The Star Citizen Thread v5

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jcrg99

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So... Mark Skelton left CIG. Any hazy thought about that?

Apparently the whole thing is starting to colapse internally with more key people leaving.

But some key executives have been earning bonus... all that and more in the brand new Derek Smart blog post.
 
Things are getting done, it's just taking longer than a lot of people would like.

That is perfectly understandable Discourse - these things do take a lot of time and effort. The hugely disappointing thing is though - is that completed stages are never "completed" - CR changes his mind again over some detail - and suddenly the "refactoring" stick is brought out and starts whacking hapless devs - all in the name of "fidelity".

How many iterations of the most basic, basic, game fundamentals have they been through now? How many years of work have they had to literally chuck out because it was built on a interface presumption that nobody was ever told had changed both in scope and utility X versions ago? Why was Items 2.0 not part of the design brief to start with? Star Marine (oh wait that is apparently coming back from the dead)? The networking architecture and the 3 or 4 implementations of it? I know bugs crop up - I know projects run into unforeseen problems, and I know that utterly random stuff can have serious impacts - but surely most of this would have been tested out and the proof of concept found to have been viable before they put all that effort into declaring it as production code.

People can say pre-pre-pre-Alpha all they like - but if this is what further iterations are based upon - it's production.
 
Oh I won't disagree that there is still a ton of work left to do (we can't buy ships in shops yet so that's not done for example). In fact I believe that almost nothing is "done" - done as in 100% complete that is. This is not surprising though given the game is still in development; things are going to change. I do think that of all the tasks that are in progress they are all making their way towards that 100% done goal however. Over the past year the engine's 64 bit conversion has been completed. The ship pipeline is in place. Sizing for cargo, weapons and upgrade slots (engines, shields, etc) has been finalised. Things are getting done, it's just taking longer than a lot of people would like.

The problem is, nothing will get finalized as long as the chairman wants to make the final decision in everything in the game.
The successes of his past works were very much due to having a publisher managing his work.
Once he tried to get out on his own, everything just fell apart like what we are seeing now.
He needs someone to look over his shoulder.
 
Haha I love oversights like this, it leads to some really odd things during development. I'm sure they will patch that out pretty quickly. I think "heavily faked" is maybe a bit harsh. Sure for now they are doing a simple boolean check to see if the player is wearing a spacesuit when they click the button but I suspect this is only temporary. They won't be able to use this trick when a ship transfers from space to a planet with an atmosphere or when a ship is in space and the hull is breached allowing the air to escape. CIG will have to come up with some other way of performing this check in real time.
I don't think it is something that is simply patched.

However, I think that, since there isn't a complete inventory system, equipped items don't confer their intended effects to the avatar. Is it Items 2.0 that is supposed to flesh that system out? If so, then I think it would be a safe bet that this placeholder will be replaced when that is released.
 
So... Mark Skelton left CIG. Any hazy thought about that?

Apparently the whole thing is starting to colapse internally with more key people leaving.

But some key executives have been earning bonus... all that and more in the brand new Derek Smart blog post.

Mark left because the role he filled required a lot of travel and it was taking its toll on him and his family. He was offered the chance to relocate but ultimately decided that he didn't want to uproot his family. He didn't leave because the project is collapsing.

https://forums.robertsspaceindustries.com/discussion/330905/gold-shirt-goodbye/p1
 
I don't think it is something that is simply patched.

However, I think that, since there isn't a complete inventory system, equipped items don't confer their intended effects to the avatar. Is it Items 2.0 that is supposed to flesh that system out? If so, then I think it would be a safe bet that this placeholder will be replaced when that is released.

When I mentioned patching it I was referring specifically to the issue with other players being able to make it through the decompression chamber if they weren't the one pressing the 'use' button. I think it should be a relatively simple task to check for other players and see if they are also wearing a space suit whenever the 'use' button is pressed in the decompression chamber. If you are referring to changing the system to check if players are on a planet with an atmosphere or a ship has suffered explosive decompression then you are right, that will not be a simple patch as it encompasses far more than a simple state check when a button is pressed.
Not sure exactly what Items 2.0 encompasses however it may very well be required before the game can check if a player has some form of oxygen, how much is left, etc.
 
That is perfectly understandable Discourse - these things do take a lot of time and effort. The hugely disappointing thing is though - is that completed stages are never "completed" - CR changes his mind again over some detail - and suddenly the "refactoring" stick is brought out and starts whacking hapless devs - all in the name of "fidelity".

How many iterations of the most basic, basic, game fundamentals have they been through now? How many years of work have they had to literally chuck out because it was built on a interface presumption that nobody was ever told had changed both in scope and utility X versions ago? Why was Items 2.0 not part of the design brief to start with? Star Marine (oh wait that is apparently coming back from the dead)? The networking architecture and the 3 or 4 implementations of it? I know bugs crop up - I know projects run into unforeseen problems, and I know that utterly random stuff can have serious impacts - but surely most of this would have been tested out and the proof of concept found to have been viable before they put all that effort into declaring it as production code.

People can say pre-pre-pre-Alpha all they like - but if this is what further iterations are based upon - it's production.

I won't deny that there has been some flip-flopping over the direction of certain things. I think the ship pipeline may be on its third revision now for example? I'm tempted to give them some leeway on this however as I think some (not all) of this is down to the game being in a R&D stage and the fact that CIG received more backing than they were expecting so they were able to do more than they originally planned. I don't think that anyone can deny that there is a significant improvement in the Hornet for example:
Old - https://www.google.co.nz/imgres?img...QQMwgmKAEwAQ&iact=mrc&uact=8&biw=1920&bih=942
New - https://www.google.co.nz/imgres?img...QQMwgoKAMwAw&iact=mrc&uact=8&biw=1920&bih=942
On the flip side there is definitely some things I think should have been designed out before work began. Using ships as an example again, it wasn't all that long ago that they standardised on ship weapon sizes and mounts. I'm not sure why this wasn't thought out beforehand. Maybe it wasn't required originally or maybe they just dropped the ball and didn't look that far ahead.
I will say that I hope this is the last ship pipeline change we see - it's looking pretty good and it's time to start getting content out (which to be fair has started to happen - with the ships anyway).
There is no denying that networking has been a thorn in their side. Were CIG not aware that the CryEngine had these limitations? Did they know but thought it wouldn't be an issue given the smaller scale of the game when they first pitched it? Did they know and, perhaps naively, though it would be a relatively easy thing to fix? I'm not sure we will ever find out. I'm willing to take a wait and see attitude on this one. They've said they are working on a re-write of the networking code and given that it isn't required for SQ42 they have a little while yet. It sure would be nice to have a more stable game environment with larger numbers of players however.
Star Marine is a tough one. Something absolutely went wrong there, whether the gameplay or artwork wasn't acceptable, the models\animations were no good or it was something else no one really knows. It's interesting that Chris mentioned that SM may be seeing the light of day soon. I would think that he must be almost certain that it is coming. After the debacle with its failed release last year he would get absolutely skewered if it wasn't to come out this time around.
 
As this year progresses further, I think (my personal opinion here) that it is becoming increasingly clear that the release of 2.0 late last year was a desperate bid by Chris Roberts and CIG to show backers that SOMETHING was being built, after the fallout from that Escapist article and other things during late 2014 and throughout 2015. This was rushed out, untested, unfinished and totally unstable, just so that they could claim 2.0 was a "Alpha" product that would be beyond the scope of criticism because of it.

And yet, even with several patches and numerous iterative additions since then, the PU is STILL horribly broken, buggy and *terribly* generic to boot when you manage to play it.

THIS is supposed to be the foundation upon which the "proper" versions of SC and SQ42 ( which CIG are implying are being held back from public view because of "spoilers") are to be built?

*Edit*

And we already have those Star Citizen "Ultras" I mentioned above trying to mental gymnastics their way out of this latest CIG disaster on the Reddit forum...

http://i.imgur.com/fhZZySp.png


You will be suprised if you start comparing the release dates, between ED major updates and SC major updates. The difference you know about the ED updates alot sooner.
I wouldnt be suprised if CR was thankfull for the delay in update 2.1 for Elite.

Addition:
ED Premium Beta starts - Arena Commander came out shortly after i think 2 weeks later?
ED Horizon Release - 2.0 PU in SC comes out again just 1-3 weeks later.
ED 2.1 Engineers - 2.4 PU comes out again 1-2 weeks later.

I see a pattern here...
 
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You will be suprised if you start comparing the release dates, between ED major updates and SC major updates. The difference you know about the ED updates alot sooner.
I wouldnt be suprised if CR was thankfull for the delay in update 2.1 for Elite.

Addition:
ED Premium Beta starts - Arena Commander came out shortly after i think 2 weeks later?
ED Horizon Release - 2.0 PU in SC comes out again just 1-3 weeks later.
ED 2.1 Engineers - 2.4 PU comes out again 1-2 weeks later.

I see a pattern here...

CoD:IW E3 Reveal - CIG, ". . ."
 
Discourse, I'm sorry. I'm tired and really don't want to write out a long diatribe. You keep defending this project with "I think" and "I believe" with some "maybe" sprinkled in there. No one knows anything better than CR/CIG/RSI, and what they are throwing out is far from questionable statements - they are absolutes. They have absolutely missed deadlines, they have absolutely released mediocre - at best - "Pre-pre-pre-alpha/pre-pre-alpha/pre-pre-pre-uber-pre-alpha"-less-than-tech-demo software, they are still scrambling to figure out how to do the basics like the netcode or the fact that the use button is a simple gimmick to work around an engine that was never, ever, ever, ever tested out to verify it could deliver or even accommodate even the most basic of CR's vision/statement/delusions, there are no excuses anymore - there is no solid core of a game there. None what-so-ever. I've been in this situation before, and I've been on the opposite side. The game had a solid core, and I kept telling people that - and the releases ended up turning into a great game (Rise of Flight, Il-2 Battle of Stalingrad, Il-2 Battle of Moscow) and I've been there when the development has flubbed and sharted themselves to failure (Warbirds after the team that made Aces High left - but I followed the Aces High team, WWII Online/Battleground Europe, Il-2 Cliffs of Dover, Confirmed Kill (the second version, not the one built on the DoMark engine), Unreal 2, and many others) and sure, some of them kept gastric-ally airing themselves out to poot themselves above the water line to breath more gasps of dying breaths but none of them were by any means a success. Far from it.

And I see it beyond absolute with Chris Robert's terribly at mis-management with a team that is still trying to understand what CryEngine can or can't do while also trying to wedge a bunch of square pieces into round holes by failing miserably at delivering the scope and promises that were set out by someone who hasn't been in the business for over a decade and literally just delivered mental diarrhea of the "best damn space sim EVAR!" into the media without even a basic demonstration that even the most simplest of his ideas could be accomplished. The current evidence that we can all play is absolutely clear, he can cut the cheese but absolutely not the mustard.

It's a lost cause, you can invest more of your time and emotions into it - but it's not happening. I'm sorry.

The only success Star Citizen will see is creating some decent commercials for ships that won't be in a universe, and actually selling packages of thousands of dollars for a thought.
 
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Wooowee! This thread went full on comedy show overnight didn't it boys.

From the space intellectuals eager for a COD game to internet developers with no Star Citizen play time calling shots on how to make a game now we've seen it all haven't we boys?

LoL guess it's Time to pack it up boys at CIG!

Hamill, Oldman, Scully, Gollum the jig is up. Forget the mocap for Episode 3 cause this whole thing just got the boot! Those drats sons of guns at Activision just went full blast with their hundreds of millions of marketing and released 10 minutes worth of trailer footage so now its clear as water that Squadron42, is a goner. Absolutely, undoubtedly, assuredly, undeniably: Obsolete. It's dead Chris. Let it go.
yNtadai.png

But don't get balled up with the parody just yet.

There's valuable info to leaf through from the cod dev inverview, the comic cat forum "Activision shill" (am I doing this passive-aggressiveness thing right? j/k) added some pertinent info that was in cahoots until now, even if he didn't actually intended it was a great effort.

So let's read this carefully shall we:

GamesBeat: You’ve done ground combat in all of your games before, but the spaceships are new. Did you look at any past games for inspiration on how to tackle that?
Findley: We looked at everything we could. We looked at games. We looked at real fighter aircraft, the way they work. We looked at current-day ship designs. The thing we really wanted to do is have parity with the precision and the controllability with our ground stuff. The ground combat feels great. We wanted the space stuff to feel just as good. We went through two years of iteration on that control system.


Oh I'll be damned, 2 years of iteration to perfect the control flight system hein, for 1 Ship only, maybe they wanted to get the joystick feel by hook or crook. Considering that the main target is console players, I guess that gamepad was the predominant factor.

Oh well, budgets aside, the 25% Game Development Budget investment vs 75% Marketing Budget surely is paying off lol, it's even gotten the space elitist's excited and dis-considering the Father of the Space Soap Operas and the very first Big Franchise creator. Yeah let's just forget that Wing Commander & Freelancer were major hits and are among the best games of their generation.

Let's forget the problems that all games haves, in-development and after release. Fortunately Star Citizen has the budget to keep it's development ongoing without needing to rush it's release, other (most of the) games don't share the same luck and suffer on the long term development, just take Elite for instance and Engineers, it's getting a lot of flak but it's an important feature and part of something bigger but people just don't understand it and judge it just for what it is now.

It's so easy to constantly hate and mock Star Citizen for being exposed to bug's & glitches showcases lol, while it's exactly what it's supposed to be, they even make a official show about it: BugSmashers. But hey, let's hold hands and hoedown in parodys that we don't even understand because we never played the damn thing in the first place.

Yeah, air lock glitches/bugs whatever, network sync problems that everyone playing knows about for ages...
Sometimes it glitches sometimes it doesn't, has nothing with who presses «USE» lol > https://vid.me/4IEC

But yeah let's pretend this thread is informative and constructive because there's free-range to hate on everything CIG lol
Lettin' the cat outta the bag is a whole lot easier than puttin' it back so this tipsy sob is going to bed.
Ya'll have a good night.

But joke aside honestly this thread is the "BEST" place on the web if you want to find out the truth and nothing but the truth about the SC development
 
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Wooowee! This thread went full on comedy show overnight didn't it boys.

From the space intellectuals eager for a COD game to internet developers with no Star Citizen play time calling shots on how to make a game now we've seen it all haven't we boys?

LoL guess it's Time to pack it up boys at CIG!

Hamill, Oldman, Scully, Gollum the jig is up. Forget the mocap for Episode 3 cause this whole thing just got the boot! Those drats sons of guns at Activision just went full blast with their hundreds of millions of marketing and released 10 minutes worth of trailer footage so now its clear as water that Squadron42, is a goner. Absolutely, undoubtedly, assuredly, undeniably: Obsolete. It's dead Chris. Let it go.
But don't get balled up with the parody just yet.

There's valuable info to leaf through from the cod dev inverview, the comic cat forum "Activision shill" (am I doing this passive-aggressiveness thing right? j/k) added some pertinent info that was in cahoots until now, even if he didn't actually intended it was a great effort.

So let's read this carefully shall we:

GamesBeat: You’ve done ground combat in all of your games before, but the spaceships are new. Did you look at any past games for inspiration on how to tackle that?
Findley: We looked at everything we could. We looked at games. We looked at real fighter aircraft, the way they work. We looked at current-day ship designs. The thing we really wanted to do is have parity with the precision and the controllability with our ground stuff. The ground combat feels great. We wanted the space stuff to feel just as good. We went through two years of iteration on that control system.


Oh I'll be damned, 2 years of iteration to perfect the control flight system hein, for 1 Ship only, maybe they wanted to get the joystick feel by hook or crook. Considering that the main target is console players, I guess that gamepad was the predominant factor.

Oh well, budgets aside, the 25% Game Development Budget investment vs 75% Marketing Budget surely is paying off lol, it's even gotten the space elitist's excited and dis-considering the Father of the Space Soap Operas and the very first Big Franchise creator. Yeah let's just forget that Wing Commander & Freelancer were major hits and are among the best games of their generation.

Let's forget the problems that all games haves, in-development and after release. Fortunately Star Citizen has the budget to keep it's development ongoing without needing to rush it's release, other (most of the) games don't share the same luck and suffer on the long term development, just take Elite for instance and Engineers, it's getting a lot of flak but it's an important feature and part of something bigger but people just don't understand it and judge it just for what it is now.

It's so easy to constantly hate and mock Star Citizen for being exposed to bug's & glitches showcases lol, while it's exactly what it's supposed to be, they even make a official show about it: BugSmashers. But hey, let's hold hands and hoedown in parodys that we don't even understand because we never played the damn thing in the first place.

Yeah, air lock glitches/bugs whatever, network sync problems that everyone playing knows about for ages...
Sometimes it glitches sometimes it doesn't, has nothing with who presses «USE» lol > https://vid.me/4IEC

But yeah let's pretend this thread is informative and constructive because there's free-range to hate on everything CIG lol
Lettin' the cat outta the bag is a whole lot easier than puttin' it back so this tipsy sob is going to bed.
Ya'll have a good night.

Yep I approve of what this guy posted. Star citizen itself is a bug
 
Oh well, budgets aside, the 25% Game Development Budget investment vs 75% Marketing Budget surely is paying off lol, it's even gotten the space elitist's excited and dis-considering the Father of the Space Soap Operas and the very first Big Franchise creator. Yeah let's just forget that Wing Commander & Freelancer were major hits and are among the best games of their generation.

I for one am interested to see what a big mainstream series like CoD can do with the space combat genre. If nothing else Activision is efficient at pumping these games out.

I think many people see the development of SC as a repeat of Freelancer. If/when SC releases it will probably be a good game, but it's never going to live up to the image that many people seem to have in their heads.

CMDR CTCParadox
 
Discourse, I'm sorry. I'm tired and really don't want to write out a long diatribe. You keep defending this project with "I think" and "I believe" with some "maybe" sprinkled in there. No one knows anything better than CR/CIG/RSI, and what they are throwing out is far from questionable statements - they are absolutes. They have absolutely missed deadlines, they have absolutely released mediocre - at best - "Pre-pre-pre-alpha/pre-pre-alpha/pre-pre-pre-uber-pre-alpha"-less-than-tech-demo software, they are still scrambling to figure out how to do the basics like the netcode or the fact that the use button is a simple gimmick to work around an engine that was never, ever, ever, ever tested out to verify it could deliver or even accommodate even the most basic of CR's vision/statement/delusions, there are no excuses anymore - there is no solid core of a game there. None what-so-ever. I've been in this situation before, and I've been on the opposite side. The game had a solid core, and I kept telling people that - and the releases ended up turning into a great game (Rise of Flight, Il-2 Battle of Stalingrad, Il-2 Battle of Moscow) and I've been there when the development has flubbed and sharted themselves to failure (Warbirds after the team that made Aces High left - but I followed the Aces High team, WWII Online/Battleground Europe, Il-2 Cliffs of Dover, Confirmed Kill (the second version, not the one built on the DoMark engine), Unreal 2, and many others) and sure, some of them kept gastric-ally airing themselves out to poot themselves above the water line to breath more gasps of dying breaths but none of them were by any means a success. Far from it.

And I see it beyond absolute with Chris Robert's terribly at mis-management with a team that is still trying to understand what CryEngine can or can't do while also trying to wedge a bunch of square pieces into round holes by failing miserably at delivering the scope and promises that were set out by someone who hasn't been in the business for over a decade and literally just delivered mental diarrhea of the "best damn space sim EVAR!" into the media without even a basic demonstration that even the most simplest of his ideas could be accomplished. The current evidence that we can all play is absolutely clear, he can cut the cheese but absolutely not the mustard.

It's a lost cause, you can invest more of your time and emotions into it - but it's not happening. I'm sorry.

The only success Star Citizen will see is creating some decent commercials for ships that won't be in a universe, and actually selling packages of thousands of dollars for a thought.

You are right that I've been using "I think", "I believe" and "maybe" a lot, that has been a conscious choice as I am presenting only my opinion in those cases. When I have facts you don't see me using those words.
In your post above the only facts are CIG are still working on the netcode and that they have missed deadlines, neither of which I dispute. The rest of your post is your opinion, which you are entitled to as am I.
I still believe that the game will be released. What state that is in remains to be seen, however statements such as "It's a lost cause, you can invest more of your time and emotions into it - but it's not happening. I'm sorry" are not only your opinion stated as fact, it's also pretty condescending. As I stated, I think the game will still be released, you do not. If we can stick to the facts (or use phrasing that states when something is an opinion) then we can still have a civil discussion.
 
I for one am interested to see what a big mainstream series like CoD can do with the space combat genre. If nothing else Activision is efficient at pumping these games out.

I think many people see the development of SC as a repeat of Freelancer. If/when SC releases it will probably be a good game, but it's never going to live up to the image that many people seem to have in their heads.

CMDR CTCParadox

There are a lot of parallels with what happened to Digital Anvil. Had I known about Freelancer & Digital Anvil back in 2013 I wouldn't have spent as much money as I did fortunately the craziness that was the grey market a couple years ago put me slightly money ahead. Sold Star Citizen ships to back this game at Premium Beta. Can't say I've regretted that decision.
 
But yeah let's pretend this thread is informative and constructive because there's free-range to hate on everything CIG lol
Lettin' the cat outta the bag is a whole lot easier than puttin' it back so this tipsy sob is going to bed.
Ya'll have a good night.

I am not pretending and I never will I am not here to protect my investment,I am here to stand my ground and defend my and opinions of others that correspond to my thoughts. Look just the FACT that you are allowed here to post things you just been posting it above it's a clear proof of liberty and freedom of speech in here so go ahead and bite your lips until you prepare yourself to wrote another delusional post......
 
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Wooowee! This thread went full on comedy show overnight didn't it boys.

From the space intellectuals eager for a COD game to internet developers with no Star Citizen play time calling shots on how to make a game now we've seen it all haven't we boys?

LoL guess it's Time to pack it up boys at CIG!

Hamill, Oldman, Scully, Gollum the jig is up. Forget the mocap for Episode 3 cause this whole thing just got the boot! Those drats sons of guns at Activision just went full blast with their hundreds of millions of marketing and released 10 minutes worth of trailer footage so now its clear as water that Squadron42, is a goner. Absolutely, undoubtedly, assuredly, undeniably: Obsolete. It's dead Chris. Let it go.
But don't get balled up with the parody just yet.

There's valuable info to leaf through from the cod dev inverview, the comic cat forum "Activision shill" (am I doing this passive-aggressiveness thing right? j/k) added some pertinent info that was in cahoots until now, even if he didn't actually intended it was a great effort.

So let's read this carefully shall we:

GamesBeat: You’ve done ground combat in all of your games before, but the spaceships are new. Did you look at any past games for inspiration on how to tackle that?
Findley: We looked at everything we could. We looked at games. We looked at real fighter aircraft, the way they work. We looked at current-day ship designs. The thing we really wanted to do is have parity with the precision and the controllability with our ground stuff. The ground combat feels great. We wanted the space stuff to feel just as good. We went through two years of iteration on that control system.


Oh I'll be damned, 2 years of iteration to perfect the control flight system hein, for 1 Ship only, maybe they wanted to get the joystick feel by hook or crook. Considering that the main target is console players, I guess that gamepad was the predominant factor.

Oh well, budgets aside, the 25% Game Development Budget investment vs 75% Marketing Budget surely is paying off lol, it's even gotten the space elitist's excited and dis-considering the Father of the Space Soap Operas and the very first Big Franchise creator. Yeah let's just forget that Wing Commander & Freelancer were major hits and are among the best games of their generation.

Let's forget the problems that all games haves, in-development and after release. Fortunately Star Citizen has the budget to keep it's development ongoing without needing to rush it's release, other (most of the) games don't share the same luck and suffer on the long term development, just take Elite for instance and Engineers, it's getting a lot of flak but it's an important feature and part of something bigger but people just don't understand it and judge it just for what it is now.

It's so easy to constantly hate and mock Star Citizen for being exposed to bug's & glitches showcases lol, while it's exactly what it's supposed to be, they even make a official show about it: BugSmashers. But hey, let's hold hands and hoedown in parodys that we don't even understand because we never played the damn thing in the first place.

Yeah, air lock glitches/bugs whatever, network sync problems that everyone playing knows about for ages...
Sometimes it glitches sometimes it doesn't, has nothing with who presses «USE» lol > https://vid.me/4IEC

But yeah let's pretend this thread is informative and constructive because there's free-range to hate on everything CIG lol
Lettin' the cat outta the bag is a whole lot easier than puttin' it back so this tipsy sob is going to bed.
Ya'll have a good night.
You're the first person to bring up COD in a while :). But since you have, it hardly needs to be an 11 to worry SC... I would rate my AC 0.8 experience as a solid 2.0, going up to around 4.0 for AC 0.9. I've not played since, but from what I've seen to date I would probably put it in the 4-5 range unfortunately. I would love it to be higher, and hope that when I finally play release it will be; however, I am not too confident of this, given that CIG ever thought 0.8 fit for release to the public.


Why on Earth is it a bad idea to spend two years refining the flight model? I dearly wish CIG had done the same for SC! Then it might be fun to explore the fabulous PG worlds that you insist CIG have in store for us.
 
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