The Star Citizen Thread

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Do you think they should concentrate on ship to ship combat,travel and everything flying a ship entails before moving on to the FPS portion?
 

Bains

Banned
Again with the Bain.

Please.

its Bains, with an 's'.

And good to see estimates. End of June, one month earlier than the estimate for general availability for MP offered by my tea leaves. Could be further delays over and above but I still think 2 months is more realistic, which I can live with. Time will tell.
 
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My own view on the ship design is that the SC ships look like someone has mixed up a bunch of airfix kits and then tried to see what they could make out of them, they seem like a mixed up load of influences from modern earth vehicles, helicopters, planes, boats, fork lift trucks....etc..

The elite ships might look like cheese wedges but I like them better, I haven't seen an ED ship that has made it past the sketch phase that I didn't like.

About half of the SC ships I have seen work for me, and there are some I really like, but some of them look bloody awful.

As far as HUDs go some SC ones look better than others, I don't like those lists of stuff down the side of the hornet one.
EDs HUD could mainly do with a choice of colours, fed up of orange now.

I enjoy that there is a huge variety of ships. Some i don't like some i do. It has to do with taste. I have seen people love a ship design i hate. At the end the variety is what saves the whole deal. You pick what you like.

The only E:D ships i don't like are the original old Elite ships. Otherwise ships like the Eagle or the Anaconda do it for me.

The HUD will be fully customizable in the future. So i hope for a fully 2D Helmet HUD as i don't like the 3D elements in the helmet.


Do you think they should concentrate on ship to ship combat,travel and everything flying a ship entails before moving on to the FPS portion?

Well imho their progression makes sense. Star Citizen is an immersive game everything is about your character's experience in space. So they will release dogfighting first and after the second version of the dogfighting which adds multi crew ships they will get to the FPS module.

Makes sense to me. Nr 1 priority Dogfighting Nr 2 FPS combat, ship boarding and so on...

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This is an Outlaw station i am guessing this is where the FPS combat will be at.

ZMBnoCU.jpg
 
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By the way couple of weeks ago a dev sneaked in a shot of the magnetic boots in action. Had to dig to find it back then.

Here it is. The ship is the Constellation.

AsRnrbx.png
 
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The little guy on the hull doesn't seem to have a full face helmet on, only some sort of breathing apparatus. Would his eyes freeze over? :)
 
The little guy on the hull doesn't seem to have a full face helmet on, only some sort of breathing apparatus. Would his eyes freeze over? :)

I can't see his face properly it's a bit far off. But this screenshot is from the dev build. It's so WIP that a dev just posted this in a random question post. It wasn't even released as a screenshot on the website.

But the game is trying to be realistic. They even talked that Ships will have decompression and that you are able to shoot off life support systems and there will be no oxygen after a while and you need to get your masks on to breathe or you die in your ship.

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Also some other new images.
Helm_material_studies.jpg

Pilot_Head.jpg
 
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A model? As in not physical but digital? Impressive. Hard to tell the difference.

Cryengine is really good at reproducing material details. You can of course do your own thing but the groundwork they have laid is a great base to start from.

Incidentally, I sometimes feel like the games don't really do some of the detail justice. So much passes by in the Crysis games without the player really having the time to appreciate and notice it all.
 

Bains

Banned
Cryengine is really good at reproducing material details. You can of course do your own thing but the groundwork they have laid is a great base to start from.

Incidentally, I sometimes feel like the games don't really do some of the detail justice. So much passes by in the Crysis games without the player really having the time to appreciate and notice it all.

This relates to the point of payoff. As in on what do you focus to get maximum return on investment of time and energies.
 
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Also graphical detail can only go so far. To be honest too much detail is not needed unless you plan to make a game for a decade. In which case you need to build everything with crazy graphical fidelity and scale it down for your near first release while keeping the crazy quality ones as files for future graphical updates maybe?

Star Citizen seems to use 2K textures and a lot of polyies for everything. It's going to be pretty heavy on everyones systems. Hope they do proper LOD and optimization work. Also add proper graphical settings so you can adjust the graphics in several ways.
 

Bains

Banned
Also graphical detail can only go so far. To be honest too much detail is not needed unless you plan to make a game for a decade. In which case you need to build everything with crazy graphical fidelity and scale it down for your near first release while keeping the crazy quality ones as files for future graphical updates maybe?

Star Citizen seems to use 2K textures and a lot of polyies for everything. It's going to be pretty heavy on everyones systems. Hope they do proper LOD and optimization work. Also add proper graphical settings so you can adjust the graphics in several ways.

To be honest. I have no doubt they'll do a good job with the ships. My prime concern here relates to the balance of their focus with respect to the other areas.

For example. I bought my connie on the strength of the brochure, like a lot of people. I would not have minded if they still had not built it and used their finite resources elsewhere.

I just can't help but think they put too much focus on building all the ships first rather than building a few first, and taking their time adding the rest, meanwhile, assigning more resources on attacking the other major challenges. By the way I also think the ship designs would have significantly benefited from taking their time with them.

I appreciate other people have different views on this and in anycase, its done. They are now finally moving on to the business end as far as I'm concerned. Moment to moment game play, MP, instancing etc.
 
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To be honest. I have no doubt they'll do a good job with the ships. My prime concern here relates to the balance of their focus with respect to the other areas.

For example. I bought my connie on the strength of the brochure, like a lot of people. I would not have minded if they still had not built it and used the resources elsewhere up until now.

I just can't help but thing they put too much focus on building all the ships first rather than building a few first, and taking their time adding the rest, meanwhile, putting more focus on attacking the other major challenges.

Appreciate other people have different views on this and in anycase, its done. They are now finally moving on to the business end as far as I'm concerned. Moment to moment game play, MP, instancing etc.

Well CIG has team's that work on a certain part of the game.

Foundry 42 is mainly focusing on the singleplayer game in Manchester and is led by Erin Roberts. They recently stopped assisting CIG L.A. for the Dogfighting Module because most of the assets are done.

At the same time Behaviour Interactive is working on the Asteroid Hangar and bulding assets for the Planetside Module.

Void Alpha (Assists in Assets) and Turbulent (Website Development) are also working for CIG.

CGbot in Mexico is assisting CIG and Behaviour by helping on the asset porting in to Arena Commander and the Planetside Module.

CIG L.A. is completely focused on Arena Commander and getting it out.

CIG Austin is assisting Arena Commander but is mainly handling the designing and building of the universe.

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The Current CIG employee count is over 230 but here is info back from February.

DdPG2yB.png
 
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Bains

Banned
I appreciate that. The detail isnt necessary because it doesn't speak to my point.

I'm talking about timeline and order of prioritisation of what really matters including risk, which is why I was careful to use the term 'finite resources'.

As just one example you could have started DFM long, long ago with one ship and then added the rest as time goes by.

I'm trying to constructively reach across the divide here so I hope you understand what I mean at least to some extent.

In any case, like I said its done, its history, and they are finally getting to the business end. And lets just keep our fingers crossed for them not to hit some brick wall now that requires them to go back and change all these ships.
 
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