Excuse me?
You're right. That is nothing special.
Do you know of any SC videos like the one I asked?
This one shows some cool manoeuvring using an inferior ship and TrackIR (go figure).
[video=youtube;opMGRIpUbO8]https://www.youtube.com/watch?v=opMGRIpUbO8[/video]
This one some basic X on target while evading
[video=youtube;pXtdSrGOtco]https://www.youtube.com/watch?v=pXtdSrGOtco[/video]
And this one is EVAC manouvering
[video=youtube;f_dlaEI-ACw]https://www.youtube.com/watch?v=f_dlaEI-ACw[/video]
I actually think that when this was uttered back in 2012 this was a genuine comment by Chris Roberts. The game as initially imagined would be a set of linked FPS maps and perfectly doable in an FPS engine. It was after that when the money really came flooding in and new stretch goals became the order of the day that things got out of hand and in chasing the money, the stretch goals committed to an exponential engineering debt. Worse it committed them to fundamentally redesigning the engine itself which is not something that any developer would do mid project.
The project was just starting back then, he did what the majority of the backers wanted, make a better game, with the proof in all the funding they got, and still continue to get. ~1++million a month says a lot of the backers will in seeing this done the right way, you need to have the foundations right if you want to have all the mechanics SC has, just look at EvE, they've tried to shoehorn walking on stations for so long but just had to give up because the engine couldn't handle it. How about cockpits and dogfighting? Nop, not possible also. Even if they wanted they couldn't. That's why I think it's was the right move to go with the CEngine for Star Citizen. Start from micro (fps, walking, multicrew, eva) then go big and scale that to planets and whole systems.
Last edited: