The Star Citizen Thread v5

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Same as with Elite: They could adapt the thruster animation to the actual flight model. E.g. only fire thrusters (play corresponding animation) while accelerating in any direction and turning them off otherwise. For people minding that kind of rough physical accuracy, it would probably make for a more believable picture.

That's just a visual representation, the velocity/acceleration cap is still there, I was sure SC already was something like that.
 
I just tried Star Citizen.

It sucks. You have to run everywhere to do anything.

Yep, 'space legs' for the purpose of immersion is called tedium.

Like a lot of people, I would like to walk around (inside/outside) my ship in ED. But, also like a lot of people, I don't want to *have* to walk around my ship. Spending 3+ minutes just getting to the station airlock would get old, fast.
 
Yep, 'space legs' for the purpose of immersion is called tedium.

Like a lot of people, I would like to walk around (inside/outside) my ship in ED. But, also like a lot of people, I don't want to *have* to walk around my ship. Spending 3+ minutes just getting to the station airlock would get old, fast.

Just imagine how tedious loading cargo by hand will be, nobodies going to do it more than once. A total waste of time and effort irrespective of the actual release question.
 
That's just a visual representation, the velocity/acceleration cap is still there, I was sure SC already was something like that.

Yes, and the limit can be explained by trying to avoid killing the pilot with G's and allowing manual flight, due to some system limiting the ships to a certain speed during "normal flight", while the jumps are for travelling large distances.

Frankly, being more of fantasy sci-fi in that regard seems like a non issue to me. It allows for halfway engaging dogfights rather than firing automated guided weapons far beyond visual ranges.
 
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Yep, 'space legs' for the purpose of immersion is called tedium.

Like a lot of people, I would like to walk around (inside/outside) my ship in ED. But, also like a lot of people, I don't want to *have* to walk around my ship. Spending 3+ minutes just getting to the station airlock would get old, fast.

I believe this is whole reason why FD never rushed towards going nuts about space legs. They want to do them, but they are extra, they are additional gameplay. If you don't want to leave seat of your ship, why would you have to? For once, I can agree with those who argue that you need very compelling reason to leave that chair.

My personal opinion is that adding space legs properly would increase enjoyment of ED for me considerably. Properly as I can actually change things while walking around while having immersion as a plus. Interestingly I want to walk around more in ship than on surface on planets for example.
 
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Just imagine how tedious loading cargo by hand will be, nobodies going to do it more than once. A total waste of time and effort irrespective of the actual release question.

That is, only if you have a clear idea of the gameplay you aim to create. Or solid technical foundations. Eh.

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I believe this is whole reason why FD never rushed towards going nuts about space legs. They want to do them, but they are extra, they are additional gameplay. If you don't want to leave seat of your ship, why would you have to? For once, I can agree with those who argue that you need very compelling reason to leave that chair.

*DING-A-LING-A-LING* Winner! Give this man a Cigar. :) Also +rep.
 
Yep, 'space legs' for the purpose of immersion is called tedium.
Like a lot of people, I would like to walk around (inside/outside) my ship in ED. But, also like a lot of people, I don't want to *have* to walk around my ship. Spending 3+ minutes just getting to the station airlock would get old, fast.

Also controls issue - can you walk with HOTAS?!
That means, you need to switch controls in game..I already do it for SRV driving I tried SRV with HOTAS I did not liked it...so I switch to K/M for this after I land on planet...
Also VR -> "standart" fps not great with VR, so you need took of VR after landing in SC ?!
 
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That means, you need to switch controls in game..I already do it for SRV driving I tried SRV with HOTAS I did not liked it...so I switch to K/M for this after I land on planet...

Depends on the specific setup, but in general, you're right. ;)

A HOTAS with a Mini stick on the Throttle combined with a set of pedals like the MFG Crosswinds is terrific for SRV driving. The "toebrake" of the Corsswinds easily double as accelerator and brakes, while the mini stick does the steering (not much different from a controller stick) and the actual joystick is only used to either control the turret or pitch/roll during "air" time. Paired with a CH products HOTAS in my case, it makes for a great setup. :3

But that's a rather expensive pleasure and sure enough, if there is to be on foot gameplay both in SC or Elite, I'd be switching to mouse+keyboard, which are always at the ready anyway (or a gamepad, if I ever get a VR headset).

I believe this is whole reason why FD never rushed towards going nuts about space legs. They want to do them, but they are extra, they are additional gameplay. If you don't want to leave seat of your ship, why would you have to? For once, I can agree with those who argue that you need very compelling reason to leave that chair.

Apart from this minor time thingy and the fact they may not have even managed to get the available content around the 2014 release done, if they also had to implement the whole FPS portion by then.
 
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Also controls issue - can you walk with HOTAS?!
That means, you need to switch controls in game..I already do it for SRV driving I tried SRV with HOTAS I did not liked it...so I switch to K/M for this after I land on planet...
Also VR -> "standart" fps not great with VR, so you need took of VR after landing in SC ?!

I believe when walking will come FD will recommend add gamepad to the mix for that :) Lot of commanders already use two sets of controllers for different parts of the game.

But yeah, lot of technical issues implementing walking which integrates well in ED. Funny how SC don't talk about VR anymore :D
 
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So reducing ship manoeuvering speeds with "unrestricted" rotational velocities makes for uninteresting "turret" gameplay where resilience and firepower are the only variables, huh...Who would've thought.

I bet the next change is going to be limiting how fast a ship can rotate. :p
Who knows.... they might even... severely limit... yaw. :D
 
So reducing ship manoeuvering speeds with "unrestricted" rotational velocities makes for uninteresting "turret" gameplay where resilience and firepower are the only variables, huh...Who would've thought.

I bet the next change is going to be limiting how fast a ship can rotate. :p
Who knows.... they might even... severely limit... yaw. :D

Well they just rolled out k release which sounded tried to solve this issue, let's see how it goes.

What's spooky that those changelogs say zero about SM. Either SM is best thing since sliced bread and it will blind us with amazing gameplay, or it is just that bad that no one wants to talk about it anymore.
 
I believe when walking will come FD will recommend add gamepad to the mix for that :) Lot of commanders already use two sets of controllers for different parts of the game.

But yeah, lot of technical issues implementing walking which integrates well in ED. Funny how SC don't talk about VR anymore :D

Due possible tedium and controls issue I see walking as additional option, by that I mean you can accept missions from ship (like currently in Elite, to avoid walking using HOTAS ;) ) and by walking to mission giver if you like..

On planets we already have "space wheels", do we need "space lags"..maybe..I see possible fps game play in bases like base assaults....

In general, I do not see "space legs" as top priority for FD....I think currently, FD needs better to improve current gameplay like Powerplay, Co-Op missions etc and where is that Winter?! ;)
 
My personal opinion is that adding space legs properly would increase enjoyment of ED for me considerably. Properly as I can actually change things while walking around while having immersion as a plus. Interestingly I want to walk around more in ship than on surface on planets for example.

What things?

If the answer is minigame based repair....

Star marine: can't wait for the Major Tom video
 
In general, I do not see "space legs" as top priority for FD....I think currently, FD needs better to improve current gameplay like Powerplay, Co-Op missions etc and where is that Winter?! ;)

Fully agreed. I want space legs a lot - but fully fleshed out game before them takes priority cake.

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What things?

If the answer is minigame based repair....

Star marine: can't wait for the Major Tom video

EVA to repair and yeah, that's something I can see myself enjoying - like trying to do repairs during while there's enemy circling around you and fighter tries to grap it's attention.
 
EVA to repair and yeah, that's something I can see myself enjoying - like trying to do repairs during while there's enemy circling around you and fighter tries to grap it's attention.
OK so really think this through - what's that going to involve?

Are we playing get the object from the drawer in the ship and carry outside then select from inventory and use, or are we using the space-goo gun and the mouse to trace over crack lines in a minigame? while your craft drifts through space with an enemy ship circling with a fighter distracting it so only available gameplay for those larger ships?

I'm not trying to be nasty just saying people don't think these things through. eva to investigate wreckage is fun gameplay. landing inside a deserted drifting generation ship or exploring one of those creepy planet bases bring it on! to apply gaffa tape or expanding foam, play FPS shooter or standard yellow key card puzzles not so much

hints of that kinda gameplay have been the bit that's excited me about SC - it's the sort of stuff i hoped for lots of from Sq42 as it's much more easily run in single player where noone else can come mess up your delicately constructed scenario but it's a nightmare to do in full multiplayer and both ED and SC face the same challenges
 
OK so really think this through - what's that going to involve?

I think gameplay has to answer two questions - is mechanic is a) engaging and makes sense within in-game universe b) fun.

Are we playing get the object from the drawer in the ship and carry outside then select from inventory and use, or are we using the space-goo gun and the mouse to trace over crack lines in a minigame? while your craft drifts through space with an enemy ship circling with a fighter distracting it so only available gameplay for those larger ships?

Good question. I personally see it 'identify and order' type of thing, however space goo gun mechanic done properly might easily work.

I'm not trying to be nasty just saying people don't think these things through. eva to investigate wreckage is fun gameplay. landing inside a deserted drifting generation ship or exploring one of those creepy planet bases bring it on! to apply gaffa tape or expanding foam, play FPS shooter or standard yellow key card puzzles not so much

As I said at the beginning, it should make sense in-game universe wise and be fun. There might be corner cases when all droids and repair kits won't save you from getting your hands dirty. I think things you do in EVA should make sense in wider scale of things. Boarding combat, EVA for repairing things automated tech can't - these are two things I can see which can make sense for commander or one of crew to leave chair. Stealing other player ship also should be considered. It adds interesting angle to crime. Few things, but fleshed out they would make ship walking thing to enjoy.

hints of that kinda gameplay have been the bit that's excited me about SC - it's the sort of stuff i hoped for lots of from Sq42 as it's much more easily run in single player where noone else can come mess up your delicately constructed scenario but it's a nightmare to do in full multiplayer and both ED and SC face the same challenges

True, multiplayer makes lot of EVA stuff challenging. That's why FD starts with multicrew :)
 
I think about all people and their time wasted waiting for this miracle. About developers and their professional lives wasted away and ruined due of black mark in CV. Yes, their made their bed. But most of them have been working under terrible management it seems.

One advantage of Roberts' bragging about how tyrannical he is when it comes to getting his own way is that he's setting himself up to be the focus of all blame should the whole thing burn (not that it would stop him from blaming everyone but himself, of course). But no doubt his reputation precedes him within the industry too, so hopefully it wouldn't taint the CVs of his minions too badly. The modellers, texture artists and those people who occasionally pop up in the videos with interesting tech demos will have some nice showreel material, at least.

Whether he even for a moment believed that something like 3.0 was possible by the end of this year, I have severe doubts. If he indeed did, he has no place in managing the project and never had, seeing as he's missed all those kinds of tentative ETAs by a mile.

Given his own accounts of how the project is run, I wouldn't be surprised if he actually does believe that these things are possible, because he was out of the industry for too long (or is simply too clueless) to know better. And when they don't happen I'm sure his own reasoning is along the lines of "I've been let down by the people around me who aren't up to my standards" rather than "perhaps that was an impossible target".
 
EVA to repair and yeah, that's something I can see myself enjoying - like trying to do repairs during while there's enemy circling around you and fighter tries to grap it's attention.

Depends on how implemented. If you need to faff about with running through your ship to a hatch plus short time-to-kill then I can see it being amusingly unenjoyable.

I can also see it as being a nightmare to balance with realism (ahem) vs gameplay vs player expectations (aka "I bought an expensive ship therefore I should be able to blow up others fast & not be blown up fast myself").

[rolleyes]
 
True, multiplayer makes lot of EVA stuff challenging. That's why FD starts with multicrew :)

Qiet apart from running around in your friend's ship or idly spinning its turrets (each manned/womened by a separate player) during a lengthy travel being absolutely boring and having proper multicrew game mechanics that gives every role something useful to do (even if slightly contrived) is the proper order to design multicrew game mechanics.


But I'm sure many a Star Citizen believer would disagree and tell me that having your helmet HUD visible as tiny light dots even to other players is more important, no? And high res kitchen sinks with use prompts of course. ;)
 
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