The Star Citizen Thread v5

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An INN guy essentially just recommended that all Kotaku UK content should be pirated for consumption by the SC subreddit.

INN: Your Fair & Balanced SC News Site

(You know, unless you compare their "transcripts" of AtV, 10ftX, etc. with what's actually said on camera.)
 
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Orlando, I have a game which I can play and which will have incredibly awesome 2.2 update - do you really think I am salty because people threw in few millions more for CIG? I was worried SC will overshadow ED maybe three, two years ago. Now? Even with SC Alpha 3.0 I feel confident FD will move towards better and better game. And it will be better for me than SC. I am not salty. I don't like snake oil salesmans and people who openly exploit others. Some time ago CR might be forgiven few lapses in logic and decision making. However with all information at hand, all I see is guy with idea but no tools nor actual knowledge to make it work. I believe crowdfunding should be used to back people who actually know stuff, not no show developer who was given more than twice of original time frame to deliver. There's nothing to get salty about. I am sad and I am angry.

Oh no, the minister of propaganda will now be triggered.
Expect overly-optimistic answer with youtube videos as evidence and cynical smileys.
 
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Hopefully some new videos...I've kinda exhausted everything I care to watch on YouTube. In-between projects and bored...which happens when you deliver completed software :p

There's a lot of no longer copyrighted quality sci-fi from the 40's and 50's on YouTube.
 
Orlando, I have a game which I can play and which will have incredibly awesome 2.2 update - do you really think I am salty because people threw in few millions more for CIG?

Yes, he does. We're now knee-deep in Trump territory. Criticism? You're just jealous of how awesome I am. :) Its even weirder because everyone here can plainly see what SC is, not in the least because they keep throwing free-fly weeks at people. If SC starts to resemble a game at some point, noone loses. If SC ends up a mess, Orlando loses. So it has to succeed and everyone else is a jealous loser whether that makes logically sense or not. At least Orlando is setting his sights lower already, now willing to bet that SC at some point in the future in some way will get some mechanics that are better in some way than ED. Somehow, no please dont ask him for details or roadmaps. I think even most cults have slightly more focussed aims... ;) Besides, apparantly now you can say SC is doing 'quite nicely' or even fine! If you had described the current situation as the future two years ago you would have been flogged off the SC forums and receive some death threats as a parting gift. The SC community is slowly being prepared to praise CR for releasing a one-system 'mvp' with some bare-bones game mechanics somewhere in 2018 or so. The press will tear it apart, but the SC community has already been told that the media are evil and corrupt and dont understand game development.
 
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Hopefully some new videos...I've kinda exhausted everything I care to watch on YouTube. In-between projects and bored...which happens when you deliver completed software :p
these videos are quite entertaining. for all the wrong reasons.
https://forums.robertsspaceindustri...4/your-chance-to-be-a-part-of-citizencon-2946

This weeks atv is out and it talks about the 2.5.1 patch thats in the evocati. Its going to be heck of rush to get 2.6 done before citizencon
The flight model update sounds pretty good to me, because the current iteration of flight model is quite bad.
they also talk about radars in this weeks atv. Which seems cool and simple to implement.
and last segment is UI refactor. Which looks pretty, but i think readability will be a issue. (ED 2.2 does some UI improvements as well. Maybe chris saw that)
 
Star Citizen in bad shape? [squeeeee] I think it's doing quite nicely. Improving year by year with more content more funding and more backers/players.

Not even many released games can say that, most of them release and make a fast and easy impact by going straight to the top just as a helium balloon and then they slowly deflate bit by bit after the first month and never pick up again. Their momentum is gone, forever. They maintain just that amount of air, that fine line of hard-core players that allows for continuous (but slow) development.

IMO Chris Roberts is doing exactly the right thing. Take it's time and develop something really amazing from the ground-up. Making the foundations and making sure that when it releases, it engages the community from the get go and instead of deflating it keeps inflating and spreading to other players (not necessarily core space game players) and leverage from there. Space WoW if you want to call it like that. Good times ahead indeed! Bring on CitizenCon! +10 millions incoming!

Buy a Polaris (Idris = overpriced now and you are forgetting the Javelin, look it up as its way bigger than the Idris)

So you believe the Star Citizen model should be applied to all games?

Genuinely interesting, do you foresee a near future where all titles are in long term open development? All with crowd funded assets to purchase? All with extensive lists of intended features. No release dates, no release years. Long Alpha cycles of buggy vertical slices...

I personally prefer the concept of titles that stand up on there own merits before asking for cash. Can you imagine E3 in five years time and everyone showcases impressive "demos" to cheering triabal-like backers. No release dates in sight.

Games press continuously hounded by "fans" never to say anything negative.

Crowd sourced censorship.

<Shudder>
 
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AROUND THE ‘VERSE: EPISODE 3.09
<font size="3">[video=youtube;50Jk-mQ9_pw]https://www.youtube.com/watch?v=50Jk-mQ9_pw[/video]

TLDR
Intro & Other information
  • CitizenCon is just over a week away. Details for the event can be found on the RSI website from where to watch the livestream to what backers attending the event in person can expect and information that relates to them.
  • There will be no ATV or RTV next week because of CitizenCon, but there will be a Loremakers
Studio Update

  • Team in UK is hard at work on 2.6 and Citizencon things.
  • Will Maiden and David Pollard have been working on the radar scanning mechanics.
    • Radar scanning is fundamental - many careers rely on it.
    • Aiming to make sure system works well for all careers.
    • Also aiming to work on and off ships.
    • Interesting challenge making sure they work on it without ruining an already good experience.
    • Cross sections of ships are used to work out if you can detect a ship. Looking from top might be easier to detect from the sides, for example.
  • Infrared and electromagnetic signals are worked out from the items on the object. More power required, more heat, more infrared signal, easier to detect.
  • For FPS they are adding a decibel signal for sound - walking, shooting sounds will show up on radar.
    • Players and NPCs are similar to ships in that they use items so systems for both are very similar.
    • Passive radar enhanced with active ping - golf shot type mechanic that allows enhanced passive scanning at risk of exposing oneself.
    • Current system shows good information for combat but future iterations will relay information relating to cargo or criminal status, for example.
  • More scanning and radar focused ships - more ships with utility slots. Terrapin, Aquila, DUR - ships designed for exploration/data gathering.
    • It’s a system that you’ll need to understand not just to find people but also to evade people.
    • Recon scanning is also being considered - being able to jump ahead and find out who is in a system and return to plan with or sell that information.
  • Paul Dalessi has been working on the Vanguard Hoplite.
    • Based on the Vanguard, removes escape pod and make inside larger so people can walk around.
    • Bigger ramp added so multiple people can get in and out at once.
    • It is green as it is a UEE ship.
    • It has no swappable pod - it is it’s own unique variant.
    • It has the same weapon capabilities and turret, it is only different internals.
Community Update w/Tyler Witkin

  • The Aegis Retaliator won Galactic Tour's Bomber of the Year and is on sale until tomorrow in the RSI Pledge Store.
    • Vote for the Sabre or the Delta for Dogfighter of the Year now; results released tomorrow.
  • Major Bar Citizen events held in Denver, Colorado; Vienna, Austria and Rennes, France.
    • Thanks to Citizen Ricko, BARCITIZEN.SC provides copious amounts of information regarding Bar Citizen events.
    • CIG will host two official Bar Citizen events on Friday and Saturday night during CitizenCon.
  • Congratulations to Leadhead for this week's MVP award for his 300i sand sculpture.
  • Tune in for Reverse the Verse tomorrow at 8:00 AM at Twitch.TV/CIGCommunity.
[h=4]SHIP SHAPE: FLIGHT MODEL BALANCE[/h]
  • Digging into ship balance on a larger scale than ever before for 2.6
  • Flight model was the first and fundamental thing they changed:
    • The current flight model allows for lots of depth but the high SCM speed is intimidating
    • Picked one ship, the Gladius, and reduced the SCM speed to 140 and rebalance other around that
    • Sped up accelerations so stop times are lower and there’s less slide/more maneuverability
    • Tweaked the afterburner fuel limit so people can use it more: gave it purpose
  • Feedback from playtests was positive so an interim patch has been built and will go out to the Evocati
  • The Evocati build also includes a pass on ship shields:
    • Already have preplanned numbers for when the redevelopment/refactor is done
    • Ported the new numbers into the old system to give a taste of how new shield classes will perform
    • Expecting lots of feedback and changes!
  • They are also looking at changes to ship missile systems:
    • Many missile racks are bespoke to their ship and fixed to them: they can’t be swapped out
    • Missile rack size allocations were inconsistent: different sizes could hold the same payload
    • Wanted to make it possible to add missile racks even when you don’t have a bespoke rack
    • Frankfurt has been making all missiles the correct size while keeping them unique: missiles will now properly connect and disconnect from racks (and look good doing it)
  • Finally ship weapons:
    • Giving different types of weapons different roles: similar to weapons in an FPS
    • Many different things can have varying effects on the weapon’s statistics
    • Energy weapons can have additional damage types, e.g. laser or plasma, which affects the projectile and, potentially, the weapons statistics
    • Focusing on making the current set of weapons feel good with the new flight model before adding more variety
UI Update: Lobby and Mobiglas

  • The user experience for Star Citizen needed an overhaul
    • They decided to tear down the old system completely and build it from scratch.
    • The result is a more clean, refined, and fun to use interface.
  • With 2.6 it’ll be easier to group up with friends, and you’ll be able to customize your marine in Star Marine with loadouts.
  • They’ve also been working on a full screen ship customisation system that allows you to customise ships, swap parts, get all the details you would need with an easy to use 3D interface.
  • Leaderboards will be going into the game from the site so there’s no need to jump in and out of the game to see your rank and etc, and it’ll have an official ranking system.
  • Mobiglas has been fleshed out much more and designed to have it appear more in world by using the character's arm to display that the UI is projected from the arm.
    • They’re also making it so players can customize the colour of the UI from the blue to whatever colour they desire.
    • Eventually what they want is players to customize the interface fully with what is displayed and can remove, add, or move around the different applications as they see fit.
    • You can expect these changes for around 3.0’s release.
 
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AROUND THE ‘VERSE: EPISODE 3.09

TLDR
Intro & Other information
  • CitizenCon is just over a week away. Details for the event can be found on the RSI website from where to watch the livestream to what backers attending the event in person can expect and information that relates to them.
  • There will be no ATV or RTV next week because of CitizenCon, but there will be a Loremakers
Studio Update

  • Team in UK is hard at work on 2.6 and Citizencon things.
  • Will Maiden and David Pollard have been working on the radar scanning mechanics.
    • Radar scanning is fundamental - many careers rely on it.
    • Aiming to make sure system works well for all careers.
    • Also aiming to work on and off ships.
    • Interesting challenge making sure they work on it without ruining an already good experience.
    • Cross sections of ships are used to work out if you can detect a ship. Looking from top might be easier to detect from the sides, for example.
  • Infrared and electromagnetic signals are worked out from the items on the object. More power required, more heat, more infrared signal, easier to detect.
  • For FPS they are adding a decibel signal for sound - walking, shooting sounds will show up on radar.
    • Players and NPCs are similar to ships in that they use items so systems for both are very similar.
    • Passive radar enhanced with active ping - golf shot type mechanic that allows enhanced passive scanning at risk of exposing oneself.
    • Current system shows good information for combat but future iterations will relay information relating to cargo or criminal status, for example.
  • More scanning and radar focused ships - more ships with utility slots. Terrapin, Aquila, DUR - ships designed for exploration/data gathering.
    • It’s a system that you’ll need to understand not just to find people but also to evade people.
    • Recon scanning is also being considered - being able to jump ahead and find out who is in a system and return to plan with or sell that information.
  • Paul Dalessi has been working on the Vanguard Hoplite.
    • Based on the Vanguard, removes escape pod and make inside larger so people can walk around.
    • Bigger ramp added so multiple people can get in and out at once.
    • It is green as it is a UEE ship.
    • It has no swappable pod - it is it’s own unique variant.
    • It has the same weapon capabilities and turret, it is only different internals.
Community Update w/Tyler Witkin

  • The Aegis Retaliator won Galactic Tour's Bomber of the Year and is on sale until tomorrow in the RSI Pledge Store.
    • Vote for the Sabre or the Delta for Dogfighter of the Year now; results released tomorrow.
  • Major Bar Citizen events held in Denver, Colorado; Vienna, Austria and Rennes, France.
    • Thanks to Citizen Ricko, BARCITIZEN.SC provides copious amounts of information regarding Bar Citizen events.
    • CIG will host two official Bar Citizen events on Friday and Saturday night during CitizenCon.
  • Congratulations to Leadhead for this week's MVP award for his 300i sand sculpture.
  • Tune in for Reverse the Verse tomorrow at 8:00 AM at Twitch.TV/CIGCommunity.
Ship Shape: Flight Model Balance
In some minutes!

UI Update: Lobby and Mobiglas

  • The user experience for Star Citizen needed an overhaul
    • They decided to tear down the old system completely and build it from scratch.
    • The result is a more clean, refined, and fun to use interface.
  • With 2.6 it’ll be easier to group up with friends, and you’ll be able to customize your marine in Star Marine with loadouts.
  • They’ve also been working on a full screen ship customisation system that allows you to customise ships, swap parts, get all the details you would need with an easy to use 3D interface.
  • Leaderboards will be going into the game from the site so there’s no need to jump in and out of the game to see your rank and etc, and it’ll have an official ranking system.
  • Mobiglas has been fleshed out much more and designed to have it appear more in world by using the character's arm to display that the UI is projected from the arm.
    • They’re also making it so players can customize the colour of the UI from the blue to whatever colour they desire.
    • Eventually what they want is players to customize the interface fully with what is displayed and can remove, add, or move around the different applications as they see fit.
    • You can expect these changes for around 3.0’s release.

Is it known whether the tl;dr list is coming in 2.6, 3.0, x.y?
 
Hi

I do not post on the SC forums so largely rely on 3rd hand info for my SC update....... So sorry if this is a obvious question

however in the coming big update for SC, has their been any more talk on how VR support is coming on?

thanks
 
Hi

I do not post on the SC forums so largely rely on 3rd hand info for my SC update....... So sorry if this is a obvious question

however in the coming big update for SC, has their been any more talk on how VR support is coming on?

thanks

Chris Roberts said in a recent interview that it's easy.

That's really all we've heard.
 
Orlando, WoW from get go was very basic game. They added things as they went, they definitely didn't wait 5 years for release. Logic of "release that will amaze us with its awesomeballs, won't you believe" really sound nice, but it doesn't work that way. It is expensive, incredibly money burning experience. Every manager who have managed big software project will explain that throwing more devs at project really doesn't solve this. Games deflate not because they are not a lot to do, but because what's there to do is not engaging. Games doesn't work that.

IMO Chris Roberts is doing exactly the right thing. Take it's time and develop something really amazing from the ground-up.

Also I wanted to point to you out that he took his time to screw up things in a major, very expensive way.

Making the foundations and making sure that when it releases, it engages the community from the get go and instead of deflating it keeps inflating and spreading to other players (not necessarily core space game players) and leverage from there

Seriously, you have to let that 'game of everything' fantasy die. It has never worked, when someone tried it to work it always ended up badly. Again, games doesn't work like that. It is obvious outsider fantasy. And fact that Chris is outsider to industry shows in full colors. He doesn't even know how to basic space game to work!
 
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Hi

I do not post on the SC forums so largely rely on 3rd hand info for my SC update....... So sorry if this is a obvious question

however in the coming big update for SC, has their been any more talk on how VR support is coming on?

thanks
They tried to imitate they are putting effort into VR two years ago, then gave up when engine wasn't up to task and was performance hog.
 
And fact that Chris is outsider to industry shows in full colors. He doesn't even know how to basic space game to work!

You could make a list of things CR doesn't know.
These are just some I remember out of my head:

CR doesn't know how to:
- hold on to his promises
- manage his company
- use HOTAS
- use computers in general
- troubleshoot computers
 
Hi

I do not post on the SC forums so largely rely on 3rd hand info for my SC update....... So sorry if this is a obvious question

however in the coming big update for SC, has their been any more talk on how VR support is coming on?

thanks

VR support is in the latest CryEngine. However, due to the outdated version they run, and the heavy mods they have to do, they apparantly cant upgrade to that anymore. So they'll have to do it themselves. According to Chris it is easy, regardless of whether that is true or not it will be a lot of work. It will not come this year, if ever.
 
If Chris thinks VR support and solving FPS locomotion in VR is easy, he should sell his brilliant methods to the rest of the industry which hasn't figured it out other than clunky teleportation methods and the like that wouldn't work for a multiplayer game. What's that, he hasn't actually solved it nor even started thinking about it, much less designing assets and UI with VR in mind? Typical Roberts.

There's no possible way current CIG assets and tech demo gameplay is remotely suited to VR nor would anyone try unless they wanted to make a large percentage of players sick. Anybody with even the tiniest smattering of VR experience would know that!

His utter dishonesty and cluelessness on this subject is initially what made me take a second look at all his OTHER confident promises.
 
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What's that, he hasn't actually solved it nor even started thinking about it, much less designing assets and UI with VR in mind? Typical Roberts.

Thats not fair. He doesnt need to have solved, designed or given it any thought, because its easy. You can do easy stuff whenever you have some time for it. :D
 
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