So basically we'll finally see FPS boarding part of the DFM around the time the PU and Squadron 42 Alpha was supposed to arrive in late 2014/early 2015. Where's the social/planet-side module? So much for modular development making things faster.
Seems like each module will come out in their respective year.
2014 = DFM
2015 = Planet-side
2016 = Squadron 42
2017 = PU
2018 = Full Release
But good to know that they got their cash shop working early.
I'm a little bit disappointed as the next fan, but you got to be realistic here.
Typical AAA games take 3-5 years to develop. SC has been in development since crowd funding went successful late 2012, not really possible to get a game like this out in 2-3 years. Not to mention CIG had to grow from a 12 man basement studio in 2012 to what it is now, 130ish CIG personnel and 130ish contractors, it takes time to find the right people. So his time tables seem pretty reasonable.
If CIG had never been fully funded by the community, we would of had it released sometimes this year/early 2015 like Elite. But it would of basically been what Elite will be late this year, No FPS/no multi-crew ships, ability to board and etc. CIG is doing it all at once, FD through expansions.
CIG's scope for the game was quite small, all the features we are getting now would of been done at later dates as they get funding after the initial release though sales but given that they were fully funded, the game we have now is entirely different than what was pitched in 2012, to see that all you have to do is look at the hornet then and now.
Being fully funded has of course also changed the time tables, as now you are getting a complete game as opposed to a broken feature one. The finished product, i.e. full PU will be 6 months late from their initial schedule. SQ 42 is also late by 6 months, as it was supposed to be early 2015, but now its mid 2015 in episodes. So its really not too bad given that they had to ramp up their personnel during a whole years time and still growing all the while making a game.
Time will tell if that schedule is maintained though, it all depends on how much issues they get with Cryengine.
The current rendition of Arena Commander is not really similar to a ground based FPS in my opinion. In a typical FPS you can change your movement direction on a dime which one cannot do in Arena Commander.
I do think a lot of people err in their comparisons as they try to simply things on a basis which ought not really be simplified.
The mechanics in AC are quite different to ED but neither game is really anything similar to a typical first person shooter.
I also do not really see anyone claiming that the control/movement dynamics in AC are perfect or that CIG can do nothing wrong. I think such allusions are generally made by people who have mentally set themselves up in some camp are feel the need to be critical of the perceptions they believe are in the other camp, which in itself is really just a mental construction.
It has nothing to do with realistic physics or mechanics differences between ED and SC. The current rates or numbers CIG is using for you to make a Pitch/Roll/Yaw are too fast, its even unrealistic for a game trying to do realistic physics. CR has said in recent explanation of mechanics that the maneuvering thrusters are too over powered, they are currently 30-50% of the main thrusters power. Those will be balanced just like the Pitch/Roll/Yaw rates because they too are too powerful in their movements and over powered.