The Star Citizen Thread v5

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That's an interesting trap you've set... you're creating your own personal definition of "more", and then slamming someone when they haven't met your criteria. That's the sort of logic a 3rd grader uses.

"Dad, you said we were going somewhere FUN!"

We're at a park, this isn't fun?

"I wanted DISNEYWORLD! YOU LIED"

From the Kickstarter:
Dynamic Ship Maneuverability
Ship’s performance is calculated dynamically based on various physical variables and the ability of your jet maneuvering to deliver thrust towards a requested vector. What does this mean? Infinite customization with component damage, mass or energy changes affecting maneuverability on the fly – allowing for endless combat strategies and results.
https://www.kickstarter.com/projects/cig/star-citizen

Who's criteria again?
 
Right... show me the text in that (5yr old) spec that mentions "cargo shifting around changes the center of mass".
mass or energy changes affecting maneuverability on the fly

No so much egg as an entire poultry farm.

Your dogged defence of CIG's history revisionism is admirable, but just stop it before it gets ridiculous, ok?
 
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Then filmed at the imaginarium the most expensive mo-cap studio in the world. Also cut-scenes suck, I mean they really really suck, and cut-scenes made by the man who gave us Wing Commander the movie are going to pass the suck event horizon and possibly break reality.

...

Check out the Crobblers letter to the escapist.

Ah ok, so it´s the 5,5 Mio. Stretch Goal: Professional motion capture for the Squadron 42 cutscenes.
I´m quite sure Chris talked about that.

And your "Derek Smart blaming media empire (with other peoples money)" is the letter to the escapist.

I really understand that many people aren´t happy with CR and SC (I´m not very happy either). But don´t you think your arguments against the project (and there are certainly many valid ones) should have a little more substance?
 
How about you keep your insults and assumptions where they belong eh?!

This is not about my criteria, if you had bothered to ask for a clarification then I would have been more than willing to accomodate you but this immature passive agressiveness makes me not want to bother.

The official forums, the subreddit and various other posts across various message boards have forever extolled how things like mass based on shifting cargo will be what separates SC from the chaff and how SC is doing things that other games cannot do blah blah blah.

Havent you noticed how thorn works by now? At some point I guess a line must be drawn, and people should only respond to him with the massive list of questions he has been dodging and evading via some mediocre debate-school tricks.

So Thorn, when is "Most Openest Development Ever" going to be released, roughly speaking? And if online polls have poor methodology, then surely you cant point at a poll as an excuse for the missed deadline of 2014? How is the 'always up to date' internal planning going? Were you also so impressed with the release of 3.0 dec 2016 that totally fixed everything and would show all the nay-sayers? Dont you agree its totally normal that they had three times the money they needed, and now they dont have enough anymore without depending on sales of Sq42? Speaking of Sq42, kinda weird that they said it would come in 2016, missed the deadline, had literally nothing to show and didnt even acknowledge failing to release? Almost sound like they are lying to us, right?

- - - Updated - - -

Your dogged defence of CIG's history revisionism is admirable, but just stop it before it gets ridiculous, ok?

Sometimes I feel that Thorn wouldn't be so easily ridiculed if he wouldnt overreach so much. He is decent at discussing things, but when you chose absurd positions there is nothing to gain.
 
That's an interesting trap you've set... you're creating your own personal definition of "more", and then slamming someone when they haven't met your criteria. That's the sort of logic a 3rd grader uses.

"Dad, you said we were going somewhere FUN!"

We're at a park, this isn't fun?

"I wanted DISNEYWORLD! YOU LIED"

Jezus!
You seem to have missed all the ASK ZE CHAIRMAN episodes where Croberts says "Yes!" to 10 questions on every single show.

Visit the SA forums for an up-to-date list of promises on features planned for SC.
 
mass or energy changes affecting maneuverability on the fly

So taking on cargo could add total mass, and slow the ship down. Again, you're creating your own spec and stating unless CIG creates THAT spec, they lied.

But this is all just pointless either way... eventually it goes back to "CIG promised a red button. They provided a green one. THEY LIED." If CIG promised 100 systems and we end up with 95, I'll base my opinion on the fun-factor of the 95 systems - not get outraged over the 5 that aren't there. Some people won't; to them, the important thing is Did You Make 100 Systems, because they want another checkbox worth of ammo for forum battles.
 
Right... show me the text in that (5yr old) spec that mentions "cargo shifting around changes the center of mass".

No egg here, Zetta.

The age of that text highlights exactly what I was saying in my post, they sold a feature as part of the incomparable attention to detail that SC would provide, only to now realise it's not feasible for whatever reason
Trying to imply that it's irrelevant due to being out of date is just weasely.

But by all means keep doubling down.
 
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Right... show me the text in that (5yr old) spec that mentions "cargo shifting around changes the center of mass".

No egg here, Zetta.

Ship/Cargo Interaction

Finally, as included in the final use case players must be able to interact with their cargo from the ship’s onboard manifest. Using the manifest, you can activate and deactivate locking plates (to jettison cargo), set orders for arranging cargo and see the effect that all of your items are having on your center of mass (unlike previous games, your ships’ performance will be tied to the mass and volume of what you decide to load aboard her!) We are in the process of developing the UI for this system today, and are proud to present a mockup of the current version.
 
Ah ok, so it´s the 5,5 Mio. Stretch Goal: Professional motion capture for the Squadron 42 cutscenes.
I´m quite sure Chris talked about that.

And your "Derek Smart blaming media empire (with other peoples money)" is the letter to the escapist.

I really understand that many people aren´t happy with CR and SC (I´m not very happy either). But don´t you think your arguments against the project (and there are certainly many valid ones) should have a little more substance?

If you are happy with CIG squandering your money in various increasingly expensive ways on mo-cap and endless re-shoots for 90's style cut-scenes whilst having no game to put it in that really is your problem, just don't expect sympathy when CIG fails. Which quite honestly I think it already has.
 
Again, you're creating your own spec
Ok. Let's do it the hard way since you insist.

Is cargo shifting around a mass change that happens on the fly? Yes or no.
Is mass changes happening on the the fly something that CIG described as their spec? Yes or no.
Is it accurate to say that shifting cargo would fit the criteria for the level of fidelity CIG presents in that spec? Y/N
Is their new statement that sacrificing that simulation in favour of “fun” a reduction of that fidelity? Y/N
Does a reduction equate to “more”? Y/N

Answer that — preferably truthfully — before insulting and accusing people of making something up, ok?
Also, when doing that, please try — try very very hard — not to make something up yourself.
 
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Ship/Cargo Interaction

Finally, as included in the final use case players must be able to interact with their cargo from the ship’s onboard manifest. Using the manifest, you can activate and deactivate locking plates (to jettison cargo), set orders for arranging cargo and see the effect that all of your items are having on your center of mass (unlike previous games, your ships’ performance will be tied to the mass and volume of what you decide to load aboard her!) We are in the process of developing the UI for this system today, and are proud to present a mockup of the current version.

You'll probably need a link for that, or it'll just be “your spec” somehow. :D
 
Subscriber Town Hall: February 2017
TLDR
  • Today's show featured Lead Technical Designer John Crewe, and Technical Designer Andy Nicholson.
  • With regards to interdiction, cargo ships won't be able to necessarily escape via higher top speed as they want players to take advantage of escorts and use them when venturing into more dangerous areas of space. Also carrier borne ships won't be interdicting without support as they're designed for short range so players in a Hornet or of the like ship will need support ships to refuel them if they want to be able to catch anyone.
  • Mouse versus keyboard balance is ongoing, but it's important to remember that mice are inherently better at aiming, while joysticks at flying so certain input devices will be natively better at something, but worse at others.
  • Mult-crew ships in AC won't happen until they get Multi-crew lobbies ingame as flying a connie without a crew isn't as fun.
Source: https://relay.sc/transcript/subscriber-town-hall-february-2017-summary
 

I'm sure that was before Vision 2.6.1h though, so it doesn't count.

Seriously though, the thing that bugs me about so much of CIG's comms is the finality of it - you will be able to do this, you can do that, this is how it works... Despite them (quite clearly) not having finalised how most of these systems will actually work yet, let alone in combination with other systems. Then if they realise something's really not a good idea and have to go back on it, it just makes them look foolish.
 
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