The Star Citizen Thread v5

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Kiosks will be fundamental to all lines of gameplay.

Some will be mixing up drinks for thirsty commandos. Some will offer helmet polishing services. Others will offer underpant styling advice, or perhaps classes on mastering correct T posture.

There will be Idris Cleaners available - who specialize in mopping up after particular intense Org v Org battles. There will be help desks for troublesome Use buttons. Some people will spend their entire SC gaming careers as willing but nervous Killer Stairway detectors ;)

The possibilities are limitless!!!
 
According to the Interviews.
The Minimum Viable Product. They are going to Release.
Is the Base Game without the Later Added Stretch Goals.

Which in absolute Worst case of Interpretion. Would mean that upon Release. Only the Features Promised to the 6 Million Dollar Mark. Are going to be Finalized.

Great, that's exactly what I was looking for - a simple description of "this is what the MVP would contain, at a minimum." :)

Thanks!
 
According to the Interviews.
The Minimum Viable Product. They are going to Release.
Is the Base Game without the Later Added Stretch Goals.

Which in absolute Worst case of Interpretion. Would mean that upon Release. Only the Features Promised to the 6 Million Dollar Mark. Are going to be Finalized.


-Which means an Certain List of Ships. (Well most of these are already around and mostly Finished)

-100 Systems in the Persistent Universe. Including Space Stations that you can Walk around in First Person. (This is likely the Biggest Challenge. And if they really Limit it to MVP this will likely be the Biggest Piece of Work. Given the Size of each System. I assume that this is going to be Cut down to around 20 Systems if they really want to get the Game out Fast)

-Space and Boarding Combat in First Person. (Most of the Mechanics for this are Available already as well. And apparently Alpha 3.0 will Finish this for most Part.)

-Interactive Quests and Missions in the Persistent Universe. (Well this is being Showcased in Alpha 3.0 As well. But this is the Second Big Piece of Work they are going to be needing if they want to do this for 20-100 Systems in a Persistent Universe each Containing at least 1 Station with NPCs etc :p )





To make an better Explanation that might be easier to Understand for the Layman.

If Star Citizen goes for the Minimal Product.
This will mean that the Alpha 3.0 Gameplay will be Pretty much what you get Delivered as Release Gameplay. Except some Minor additional Polishing and Bugfixing.
Thus the Big Changes between the Alpha and Release. Not being more Features. But instead they will Start working on Building the Universe to Play in.
So the Release will likely look like the Alpha 3.0 but instead of 1 System with a Few Stations and a Planet. You will have around 20-30 Systems with Stations and Planets. :)


This would currently be the absolute Minium Viable Product. Given that the Stuff they Showcased is already Developed to the Point of being Demonstrated like this.

Wait, you're serious?

You actually think that Alpha 3.0 will have 20-30 systems with stations and planets?

With bug fixes?

With boarding combat that works consistently and without glitching out spectacularly?

With Interactive quests like they showed in that very tightly monitored and performed Gamescom "demo"?

Really?







*HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH!*




Oh wait, you're being SERIOUS! In that case then, let me laugh even harder!


laughter.gif
 
Unlikely.
Given latest Prototypes Showcased on the Gamescom.
This is far away from what you would Produce as an Scam.

When was the last time that you Traveled between 2 Stations and to a Planet in ED without hitting a Loading a Break or Instance Switch. :)


To begin with I disagree with his Explanation. Because it Forgets an very Importand Factor.
Generally Dev Teams tend to overdraw their Time Limits. Thats normal.
And usually the Publishers and Investors are Pushing the Game out regardless and thus Set an Deadline at which the Game needs to be Delivered.

But the Investors for SC is in Large Parts Crowdfunding. Which means they got no Investors in their Back to Drive them to an Deadline Release.
There is also no real Competition yet which would Force em to Release Fast.


So their only Dead Line currently. Is how long they can keep People Interested in the Game so they still Show up on Release.
Which means they will Pay alot of Effort to Keep People Entertained with Demos like on Gamescom. But will likely Push Hard on the Deadline to be Extended until the Devs got all the Features They want.



Because something most People Forget.
Game Developers often Love their Game like Hell. And they are often the People who want to Include the most Features and Stuff.
Far more than what most Users wish for.
In this case the Missing Pressure from behind is causing an very Development Time.

Now wether this will result in a More Finished Game than we are used to Nowdays.
Or if it ultimately just ends up as an Ineffective Delay of the Release. Is another Question.
But we will See :p

Stations are so far apart that it would take forever, because of the 1:1 galaxy, not a micro FPS map. However if you wanted you could, clearly demonstrated by other players who had the time. What happens are the match making and the instance creation, we have been over this many times. Come back when SC has more than one moon or planet, heck more than one system.
 
Please don't close the thread - it's exactly what posters like we've had recently want to achieve. A caution to those seeding disruption should be enough I hope
 
Wait, you're serious?

You actually think that Alpha 3.0 will have 20-30 systems with stations and planets?

With bug fixes?

With boarding combat that works consistently and without glitching out spectacularly?

With Interactive quests like they showed in that very tightly monitored and performed Gamescom "demo"?

Really?







*HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAH!*




Oh wait, you're being SERIOUS! In that case then, let me laugh even harder!


http://www.reactiongifs.com/r/2013/07/laughter.gif

3.0 is not MVP. MVP is not complete release. The complete release will not complete. 3.0 should come in a few months. The rest has no release date.
 
Chris wasn't lead dev on WC4, he directed the cinematics. WC4 went well exactly because CR was NOT calling the shots.
Yeah, the history of WC is a pretty interesting as far as the myth of Chris goes, once you start drilling down into the credits.

WC — he did quite a lot, on all platforms. Tons of programming and design credits on top of directing and producing. This game was fairly simplistic and was basically just a Cinemaware games with more focus on the combat portion rather than the story cutscenes. This was the game that nearly killed Origin.
WC2 — only produced, with some creative input into the expansions. No direction or programming or story or writing. Those last two are interesting because this is generally the game people think of whenever the notion of gripping (but non-branching) storylines is brought up. Truth be told, it was all still pretty generic and trite, but it had some interesting characterisation and internal conflict going on.
WC3 — Chris back in charge as far as storytelling and directing goes. The interesting characterisation and conflict from WC2 was retconned into the standard bland and predictable betrayal story we've seen a thousand times. Only real conflict: do you bang the      star or the girl-next-door-stereotype?
WC4 — focuses on the movie-making part. The story is in someone else's hands and, while still clichéd, improves a lot over WC3.

WC Privateer — Chris was not involved. Great game.
Privateer 2 — not involved. Utterly insane and largely unplayable game, but very… ehm… artiste, let's say. :D
WC Armada — only produced.
WC Prophecy — not involved.

And then, of course, there's the story of Strike Commander… it was more than anything the warning sign of what would eventually come to full fruition in the production of Freelancer in terms of what happens when Chris is given too much freedom and control. The parallels with what we've seen in SC suggest that we're on a direct continuation of that particular arc…
 
Stations are so far apart that it would take forever, because of the 1:1 galaxy, not a micro FPS map. However if you wanted you could, clearly demonstrated by other players who had the time. What happens are the match making and the instance creation, we have been over this many times. Come back when SC has more than one moon or planet, heck more than one system.

Or more than one instance, remember a single server is an instance in SC. And that cap is 24. The few people that are playing SC are currently spread out over multiple servers.
 
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So, what about that Star Citizen game eh? Anyone playing 2.5? How many comms arrays are there in the PU now? I saw 9 (I think?) on the 2.5 feature list. Do they all have different missions?
 

jcrg99

Banned
-100 Systems in the Persistent Universe. Including Space Stations that you can Walk around in First Person. (This is likely the Biggest Challenge. And if they really Limit it to MVP this will likely be the Biggest Piece of Work. Given the Size of each System. I assume that this is going to be Cut down to around 20 Systems if they really want to get the Game out Fast)
...
So the Release will likely look like the Alpha 3.0 but instead of 1 System with a Few Stations and a Planet. You will have around 20-30 Systems with Stations and Planets. :)


This would currently be the absolute Minium Viable Product. Given that the Stuff they Showcased is already Developed to the Point of being Demonstrated like this.

Hopefully nobody will notice how they worded one of their 6m stretch goals:

"Star Citizen will launch with 100 star systems."
 
So, what about that Star Citizen game eh? Anyone playing 2.5? How many comms arrays are there in the PU now? I saw 9 (I think?) on the 2.5 feature list. Do they all have different missions?
Last I played everything was empty...comm arrays were all up...no pirates to be found. I don't know if it had to do with my hours (midnight in GMT -6), but I got bored pretty quickly. I'd expected at least some NPCs to shoot...but literally nothing. Some bug, I guess.
 
Anyone using such terms in the currently fashionable manner is simply going to mean I need to swap lulzbuckets on a more frequent basis :)

It's simply delightfully funny.
 
Last I played everything was empty...comm arrays were all up...no pirates to be found. I don't know if it had to do with my hours (midnight in GMT -6), but I got bored pretty quickly. I'd expected at least some NPCs to shoot...but literally nothing. Some bug, I guess.

I could make some throwaway jab out about no meaningful comms activity and SC... but that would be juvenile, so I won't!

Did they implement the shorter / faster animation sequences for getting out of your bunk or getting into and out of the pilot's seat? For people who think waiting for the docking clamps to release in (the other game) is dull, those are going to be a barrel of laughs after 100 repeats :/
 
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