The Star Citizen Thread V2.0

Status
Thread Closed: Not open for further replies.
The person who rubbed this into my face as fact is probably long gone but here it is anyways. One of the claims about SC is that it has fewer people than a certain competitor working on it, hence the delays and whatnot. It seems like this is not really the case at all.

http://www.gamesindustry.biz/articles/2014-06-17-frontier-developments-240-people-and-still-indie
http://www.gamesindustry.biz/articles/2014-06-17-star-citizen-employs-268-people

Of course, no word on the numbers over time and such. But still.
 
The person who rubbed this into my face as fact is probably long gone but here it is anyways. One of the claims about SC is that it has fewer people than a certain competitor working on it, hence the delays and whatnot. It seems like this is not really the case at all.

http://www.gamesindustry.biz/articles/2014-06-17-frontier-developments-240-people-and-still-indie
http://www.gamesindustry.biz/articles/2014-06-17-star-citizen-employs-268-people

Of course, no word on the numbers over time and such. But still.

Frontier Developments currently run many projects, both in development and maintenance.

The direct quote for the ED project is 70-100 people. Here is David Braben talking about it.

" The largest game that Frontier Developments has made to date involved almost 400 people! While the Elite: Dangerous team isn't quite that huge, between 70-100 people are closely involved. It's still a different world when it comes to communication and getting a shared vision for all the different aspects of the game. In modern game development, team communication is probably the biggest challenge, and this didn't really exist in the 1980s."

http://www.techradar.com/news/gamin...n-david-braben-on-the-return-of-elite-1248142
 

Yeah, this is what I don't get. Why in the world do people think that the current rates you are able to Pitch/Roll/Yaw are perfect?

There is no way a real spaceship would be able to probably rotate about its axis that fast unless it was something like the Star Fury from Babylon 5, because that thing had a ton of little thrusters.

I mean even if you look at his comparison in the Crysis 3, the movement speed seems to almost match how fast you are able to rotate your ship..
 
Yeah, this is what I don't get. Why in the world do people think that the current rates you are able to Pitch/Roll/Yaw are perfect?

There is no way a real spaceship would be able to probably rotate about its axis that fast unless it was something like the Star Fury from Babylon 5, because that thing had a ton of little thrusters.

I mean even if you look at his comparison in the Crysis 3, the movement speed seems to almost match how fast you are able to rotate your ship..

The only explanation I can give you as they consider CIG as Gods and think that they cannot do anything wrong, thus, everything they do is perfect. Despite numerous explanations of what "turreting" means, that the game is similar to FPS in its current state they still do not admit it and say that this is the way how it should be even after CIG stated that they are planning to change this.
 
Yeah, this is what I don't get. Why in the world do people think that the current rates you are able to Pitch/Roll/Yaw are perfect?

There is no way a real spaceship would be able to probably rotate about its axis that fast unless it was something like the Star Fury from Babylon 5, because that thing had a ton of little thrusters.

I mean even if you look at his comparison in the Crysis 3, the movement speed seems to almost match how fast you are able to rotate your ship..
Well I think thats a weak point of the video because we all know you can go much faster in FPS he just went deliberately slow in crysis to match AC.
 
Well I think thats a weak point of the video because we all know you can go much faster in FPS he just went deliberately slow in crysis to match AC.

That does not change a thing. AC in its current state is easily comparable to FPS and even CR has admitted this, though not directly.
 
Right now manoeuvring thrusters are way overpowered, this means that after all physical effects are enabled they can easily destroy the ship.
Well I am not a friend of the realism debate and not totally in the topic but so far I see 8 Gs accelaration thrown around for this thrusters which is something todays airframes can withstand so I think thats not guaranteed.

Its basicly a necessity to allow a flight modell that relates aproximately plane like flight so I think in the end they have to stick with it while limiting access to those for lateral thrust 6dof(what will be best for gameplay).
 
Last edited:
From a flight model point of view, i can see the game can be interesting, in free flight. The fact that you need to learn how to control ships due to different thruster layouts and such.

But this all seems redundant when the combat gameplay just ends up being an average space shooter. Maybe when they ramp up the max speed, and lower the maneuvering thruster output, then things might get a bit more interesting.
But at this time it just looks like shallow gameplay. Offcourse there will be people that are attracted to this, there's always people interested in all sorts of things. But it's certainly not what i was expecting from SC.

It pretty much seems like a mario kart game that has detailed and tuneable cars from gran turismo. Both entertaining games on their own but the things don't mix.
 
Hey guys!

I'm a fan myself of both Elite and Star Citizen but only been able to support SC so far due to the high cost of entering the beta stage of Elite, but will hopefully get into Elite once I have funds. I've been viewing the debate here for some time over the last week or so, and thought to myself I would chip in :).

I am mostly happy with the development of the flight model in Star Citizen. It's always interesting when a game tries something "new" and not repeating what all the other space games have done in the past. I do see some areas that can be troublesome, like the fast YAW movement, but hopefully this is something that will be fixed later down in the line (either by slowing down the thruster turn speeds, or making it not worthwhile being in "decoupled mode" for too long.). Other things that I hope and bet will be fixed down the line is the HOTAS issue, the sensitivity issue and the key bindings.

I saw they increased the AC multiplayer count to about 10K now, so hopefully I will be able to test it soon (Cit Number 75k). Looking forward to playing the game with you guys!

Edit:

Mini off topic: Why did Bains get banned on the frontier forums?
 
Last edited:
Personaly I think the rotational speed in AC right now should be the max. for pimped Merlin or m50(smallest and fastest ships).

Actually I would be somewhat ok with that, as long as its toned down just a bit more.

Hopefully all the tweaking in the coming up patches will make it a lot better. Its no wonder that ships control like rough sea boats when you see those figures CR quoted.

Until I see definitive changes and improvement from CIG introduced into the game, I will continue to express my opinions on the forums. Not because CIG gave promises and nothing delivered yet, but because of the other SC backers who believed what we have now is perfect. That is scary.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom