving 3pV any kind of tactical advantage. I trust that he has a better understanding of the game mechanics at this point than I; given he's been making it for the better part of three years.

Anyway, in the interests of keeping everyone here sane, I'll leave my thoughts on the matter at that... soo... decoupled mode, anyone?
 
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Yeah I mean I think it would be wrong to assume that the functionality that you see in the videos is what will be in the final game. At the moment, they've got the tools in to make it easy to show off the game graphics.

I also don't see the gain from your first 'quoted' example over in-cockpit; in which you have the HUD, the radar, the reticule and so on. The Radar is the big one, giving me full 360* awareness, where 3PV gives you only a small arc. Yes, there is the wrinkle of stealth fighters; but I don't think 3PV makes it easier to notice them approaching you in the PU; unless you spend your whole time rotating 3PV around which I suspect is impractical.

Anyway it's speculation at the moment, I think it's better to wait until we can actually try it out and then give feedback to CIG if anything proves exploitable, rather than assuming it will be based on guesses.

The fact is, while I don't like 3PV just as you don't, I think a lot of people do like to have the option; not for combat, just because they like to look at the ship and the graphics and so on. Just as with many things that I suppose I would design slightly differently, it isn't my game, and design decisions will be made either by CIG, or by gauging the overall demand from the player base. As 3PV probably ranks fairly highly in demand, who am I to decide that they can't have it just because I don't like it? Chris Roberts has said on numerous occasions that they're commited to not giving 3pV any kind of tactical advantage. I trust that he has a better understanding of the game mechanics at this point; given he's been making it for the better part of three years.

Oh I agree that there should be a way for people to see their ship. But that way should be in Free-flight mode in the simulator. But that will not fly with some people as you can bet your last dollar that if you suggest it they will jus default back to the HUD as being enough. So why is that? They say that the HUD is crippling so why the need for combat systems to be online? And yes I know what CR said about 3PV. But do you really think he is going to think about all the different ways kids can get around it?

A good question is will you really need the HUD after you have everything setup? Now to be fair I will admit that we don't know if the Macro/HOTAS setup will work just yet while in 3PV. But in all honesty how often is it that developers actually look at all the areas? Are we really sure that they would not enable the ability to use those systems to lock-on and fire on targets? All a player needs to do is close the distance. So while in 1PV he gets a general idea of where the enemy target is, launches two missiles, closes the distance as the targeted ship is trying to avoid them and then once in visual range engages with his guns. If the ship's sensors and tracking computer are still locked in on the target, or if the ships turret is in AI mode, (Many have forgotten about the AI mode). Now you just track the tracers from your turret and use that to follow the target.

All it often takes is common sense and a little imagination. That is how I figured out there was a way to command the air campaign in F22 TAW. I understood how a dynamic campaign was supposed to operate and ran with it. So in this case unless they disable all the weapons, and sensors on the ship while in 3PV mode, we will see people using 3PV as an exploit.

Like I said, some people have forgotten that an AI system can be used with certain weapons/turrets. In a Superhornet you can have an NPC as your RIO/Turret Gunner. Do you think CR thought about that possibly being used as a way workaround for 3PV?
 
After several warnings to the thread, and now having to not only issue warnings and infractions but had to actually delete posts due to content.

It is a such a pity. We tried to call for order several times but it looks like it fell on some deaf ears.

This thread will AGAIN close for a short duration and lets please see no attempts to circumvent the closure by opening up another similar thread.

[UPDATE 5:15am GMT Wed 23rd April]
Ok, thread open. Lets see how we go.
 

Jenner

I wish I was English like my hero Tj.
Let's redirect the focus here a bit. :p

One thing that was revealed recently about ship crews in SC that I found interesting is that if you do not treat them right there is a chance that they could mutiny and seize your ship. :eek: Now I'm pretty sure that this cannot happen in Elite. It's an interesting mechanic to be sure.

As I understand their system there are two different types of crew you can hire: UEE (military) trained crew who cannot mutiny but demand higher salary, and 'wretched hive of scum and villany' types that you can pick up wherever that are cheap but could turn against you if you look at them funny.

I wonder how players would react to having their ships taken by their own NPC crew? lol.
 
Why - I'd confine them to quarters and half their oxygen allowance of course, for a mere misdemeanor.

For any serious digressions, they'd be blown out the airlock.

For true mutiny, I'd have them fed to the slaves.
 
That would make for a fantastic Youtube video...

Mutiny by the NPC crew......that would just be awesome. :D
I think the concept of multicrew on one of those large SC ships would be amazing.
 

Philip Coutts

Volunteer Moderator
Given the size of some of the ships you could be talking about an awful lot of crew members trying to maroon you on the nearest planet! It could open up all sorts of gameplay starting points such as fighting off a mutiny right through to the battle to regain your ship after you've been stranded!
 
One thing that was revealed recently about ship crews in SC that I found interesting is that if you do not treat them right there is a chance that they could mutiny and seize your ship. :eek: Now I'm pretty sure that this cannot happen in Elite.

Well, in the DDF forum there's a thread now with a proposal from FD about NPC wingmen who can be of different qualities and loyalties, and can also betray and turn on their contractor. Now, this is a proposal and it's about wingmen, not internal crew on ships (yet), but it's pretty similar to what SC will have.

I wonder how players would react to having their ships taken by their own NPC crew? lol.

It's an added gameplay factor, resembling a real life situation. I think it's great. I wouldn't be happy myself if the crew turned on me but it's a risk you take if you hire dubious crew from a dirty beer place on the docs. :p

Mutiny by the NPC crew......that would just be awesome. :D
I think the concept of multicrew on one of those large SC ships would be amazing.

Indeed. And I think ED will have this too, after a while. Probably after first release sometime. It's a natural evolvement of the game to have hired crew and crew mutiny would be a continuation of betrayal by wingmen.

Cheers, Styggron. :)
 
Actually the crew proposal went through the DDF a while back :p

My reading of that thread was that Frontier wanted to make crew a smallish feature of the initial release and look at expanding it down the road, but the discussion lead more towards a placeholder implementation in version 1 and combining it with other persistent NPCs down the road.

This might actually be an interesting difference between SC and ED - SC is primarily about interacting with individual humans (larger scale stuff can be built up later), whereas ED focuses first on interacting with whole populations (finer detail stuff can be filled in later).
 
Well, in the DDF forum there's a thread now with a proposal from FD about NPC wingmen who can be of different qualities and loyalties, and can also betray and turn on their contractor. Now, this is a proposal and it's about wingmen, not internal crew on ships (yet), but it's pretty similar to what SC will have.

There's a DDF proposal on crew too, here, which brings up ideas surrounding mutiny and whatnot. I think that it won't be in the initial release though, with crews starting out as a somewhat bare-bones implementation, and probably getting more fleshed out when we can walk around our ships. So it's on the to-do list, and hopefully the game will work out well enough for it to actually happen...

EDIT: Oops. Looks like someone beat me to it.
 
That would make for a fantastic Youtube video...

Mutiny by the NPC crew......that would just be awesome. :D
I think the concept of multicrew on one of those large SC ships would be amazing.

Let's redirect the focus here a bit. :p

One thing that was revealed recently about ship crews in SC that I found interesting is that if you do not treat them right there is a chance that they could mutiny and seize your ship. :eek: Now I'm pretty sure that this cannot happen in Elite. It's an interesting mechanic to be sure.

As I understand their system there are two different types of crew you can hire: UEE (military) trained crew who cannot mutiny but demand higher salary, and 'wretched hive of scum and villany' types that you can pick up wherever that are cheap but could turn against you if you look at them funny.

I wonder how players would react to having their ships taken by their own NPC crew? lol.




Mutiny and A.I! with personalities/profile. Dynamic A.I is key

https://forums.robertsspaceindustries.com/discussion/comment/2352520/#Comment_2352520
JLind_CIG:
IZaineIHello:

guys, first post! I would like to ask some questions regarding the AI:

I wondered if we not only get different "characters" of AI for Dogfights, but also for Ground/Boarding combat. So, will we see unpredictable behaviour in these situations, like Enemies who surrender, pretend to drop their weapons but attack in the last moment, or enemies that just charge towards you to knock you out? Or could it be possible that an unexperienced NPC start to panic (during an evacuation for example), completely ignore your orders and maybe even fight against you to save his life?
Hello Zaine,

Thanks for your question. I've had a brief chat with our friends at Moon Collider and they say that the plan is to have multiple "characters" or profiles for AI during Ground/Boarding combat too. Each profile will have a large number of different parameters that influence characters behaviour. A hostile or friendly NPC with low courage or lack of experience may indeed be more prone to surrendering or panicking. Assuming, of course, either of those behaviours will be part of the SQ42 FPS combat.

Cheers,
Jens
:cool:
 
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Indeed. And I think ED will have this too, after a while. Probably after first release sometime. It's a natural evolvement of the game to have hired crew and crew mutiny would be a continuation of betrayal by wingmen.

Cheers, Styggron. :)

No problems :smilie:
I always thought the crew in FE2 never did that much. They just came along forthe ride and so long as you paid them......I was always wondering what if they had different personalities like they might be a paid saboteur form one of your enemies, or just be incompetent or just decide they had enough and bail...maybe taking your escape pod :eek:

I think it's a great mechanic :smilie:
 
I was always wondering what if they had different personalities like they might be a paid saboteur form one of your enemies, or just be incompetent or just decide they had enough and bail...maybe taking your escape pod :eek:

I think it's a great mechanic :smilie:

Yeah. Some of them don't have much courage and may panic and run during battle. You don't want to hire them. :D

Gamers Nexus has an interesting article about FPS Mechanics and Gameplay, plus this video interview with Chris Roberts:


http://www.youtube.com/watch?v=8mhM9qiFZLM (15:13)


Part 2 of the article is here, and the second video, about electronic warfare, Mantle, DX12, etc.


http://www.youtube.com/watch?v=zLB0HwsPn9k (14:46)
 
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