The Star Citizen Thread V2.0

Status
Thread Closed: Not open for further replies.
Technically CR said that Star Citizen is 5 games in one. Dogfighting, Fps, Planetside, Space, Singleplayer. But they will all be within a single game. The way they are being built though is from different studios complimenting each other's development. So the ones who are building ships are making sure it works with the FPS team and the ones who are building the planetside check in with the ship teams for size and measures. It's a huge undertaking imho and not a lot of people have an idea of how big this project is.

That's why i would advise some people to read some of the Jump Point magazines you can see the internal communication and how layered and detailed it is. People from Montreal speaking to Monterrey, Mexico from there to Manchester and then to Austin from there on to Santa Monica. It's amazing the way they are communicating and working together.

Chris said he still needs to expand and the job offers on the cloud imperium site is still a pretty long list.

http://cloudimperiumgames.com/jobs

Financially he should be able to afford around 280 devs working at the same time for a year or so but i am pretty sure that the Outsorced developers of which there are a lot will stop working for CIG in a year i guess. By then the asset's will be mostly ready and the core CIG teams will be enough.
 
Last edited:

Bains

Banned
That's why i would advise some people to read some of the Jump Point magazines you can see the internal communication and how layered and detailed it is. People from Montreal speaking to Monterrey, Mexico from there to Manchester and then to Austin from there on to Santa Monica. It's amazing the way they are communicating and working together.

It's called skype.
 
I found it amusing that when I asked for credentials, not a single one would say they even had an undergraduate degree in physics, let alone a Masters or Ph.D.

It does seem that the game is catering to it's audience after all. Maybe, once it's released to retail, it'll come in a huge box with a custom one-button mouse (maybe an old Apple ADB painted blue to look cool!), an RSI mousepad, and a "I'm a Special Star Citizen" badge (with a plastic fastener of course, safety first!)
 
Agreed. This thread is very good when it remains a discussion on the aspects of Star Citizen the game. I have no interest in their moderation policy.
 
Back to the flight model / feel of gameplay . . .

I have played some more over the weekend, and I still don't like it.

It feels like I am flying a wet sponge.

Anyone else got some 'poetic' analogies for how the flight feels?
And I'd like to hear some positive ones as well, as I know some people do actually like the flight model as it is.
 
Back to the flight model / feel of gameplay . . .

I have played some more over the weekend, and I still don't like it.

It feels like I am flying a wet sponge.

Anyone else got some 'poetic' analogies for how the flight feels?
And I'd like to hear some positive ones as well, as I know some people do actually like the flight model as it is.

Same here... still don't like it, either.

To me if feels, well, like my flight stick is calibrated incorrectly... I kinda hope they switch out yaw and roll by now, since roll is totally useless at the moment (much like it was in Wing Commander, actually - I yust ever used it for torpedo runs, since the point defense systems wouldn't hit you when you where rolling on approach).

So, in essence: M&KB is easy, but boring - HOTAS is useless since you take forever to just align your ship with the target, with all the overstreering... I'm sure there are people that can deal with that, mind you, but it's not how I learned flying back in the day, and it's not fun at all.
 
Last edited:
Back to the flight model / feel of gameplay . . .

I have played some more over the weekend, and I still don't like it.

It feels like I am flying a wet sponge.

Anyone else got some 'poetic' analogies for how the flight feels?
And I'd like to hear some positive ones as well, as I know some people do actually like the flight model as it is.

the best "poetic" analogy was made by someone else but i really like it:

Horse on the ice.
so basically SC is best damn space jockey game ever :)

as for my personal analogies then i felt like i was flying in tin can with thrusters and weapons mounted on it.
 
Back to the flight model / feel of gameplay . . .

I have played some more over the weekend, and I still don't like it.

It feels like I am flying a wet sponge.

Anyone else got some 'poetic' analogies for how the flight feels?
And I'd like to hear some positive ones as well, as I know some people do actually like the flight model as it is.

My favourite all time handling description comes courtesy of Dirt Bike Mag circa 1982.

Handles like a house in a mudslide.

Might have been a Maico they were reviewing, can't remember :D
 
The funniest part from RSI forums is that most of fanboys can't really understand what a turret in space means. They think that this means that the ship constantly stays in one place and does not move anywhere. They simply cannot understand that turret in space means the ability to have unrealistically fast turning rates around rotational axes and movement along translational axes does not change the fact that it is still a turret.
 
Quick lore/language question...

I'm reading the ED fiction right now, and am struck by how convenient the nautical terminology is. Things can happen "on board a ship", explosions can occur "to starboard", and characters off trading far from home can be "at space". What sort of language conventions does the SC fiction use? Do bases and capital ships use aircrafty language, or are they described more like carriers and islands in the real world?
 
I have deleted all post's referring to moderation of the RSI Forums and actions taken there.

Please take a minute to read the forum rules and please try to stay away from discussions like that and de-railing an otherwise interesting and worthwhile thread.

