The Star Citizen Thread v5

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What I wanted to say though is that it is actually good for them to complete 2.6 for it's intended design - not just throwing it all out again. Might be finally change for CIG to deliver something? Who knows.

This is also indicates, that probably 3.0 will arrive at end of 2017 - one year late as promised by CR, I doubt they are capable to push out 3.0 soon after 2.6.2 release..
 
This is also indicates, that probably 3.0 will arrive at end of 2017 - one year late as promised by CR, I doubt they are capable to push out 3.0 soon after 2.6.2 release..

Honestly at this point that looks like the best case scenario but even if that happens and if 3.0 comes out before 2018 and if it works at all,it´s just going to be to little to late....I mean seriously after 6 years of development we will be able to play alpha PU with the 1 system in it and maybe with some un-polished starting mechanics for trading,bounty hunting,mining....and with the same broken flight mechanics and same problems with the netcode or maybe just a bit improved...really 6 years for this????
 
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Honestly at this point that looks like the best case scenario but even if that happens and if 3.0 comes out before 2018 and if it works at all,it´s just going to be to litlle to late....I mean seriously after 6 years of development we will be able to play alpha PU with the 1 system in it and maybe with some un-polished starting mechanics for trading,bounty hunting,mining....and with the same broken flight mechanics and same problems with the netcode or maybe just a bit improved...really 6 years for this????

3.0 at the end of 2017, let's be generous and say it's going to have everything that was supposed to go into it, which makes it two years between releases of 2.0 and 3.0. If we extrapolate this to 3.0-4.0 (and I think incremental upgrades to 3.0 will take longer than 2.1-2.6), it means that travel to another star system in the game will be posible no earlier than in late 2019, early 2020. Eight to nine years just for that, and there are a lot of other features that won't be implemented yet. And according to a quote from r/starcitizen,

Friendly reminder that 3.0 compromises, for anyone who is familiar with the list of CIG's Stretch Goal, 10FTC ( And other videos ), design documents, etc.. around 5% or so of the content and scope promised for Star Citizen, and that even patch 4.2 whenever it comes, is still considered early Alpha stage and maybe about 20% of Star Citizen's full magnitude as described by CIG.
 
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3.0 at the end of 2017, let's be generous and say it's going to have everything that was supposed to go into it, which makes it two years between releases of 2.0 and 3.0. If we extrapolate this to 3.0-4.0 (and I think incremental upgrades to 3.0 will take longer than 2.1-2.6), it means that travel to another star system in the game will be posible no earlier than in late 2019, early 2020. Eight to nine years just for that, and there are a lot of other features that won't be implemented yet. And according to a quote from r/starcitizen,

No! Dont forget they have the tools now ready so development should go faster now then before! I mean look at last year and that year before it!
 
This is also indicates, that probably 3.0 will arrive at end of 2017 - one year late as promised by CR, I doubt they are capable to push out 3.0 soon after 2.6.2 release..

I am not very convinced about 3.0 arrival. It has very huge dependency list to begin with. Squadron 42 might be more doable.
 
3.0 at the end of 2017, let's be generous and say it's going to have everything that was supposed to go into it, which makes it two years between releases of 2.0 and 3.0. If we extrapolate this to 3.0-4.0 (and I think incremental upgrades to 3.0 will take longer than 2.1-2.6), it means that travel to another star system in the game will be posible no earlier than in late 2019, early 2020. Eight to nine years just for that, and there are a lot of other features that won't be implemented yet. And according to a quote from r/starcitizen,

Excatly and not just that,we have atm AC that supposed to be test-bed for balancing weapons systems and FM...well guess what after 3+ years of testing it´s almost the same mess as it was always been,FM still sucks and weapons/shields feels totally un-balanced...now let´s just imagine what will happened when trade,mining,smugling,farming,bounty hunting...etc arrived for the first time in SC PU,how long that will need to be properly balanced???
 
Those are all bad things, though. It means you don't really need to learn to manoeuvre and position yourself for optimal performance — every axis is much like the other so just go for the straight line.

Again, good vs bad is in this case, is your preference. I'm not being overly negative about Elite's model; obviously I've found it entertaining enough to play it for several hundred hours. SC gives you more lines of attack and defense; I don't see how that demands less of the player.

So it's much like Elite, then, but with less complexity in the flight model and controls?

Exactly what I didn't say. You've completely rephrased my statements into a different result. Do you find it difficult to converse without engaging in such wordplay?
 
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Viajero

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SC gives you more lines of attack and defense; I don't see how that demands less of the player.

It does demand less of the player indeed on the maneuvering / piloting front and relies primarily on the weapon load out / aiming front (which actually currently favours a point and click mouse based mechanic for gimbals). Through lack of limitations / trade offs in maneuvering to get skilled at managing, among other things:

I disagree, this has been discussed to death over at the CIG forums for years aswell as here. Although personal preferences are totally legitimate, as yours may be, the fact is an unrestricted and homogeneous rotational system such as SC´s leads to a much lower degree of maneuvering trade offs depriving the piloting dimension of much of its potential depth.

The degrees of movement / freedom in both Elite and SC are exactly the same, 6. But only in one of the two games the system introduces restrictions that lead to trade offs considerations that the pilots can become skilled at managing. No trade offs / restrictions usually leads to a plain, shallow experience, akin to maneuvering an FPS in 3D, such as SC piloting is imo.

In addition acceleration and deceleration in Elite is relatively smaller compared to SC's. In the latter correcting mistakes of positioning (speed or attitude) is therefore almost pretty much trivial, whereas in Elite, making a maneuvering mistake can be exploited and punished by a skilled opponent within a reasonable timeframe vis a vis time to kill considerations; in SC in the other hand it all mostly comes down to a firepower and aiming attrition war given the ease of correcting those maneuvering mistakes (you can aim at any point of space in range within a matter of 2-3 seconds with most single seaters).

It is for these aspects, among others that elite´s flight model is usually considered one if its strongest and deepest aspects. And probably one of the reasons why SC has recently introduced some nerfs to both top speeds and rotations/accelerations.
 
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Again, good vs bad is in this case, is your preference.
No. They're just flat-out bad because they — quite objectively and undeniably — reduce the demand on the player by not forcing them to manoeuvre properly to line up or intercept their target (or to evade, for that matter). If there are no real distinctions between axes, then it removes the ability to attack off-axis; it removes the ability to get in position of advantageous manoeuvrability; it removes the possibility of ending up at a bad vector for what you want to do, because all vectors are pretty much equal; it removes all trade-offs, choices, and decisions that create any kind of combat dynamics.

It's point and click — just with slow pointing — as opposed to actual piloting. This can only be good if your aim is to create the next Pokemon Snap.

Exactly what I didn't say.
No. It's exactly what you did say. You just didn't grasp the scope of the comparison you made. You claim SC combat offers wider range of combat tactics than pitch with fa/off + boost, fa/on, shoot, repeat, or just flying backwards — just like ED. The only difference is that the SC flight model and controls are far more simplistic since they don't offer any of the more complex piloting choices and requirements enumerated above.
 
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We're delighted to announce that Cloud Imperium Games will be attending the PC Gamer Weekender at the London Olympia on the 18 and 19 of February (tickets available!). Key Star Citizen and Squadron 42 developers will be on stage taking you inside the creation of two of the most ambitious games in development right now.

The team will discuss the making of Star Citizen's FPS module, Star Marine, before offering insights into Squadron 42's mission design. The Star Citizen Live team will also chat about what goes into the creation of Star Citizen's persistent universe. You'll have the opportunity to put any burning questions you have directly to the developers as well. Ever wondered what it's like to work with Mark Hamill, Gillian Anderson, Gary Oldman and Andy Serkis? Here's your chance to ask.

Speakers include Star Citizen Live lead designer Luke Pressley, Star Citizen system designer Will Maiden and Star Marine senior designer Sean Noonan. CIG COO Carl Jones and Squadron 42 lead level designer Simon Vickers will also be part of the discussion on the Saturday.

http://www.pcgamer.com/star-citizen...-take-to-the-stage-at-the-pc-gamer-weekender/
 

"Taking you inside the creation of two of the most ambitious games in development" with a discussion of a module which isn't part of either of those games, followed by entirely speculative "insights" (ie more theorycrafting) into the design of missions which can't possibly exist in a playable form yet because they're still developing the core technologies. So, more ship sales incoming, in other words.
 
Obviously not wanting to wander into discussing other games but the space combat from Infinite Warfare looks remarkably like the Star Citizen combat with the Eazi-Yaw.

Except that combat in IW it´s way more entertainment and work´s flawlessly even in low-spec PC.....not that I am fan of IW up contrary I think that was just Okish game that was fun 2 play for an week or two before single player campaign ends...
 
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The team will discuss the making of Star Citizen's FPS module, Star Marine, before offering insights into Squadron 42's mission design. The Star Citizen Live team will also chat about what goes into the creation of Star Citizen's persistent universe.

So, basically, absoloutely nothing new to announce.
 
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