The Star Citizen Thread v5

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You know what I tell myself about supporting this game these days?

I didn't support this game.

I supported the genre. If NOTHING else comes from this car crash of a game it has at the very least inspired developers into making new games for the genre and that the market is passionate and willing to spend money.

Given up on this in many ways. It's fine putting in money generation features but they need to show a lot more progress come Gamescon. The whole MVP thing could do with being defined also to the backers. Are we basically looking at the stanton system and a couple more if lucky out of the 100 or so that was quoted. What features and gameplay will make the cut etc.
 

Mu77ley

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Tthe Stanton system is supposed to be 1 billion km across, all of which could be traversed seamlessly should you feel the need to.

That's not quite right.

The maximum map size now that they've implemented the 64bit stuff (and what will be in the actual game eventually) is 1 million km wide x 1 million km long x 400 km deep (ref: http://www.polygon.com/2015/10/12/9...ase-date-citizencon-star-marine-chris-roberts).

So, the maximum distance you can fit into that map (1 million km) is approximately 3.34Ls. For perspective, Mercury is 193.17Ls from the Sun, so Star Citizen maps would need to be 57.8 times larger to even be able to include that at an accurate scale.

If you compared this to Elite: Dangerous, where extremes like Hutton Orbital are an average (don't forget, in Elite things actually orbit correctly in real time) of 6784404Ls away from the main star (0.2LY), the maps are extremely tiny and the systems and planets will need to be compressed heavily in order to fit them into the map.

Now, this is ultimately unimportant for Star Citizen, as the one thing they are definitely not even attempting to do is scientific accuracy; neither in the system scale, accurate orbits, flight model (which we now know is faked as well, there's naff all individual thruster modelling going on there), "artificial gravity" even in tiny one man fighters, etc.

CIG are going for the rule of cool, but their downfall here is that because of the sluggish development and poor and inconsistent art direction (it's all very old and tired generic sci-fi nonsense), other games are going to be launching long before SC/SQ42, and they appear to be doing the rule of cool thing far, far better than CIG.

I really hope they turn things around for a few reasons. Firstly, I've invested a wedge of cash in it. Secondly, the more space games the better, and thirdly a mate of mine is working for them, and I'd hate for him to lose his job and see all his hard work going to waste.

Sadly though, I have very little confidence in the project.
 
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dayrth

Volunteer Moderator
That's not quite right.

The maximum map size now that they've implemented the 64bit stuff (and what will be in the actual game eventually) is 1 million km wide x 1 million km long x 400 km deep (ref: http://www.polygon.com/2015/10/12/9...ase-date-citizencon-star-marine-chris-roberts).

So, the maximum distance you can fit into that map (1 million km)...

In the interests of accuracy, if you went diagonally from one corner of the box to the opposite corner you could travel a distance of 1.414213 million km (approx. 4.717 LS), but this makes no real difference to your post :)
 
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I am still interested in how the game handles someone flying from Port Olisar to the nearest other object be it comm rely or what not

Might take a while in Cruise.

People were circumnavigating the rings of Yela(?) already




Actually just did some digging and Kovalex shipping hub is ~ 210877 KM fro Port Olisar
So that would be a 210 hour journey in Cruise correct?

Not that is the closest, but maybe nothing is a reasonable distance from anything else to try this out on
 
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Reading the posts above about the size of the maps, in the latest 10ftC he talks about

Our other “big” focus is the full Stanton system, which will be about a billion kilometres across, with procedurally generated planets. CryEngine was never built to simulate so many object so we’ve been working on full rewrite of everything in CryNetwork to get everything in place for the this and it is scheduled for 2.7. Once we have that and some messaging and organisational stuff which will be rolled out later this year we have the foundations to accelerate cargo, mining, etc.

So it'll be interesting to see what they actually come up with.
1 billion km is still only 3335 ls, although at 0.2c that's quite a generous map.
 
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I am still interested in how the game handles someone flying from Port Olisar to the nearest other object be it comm rely or what not

Might take a while in Cruise.

People were circumnavigating the rings of Yela(?) already




Actually just did some digging and Kovalex shipping hub is ~ 210877 KM fro Port Olisar
So that would be a 210 hour journey in Cruise correct?

Not that is the closest, but maybe nothing is a reasonable distance from anything else to try this out on

So it seems to be possible https://www.reddit.com/r/starcitizen/comments/45egm8/question_on_travelling_without_quantum_travel/ but with bug for you and the other players.
 
Here's another post lifted from the Forum of Awful Somethings, this time from the ever knowledgeable GORF, who links to an article that raises a point that many of us here postulated would be the outcome when the news that CIG had bailed from E3 last minute reached us, whilst a new space-based COD game was announced to be featured at E3 just a few days later...

The New Narrative CIG Should Be Afraid of posted:


Despite a big fuss being made over Activision not having a booth at E3 2016, the savvier among us recognized that this didn’t mean that they wouldn’t be present at all. Activision was around, of course, and they were set up in their own set of meeting rooms with demo reels for Call of Duty: Infinite Warfare and Skylanders: Imaginators, both of which I dropped by to check out.

A publisher with the kind of financial muscle and industry influence that Activision can bring to bear doesn’t play around with its biggest franchises, and we saw that in full force here. Activision may not have had a regular booth at E3, but they were certainly there, in force.

8888888888-1465592318.jpg


Call of Duty: Infinite Warfare turned out to be one of the biggest surprises for me at E3 2016. Yes, I know, it’s Call of Duty; how could that be surprising at all? It turns out that with Infinite Warfare, Activision might actually be taking the series in a new and fascinating direction, something like a more action-based Mass Effect.

The demo opened with your standard Call of Duty run-and-gunning. It’s the sci-fi flavor of Call of Duty run-and-gunning this time around, as we’ve seen in the past few games since Advanced Warfare. Before long, though, gruff military hero Captain Reyes calls in his ship, the Jackal, and takes off into space for some Star Wars-style dogfighting. The action flows smoothly in and out of the ship, with Reyes embarking and disembarking as the situation demands; we watch as he infiltrates an enemy ship by landing nearby, blasting open the bridge windows and swooping in, for instance.

Later in the trailer, we find that Reyes commands his own larger ship. Much like Mass Effect, this comes with a starmap that can be used to determine your next location. Yes, insofar as I could tell based on a non-playable vertical slice, it looks like this is going to be a Call of Duty with open-world elements where you can decide for yourself where to go and what missions to take on next. That just might be what it takes to give this franchise a new level of depth…but is the Call of Duty name going to scare off gamers who are looking for that kind of depth?

Call-of-Duty-Infinite-Warfare-3.jpg


Either way, you can guarantee that Call of Duty: Infinite Warfare is going to sell like gangbusters when it drops on November 4th. What’s more, as a space-themed game it’s intruding on a space – pun intended – that’s gradually becoming more and more crowded thanks to the return of the Star Wars film franchise and the runaway success of Star Citizen’s neverending crowdfunding campaign. Comparisons are already being made between Infinite Warfare and Star Citizen’s single-player facet known as Squadron 42, where the latter is a story all its own – it was originally intended to be at E3 before Cloud Imperium Games pulled out at the last second, raising all kinds of uncomfortable questions about where the endless stream of crowdfunded money is going. We might end up seeing a battle between the Big Evil Publishers ™ and the Small Scrappy Indies ™, and what’s going to happen if the evil publishers deliver a better product?

----

THE GOOD NEWS & THE BAD NEWS

The good news for CIG is that this very sharp write-up appeared on a low-traffic site of no particular influence.

The bad news is that the narrative posited in the closing paragraph is so now incredibly obvious and irresistible that it will surely have occurred to more than just rogue outlier bloggers and our present gathering of Star Citizen analysts, satirists and prognostications.

There is no narrative more explosive and dangerous, more fraught with the potential to lead to an overnight reversal of fortune than this. Unfortunately for Chris, the Gaming Press, for all their storied timidity, has an especially cozy relationship with the AAA Publisher & Gaming Development Complex. They are, generally speaking, supplicants of industry, their existence largely derived from the largesse of AAA advertising budgets.

There need be no direct order, broadcast by shadowy cabals in smoke-filled rooms, to destroy anything or anyone. It is the notion itself, so ironic and unexpected yet so right-sounding, that has the power to completely dismantle the central organizing principle of Star Citizen itself. If this same conclusion is declared by a major outlet like the increasingly prickly Polygon, it will spread like wildfire through the tributary gaming outlets and REMAIN. And it isn't really a question of "if" but "when" -- because the promotional drumbeat for Infinite Warfare is beating, beating, beating and it will not stop, it will only grow faster and louder in the months leading up to their November launch.

The burden has never been so great for Chris Roberts to prove the distinct competitive merits of this unprecedented experiment in consumer-funded, publisher-free, creator-centric game development. Yet so far as we can see, he's never been less prepared to do that.
 
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Here's another post lifted from the Forum of Awful Somethings, this time from the ever knowledgeable GORF, who links to an article that raises a point that many of us here postulated would be the outcome when the news that CIG had bailed from E3 last minute reached us, whilst a new space-based COD game was announced to be featured at E3 just a few days later...


The TL : DR version is that way back on 20th October 2012 Chris Roberts was right when he said "We’re already one year in - another two years puts us at 3 total which is ideal. Any more and things would begin to get stale."

Source : https://www.themittani.com/features/exclusive-interview-star-citizens-chris-roberts
 
The TL : DR version is that way back on 20th October 2012 Chris Roberts was right when he said "We’re already one year in - another two years puts us at 3 total which is ideal. Any more and things would begin to get stale."

Source : https://www.themittani.com/features/exclusive-interview-star-citizens-chris-roberts

Well, he was right about the time frame of the development. Its taken so long now that the time advantage they had over everyone else has gone.

Now CIG are up against major studios releasing space games of their own. They've gone from having the market to themselves to fighting for market share with some of the biggest and most successfully game studios in the world.

Dont get me wrong, that doesnt stop CIG from succeeding, but if they want to convince people like myself who have been sitting on the fence about this game, they had better start showing something worth getting excited about.

If they dont do so soon, they are going to get left behind.
 
That can't be right - everyone knows that skunkworks began on ED shortly after the big bang.

What really fascinated me it's that first 3 games on that chart combined (ED,NMS,COD) cost less to develop then SC...and so far all of them looks way more FUN 2 play....and now when you think about that we could have at least 3 more quality SF games instead of this charade with SC....
 
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What really fascinated me it's that first 3 games on that chart combined (ED,NMS,COD) cost less to develop then SC...and so far all of them looks way more FUN 2 play....and now when you think about that we could have at least 3 more quality SF games instead of this charade with SC....

Can you buy a jacket in any of those games?
 
Wow as concierge and gold ticket holder I had just written off the money I might as well of burnt in the garden.

I was hoping that Erin and the guys in the UK might have pulled the flaming wreck out of the nose dive into oblivion a few years ago, but apparently not.

Ahh well its only money, but damn just think of all the bobble heads I could of bought....
 
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