The Star Citizen Thread v5

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When a game developer say that what they are making are going to blow everything out there away, we at least expect it to be darn good. Now I haven't seen anything that blow other games away. What I see is poor PM, stupid foot in mouth comments and a community that will make jehovas witness envy.

Then we take FD, who actually use science, they actually know something about space. CR always said he wanted to make a game like a movie, I actually support that, however instead he try to be more and more like ED. This is a race he can't win, FD and DB are the front runners in PG and huge game worlds based in science. Remember when a Fdev said that he didn't care about realism?

The forum is still hot after the melt down, ED players want realism, and that is where SC should be different, because then they both will be able to coexist.

To be fair, Elite players want what they Think is realistic. I have no doubt that the majority of players would lose their mind if the game was realistic.
 
I've often thought that FD could score big points if they added a ship paint job editor, like some driving games do. I'd even pay for it. Yes, lots people would draw willies on their anacondas, but it would be great to have some real customisation options (not a bobblehead fan), and I haven't seen a single paint job in the store I've liked.

So, Chris Roberts, if you want to make Star Citizen substantially less garbage-y than it is right now, you know what to do.

It would be awesome. I've played WWII air combat games that let you design your own paint schemes and using bandwidth available you transfer the paint scheme to nearby players that are in range of you. It was very cool. There are some downsides though, due to the fact that some colors are used to make stuff invisible in some cases and other problems that require tight controls. Without tight controls to ensure quality - which can be built in - disaster will quickly become reality. So the whole thing needs to be thought out, but it is something I've always thought would be an amazing feature - and it could actually be built, packaged, sold and easily controlled by creating an in-game "ship painter" or whatever. Build 3D model viewer that allows players to paint over a single layer to give it color and the various other layers won't be touched so lines will still be present, oil streaks, radiation burns, whatever, etc. I'd pay $15 to $30 to have the ability to paint my own ship using a "paint shop" application designed so you can't use cheats (like if any colors are used for transparencies or anything else they aren't available to use) and that there would be a limit to how many paint schemes you could do (I mean save or post or whatever so it transfers to other clients) per week or month to cut down on data transfer. Also the ability to disable loading custom paint schemes from end users.

As long as it is tightly controlled, so no one can cheat by "painting" an invisible ship - and other controls so someone isn't doing a new paint job every ten minutes and eating up people's bandwidth for those that have limited amounts of data per month, and just in general making it a neat feature for all to enjoy - which is incredibly possible it just requires a lot of foresight - a "ship painter" module would be awesome for any game - and charge for it for those who are interested. I'd love such a feature.

Of course there are still memory issues/considerations - 30 ships each having unique paint schemes would cause issues for video memory on some systems.. Gah! We need HBM2 NOW! so we can have fast video card memory and 16GB of it!

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To be fair, Elite players want what they Think is realistic. I have no doubt that the majority of players would lose their mind if the game was realistic.

This is very true. Everyone who thinks they want "realism" almost always wants to pick and choose the realism(s). It's kind of funny. You are very right though, and it isn't limited to Elite or space game/sims - it is across the board.
 
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Biggest point to take from his design and implementation choices for geometry and visuals in general is that he is limiting the potential consumers for the product. ED has the luxury of scaling down quite well - CryEngine has never been known for scaling well and looking at the assets in Star Citizen it won't scale well either.

He's unnecessarily hindering the potential sales of the game by not only focusing on the niche space game audience, but also the niche high-end PC audience.

To be fair, Elite players want what they Think is realistic. I have no doubt that the majority of players would lose their mind if the game was realistic.

Ok I will correct myself, some parts are realistic others not, however my point stands, ED is more a simulator SC was more a movie simulator.
 
Indeed. I'm not even sure what SC is at the moment, besides a steaming pile.

ED has Simulation elements to it. As Fdev have stated in the past, they're focusing on fun game play over simulation game play. Whether that's your cup of tea, or if people think that's been successful is sort of irrelevant I guess.
 
Ok I will correct myself, some parts are realistic others not, however my point stands, ED is more a simulator SC was more a movie simulator.

That's just it though - Genuine Roberts has always been more interested in making games that play like movies. All of his output has been "Play a bit, watch this, choose A or B, play a bit, watch some more, play a bit, choose C or D, watch some more, get ending 1, 2, or 3"

Elite has always been about "Play a bit. Play a bit more. There is no ending". The only exceptions were the missions - which you could miss entirely. FFE had definite "ending" paths to a storyline if I remember right - but I'll let people far better qualified than me expound on that.

However, I have always loved the intro to FE2 - and I've often wondered how that could have been Wing Commanderized. CR could do quite a good job of that I think!
 
And, something somewhat off-topic but still shockingly very on-topic - does anyone else realize how much "procedural" has become a buzzword/major marketing part of gaming/game dev lexicon lately? It seems that ever since that word/phrase <procedural generation> it has been used for many things and in many cases it makes no sense. Like "procedural damage" - that really doesn't make any sense. It should be dynamic damage if you are expecting variable outcomes from variable inputs. 30mm cannon putting holes in thin skin, blowing away major supporting elements, while little .22 just puts holes in the thin skin and maybe ricochets about inside. Of course this could be expanded on so much, but it just seems like since NMS "procedural <whatever to describe something that isn't set in stone>" is the marketing fluff and it truly makes no sense because in most cases procedural is being misused when the proper term is dynamic. A dynamic damage model is constantly evolving, changing, very rare to get the exact same thing.

The reason I bring this up is because it has become a very core part of the phrases CR uses to promote his, to date, borked up CryEngine tech demo. So, it just lends even more credence to the fact he doesn't know what he is talking about or even doing.
 
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I'm pretty sure that most people don't understand procedural generation. They might say they do, they might even claim to use it - but it's tripped up a lot of projects because the simple concept of "let the procedure generate the content" cannot be grasped, or even worse - "the procedure is not high fidelity enough, so let's hand-craft it to generate content"

As an OT aside (sorry mods) - my GF is currently working on a pet project using procedural generation. It's a survival pet game. Take pi to 10,000 digits - flatten it to an integer and go to a random chunk of 8 digits in the string.
Starting digit is either odd or even. It's divisibility (or multiplicity) by 8 determines the bit-ness of the string (read it backward or forward). 8/4/odd/even determines which bits the entities name consists of on a bitwise lookup table. It determines sex, ablilities, colours, class and dimensions - it's growth rate and all sorts of other bits and pieces :)
 
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I am trying to work out how any of the SC ships could enter an atmosphere. They'd be landing at 300m/s with most of their appendages missing.
 
Pah - apparently the Idris is long gone now - CIG have been putting a lot of effort into pushing the Bengal lately (they forgot the handbrake).

You don't need handbrakes when you can see clearly, thankfully they've simulated how your eyeballs sit in a gelatinous mass (flesh) in your eye sockets which act as incredible shock absorbents and how the brain processes out the various vibrations/jolts/judders/jostling/bouncing/etc that even modern science is still working on figuring out the brain works and processes all visual feedback - but CIG/RSI/CR have you covered! They are omniscient, and they have simulated it - no, they did not just remove the camera from being fixed to the 3D head model, they are simply disciples of CR sent to deliver us from mediocre game development and <waves hands> bring PC gaming back to the alter of gaming gods where it belongs.

Praise Chris Roberts!
 
I'm actually pretty convinced we have marketing folk in action on this thread after the last 15 pages of at times jaw-dropping discussion.

It reads like this from them: "OMG IT@S SO AMAZING I CAN@T STOP TELLING EVERYONE! You won't believe what they've done now - they've actually modelled exactly how the photons pass through your visor and eyeball so the sun looks SO much more real it's UNBELIEVABLE"
Everyone else: "You mean they added lens flare?"

The movement in that video is identical and I mean *identical* to the standard zero-head-bob weapon always in view look from every old FPS, and... somehow... you expect us... to believe... that's magically the result? When it's vastly easier to just do it the normal way??? It beggars belief folk are that easily conned. I'm just not buying it anymore.
 
<waves hands>

You should be ashamed of yourself! <waves hands> is simply not enough fidelity.

Luckily for you - I refactored your own mind.

KrWR38.gif
 
And, something somewhat off-topic but still shockingly very on-topic - does anyone else realize how much "procedural" has become a buzzword/major marketing part of gaming/game dev lexicon lately? It seems that ever since that word/phrase <procedural generation> it has been used for many things and in many cases it makes no sense. Like "procedural damage" - that really doesn't make any sense. It should be dynamic damage if you are expecting variable outcomes from variable inputs. 30mm cannon putting holes in thin skin, blowing away major supporting elements, while little .22 just puts holes in the thin skin and maybe ricochets about inside. Of course this could be expanded on so much, but it just seems like since NMS "procedural <whatever to describe something that isn't set in stone>" is the marketing fluff and it truly makes no sense because in most cases procedural is being misused when the proper term is dynamic. A dynamic damage model is constantly evolving, changing, very rare to get the exact same thing.

The reason I bring this up is because it has become a very core part of the phrases CR uses to promote his, to date, borked up CryEngine tech demo. So, it just lends even more credence to the fact he doesn't know what he is talking about or even doing.
Procedural is very vague word.
I would use " realtime computed damage by the full law of physics. LOD depending to compute power , with complex materials"
Red factor games had simple version of it but what was destructable are wall that have a very uniform material and very recognisable if Wall is destructable.
Bullit holes like Scifi TV show remake of BSG.
Well decade back when first and last PPU cane out with PhysX sdk former novodex.
There was clothes physics. Metal sheet is like clothe with more extreem dampening. And as such simulating sheet metal is posible but it heavy feature.

Problem with very complex dynamic results of destruction everything must be stored where player can remember what damage there was. The reason it not done it to resource but also compute heavy and realistic complex materials are not done yet.

Procedural is very old there are even specialised middle ware using it like speed tree.

Also any game can use a mix of PCG old Elite is pure game ED is hybrid and SC will use some PCG to.

I prefere to do as much PCG as I think space craft to have large quantity of complex types you need PCG there to.

In era of Space faring and trading races there would be the result of spacecraft from centuries and many races and nations so milion different types. It screems for PCG.

Having few dozen spacecraft types to choose from is not realistic.

ED ships are build to famous iconic ones.
SC ships are build to having very appealing look
Not my thing spacecraft should be funtional and function and simulation should dictate looks.
That my preference. Which I miss and have not seen in any game.
 
That CR supports another KS project is great.
Unfortunately Dual Universe makes a few promises that are technically impossible to do together, like user-scriptable custom objects together with an ingame online economy.

The alarm is indeed going off for that Kickstarter. And CR recommending it adds a comical twist.
 
Star Citizen is on par with 2011 games where SC development started. It doesn't look that bad, because in 2011 games already looked pretty detailed, but it still looks last gen and needs a huge overhaul to bring it to 2016 console fidelity. They need to redo all assets to update them to current standards and replace the engine with current technology.

That's what you get when your project ist stuck in development hell for four years: Your game gets stale and shows its age.

This is what happened with Freelancer too. In 1998/1999 when footage was first shown it was stunning for that era. By the time the game released in 2003 the graphics were sorta middle of the road.
 
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