Feel free to post your thoughts here in this thread. Which might be about the gameplay, general game features, graphics, sound, and so on as the game develops.

Needless to say, this thread is not for commentary about what goes on amongst the membership of the RSI forums. Actions over there are within the remit of their Moderation Team, not the moderation of this forum. Any posts appearing here that do as such will be viewed as off topic and subsequently removed.

Ok folks over to you. :)


This thread will re-open shortly, please lets keep it on topic.
 
The second thing that really bothers me is that people have started serious discussions about aiming using TrackIR or OR, which would dumb down the game and will provide everyone with TrackIR or OR an even larger advantage.

My opinion is that all they really need to do is to nerf the pitch/yaw/roll rates by about 30-50%, and sharpen up the thruster responses with IFCS a little bit, allow full 6DOF with IFCS on and with IFCS off. If you want to slide around on a newtonian ice-rink, switch IFCS off, and if you want something closer to E : D, leave it on - and have the NPCs do the same thing as in E : D - lower level NPCs would not use IFCS off, higher level ones would - but not all the time.

But it seems that is not going to happen :(

ADDENDUM: Something just 'clicked' - the reason the flight model is the way it is, with pitch & yaw rates so high - it's because the maps are so small - not enough room for the kind of flight I (and many others) would like. You'd get the 'Warning, simulation boundary blah blah" and not enough room to turn away from it in time.
 
Last edited:

Sir.Tj

The Moderator who shall not be Blamed....
Volunteer Moderator
I have deleted all post's referring to moderation of the RSI Forums and actions taken there.

Please take a minute to read the forum rules and please try to stay away from discussions like that and de-railing an otherwise interesting and worthwhile thread.




This thread will re-open shortly, please lets keep it on topic.

Folks, As Psykokow just posted in the thread, please keep it on topic. this is a discussion thread about the game, not the RSI forum.

Thanks.
 
Folks, As Psykokow just posted in the thread, please keep it on topic. this is a discussion thread about the game, not the RSI forum.

Thanks.

Some of us are trying to keep it on the game itself, and therefore on topic :D

Although staying on topic has sometimes proved as difficult as staying on target with the 'borked'[1] flight model in Arena Commander.

[1] Describing the flight model as 'borked' is a representation of my personal opinion only
 
Last edited:
My opinion is that all they really need to do is to nerf the pitch/yaw/roll rates by about 30-50%, and sharpen up the thruster responses with IFCS a little bit, allow full 6DOF with IFCS on and with IFCS off. If you want to slide around on a newtonian ice-rink, switch IFCS off, and if you want something closer to E : D, leave it on - and have the NPCs do the same thing as in E : D - lower level NPCs would not use IFCS off, higher level ones would - but not all the time.

But it seems that is not going to happen :(

ADDENDUM: Something just 'clicked' - the reason the flight model is the way it is, with pitch & yaw rates so high - it's because the maps are so small - not enough room for the kind of flight I (and many others) would like. You'd get the 'Warning, simulation boundary blah blah" and not enough room to turn away from it in time.

The maps being so small should not matter.

I've had this discussion on the forums about reducing the rates on how fast you can pitch/roll/yaw as well as introduce a smooth curve or something for all the little thrusters response depending on where your joystick/controller is, because right now the thrusters give either small or full thrust with nothing in between.

Do you know how that went? Not well at all, people think its totally ok to have such fast abilities to pitch/roll/yaw. I got one guy to sort of agree on increasing the duration but that is about it, its like people do not get it, that the current rates seriously diminish the need for any type of skill. Not to mention the current rates, the thruster response is the reason why CIG can't use fixed guns and have moved all to gimball.
 
My opinion is that all they really need to do is to nerf the pitch/yaw/roll rates by about 30-50%, and sharpen up the thruster responses with IFCS a little bit, allow full 6DOF with IFCS on and with IFCS off. If you want to slide around on a newtonian ice-rink, switch IFCS off, and if you want something closer to E : D, leave it on - and have the NPCs do the same thing as in E : D - lower level NPCs would not use IFCS off, higher level ones would - but not all the time.

But it seems that is not going to happen :(

ADDENDUM: Something just 'clicked' - the reason the flight model is the way it is, with pitch & yaw rates so high - it's because the maps are so small - not enough room for the kind of flight I (and many others) would like. You'd get the 'Warning, simulation boundary blah blah" and not enough room to turn away from it in time.

I think we should wait for full 6DOF implementation within one flight mode, significant improvement to the controls, ability to bind our controls in the best case scenario and only this would allow us to see where the whole development is heading.

As for current top and maneuvering speeds - it is simply stupid, they should have made a map of about 5 times larger than we have now. Small map really lead to the speed cap of 100 (without afterburner) and 200 (with afterburner), otherwise it would be seconds when everyone would have flown out of the simulation boundaries. I think that is really one of the worst design decisions for the AC for now.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom