Star Citizen Thread v6

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Couldn't agree more. I have no desire for space legs. Leave it to other games. FD have built a wonderful galaxy that they haven't properly exploited in terms of gameplay - extinct alien civilisations to discover, technologies from same, undiscovered galactic "anomalies", basic lifeforms, resourcing from same, etc. - limited only by their imagination. When I think of all the dev resources FD will need to implement "space legs" I shudder and think what a waste of time.

And yes, I know I'm well and truly in the minority on this one. Don't bother telling me. :)

Ideally, I'd like SC to be a roaring success so that it becomes the ultimate space legs sci-fi adventure. If SC does that well, I'm hoping FD will concentrate on what it already does well, putting much more gameplay, adventure, exploration and discovery into their already excellent galaxy sandbox-simulation.

No, you are not in a minority, as I said earlier, a lot of people don't see it as necessary and many others don't have any desire for it, probably only 1/3 of the community want that, me included, however if this feature is not desired then I'm ok if they will never deliver that but at the same time I'll be disappointed. This is what made me invest in SC as well, SC has both, I think both flying ships and space legs including EVA are very important for a space game, the game of my dreams have both and allows you to live the life of a spaceship crew member, pilot or whatever in all aspects, including going to mine ore veins by foot (planned feature in SC) build personal outposts (SC ), all set in a procedurally generated galaxy (ED), SC will not have this feature but most environments will be a mix of procedural generation with crafted parts... However I'm going offtopic a little. I understand why many don't want space legs, they want to see what ED does well already to excel.
 
I'll never understand why people buy a game to fly spaceships and then want to walk instead. People are odd.

I kind of like the idea this but only in the sense exploring, and yea defending ones self against danger. But not in a full blown combat on foot in space as Chris has invisioned. The mission where you go to a station, then EVA to station to fix or loot is interesting if I can ever get past being shot dead. Frontier could do this.

Just don't tell 'em which August ;)

Do we know which August ... LOL.
 
I've still got $35 sitting in Star Citizen from way back when before it had even been on KickStarter. When it gets to version 1.0 then I'll be delighted to take a look.
 
I've still got $35 sitting in Star Citizen from way back when before it had even been on KickStarter. When it gets to version 1.0 then I'll be delighted to take a look.

I thought Kickstarter was the very first public glimpse on the project? how did you hear about it beforehand and how were you able to invest?

edit: its hard to believe CiG is not monetizing todays festivities. At least I didnt spot any "deals" on their homepage. Is there a holiday deal running for the "inner circle" by chance?
 
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Depth?

A good friend of mine built a near-godlike rig to play SC, and borrowed some of my kit to make the experience as good for him as he thought it could be, and we both went to great lengths to make everything multiplayer work.

End result?

Done everything and completely fed up in two hours.


I remember reading about a guy/kid who bought something like 50 GTX 670 Pc`s and has even built a room/tent so that he and all his friends could play in one room and have a star trek like experience:D:D

all outdated now :D:D lol
 
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I thought Kickstarter was the very first public glimpse on the project? how did you hear about it beforehand and how were you able to invest?

edit: its hard to believe CiG is not monetizing todays festivities. At least I didnt spot any "deals" on their homepage. Is there a holiday deal running for the "inner circle" by chance?

CIG started taking money before kickstarter, it was just not that public, and was not going on that long.
 
Open development is now supported by crowd-sourced information gathering and completion status estimation.
Results can be perused on this site, courtesy of Commander StarCitizenTracker:



https://starcitizentracker.github.io/

Unfortunately, the development progress of procedural birds has not been analysed yet.
 
Open development is now supported by crowd-sourced information gathering and completion status estimation.
Results can be perused on this site, courtesy of Commander StarCitizenTracker:

[url]http://i.imgur.com/ELUIlaF.png[/URL]

https://starcitizentracker.github.io/

Unfortunately, the development progress of procedural birds has not been analysed yet.

Kinda confusing graph but interesting when you get your head around it.

16% completed after 1 bazillion $ is a bit worrying, and no procedural birds is a bit of a deal breaker for me... :(

*Edit - 3% in alpha - 97% of this awesomeness is yet to be seen:O
 
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I am a bit late to it but i wanted to add something about buyable in-game money.

The moment in-game currency is aquireable by the means of real world currency it will get a worth attached.
SC already did that indirectly by selling Ships for real money.
At this point you are able to buy a form of credits for SC ingame (link) lets take it as a example.

If we take the 20.000 credit package for $23,80 to get credit equal for a ship that costed $1000 we would need around 42 packages. Those packeges would amount to
840.336 Credits (1000 / 23,80 * 20.000) Doesnt sound so much, at their current rate.
Now lets say CIG stays true in their words (people can buy them ingame! This is the chance to get them cheap and they will only get more expensive later on)
How much would be "fair?" double, tripple the amount? So would you suddenly need to "earn/pay" $3000 dollar worth of in-game credits to get that ship in game?

It creates a very dangerous mentality and comparison in a game. Lets take EvE as a good example when news comes out how corps burned through millions of dollars in a war.
Why Millions? How did they come to that conclusion that is madness its just pixels not real....oh boy it became real the moment money was able to be converted into in-game credits through the trading of PLEXs aka Buy a subscription you could sell to others on the market. Which led to money exchange into credits.

The difference with EvE? Its bound to a supply/demand from the players with that the "worth" goes up and down and its a actual cargo, that can be lost or stolen aswell as used up.
Tied to that its actual fine, WoW did the same thing.

But SC is in a very bad situation, what ever prices they will ask for the ships buyable for in-game credits it will be converted to the money standard it created through selling the ships using real money.
How do i know? Ask any european that got its national currency converted to the € to this day people compare prices to their old currency and lament in how everything costs more.
 
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It creates a very dangerous mentality and comparison in a game. Lets take EvE as a good example when news comes out how corps burned through millions of dollars in a war.
Why Millions? How did they come to that conclusion that is madness its just pixels not real....oh boy it became real the moment money was able to be converted into in-game credits through the trading of PLEXs aka Buy a subscription you could sell to others on the market. Which led to money exchange into credits.

The difference with EvE? Its bound to a supply/demand from the players with that the "worth" goes up and down and its a actual cargo, that can be lost or stolen aswell as used up.
Tied to that its actual fine, WoW did the same thing.
The thing that is crucial to understand here is that in EVE, you never converted cash into credits. You did not buy in-game currency. What you did was trade (real) playtime against real cash.

The in-game money (ISK) was only ever created through regular in-game means — the amount was regulated by the faucets and sinks that were built into the game and its gameplay. Every last ISK-cent came out of a player spending time engaging in the various NPC interactions that triggered an ISK payout (most commonly some variant of mission-running or ratting). Meanwhile, the actual value of that amount was regulated by various market forces, notably the total supply and the time required to create that ISK — if someone found a new way to markedly improve the earning rate, the value of ISK took an instant dive; if CCP introduced a powerful new ISK sink, the value went up. Someone who had lots of free time to play the game could use PLEX as an intermediary to effectively trade that play time against someone else's work time. That other player might not have as much free time, but would instead have more free cash, and everyone ended up happy when one was traded for the other. Consequently, the market price of a PLEX would vary significantly, regulated by both the money supply and that effort-for-ISK/playtime reward ratio.

Crucially, the whole transaction was almost 100% economy neutral. It did not affect the ISK supply or the effort ratio. It did not affect the value of anything other than the value of PLEX itself, but that was obviously a regular self-regulating supply/demand system.

There was also no (legal) way of cashing out. The whole thing made it convenient and easy to measure the “real-money value” of a ship, but the actual real value of anything was always zero. You could not sell your $5000 ship for $5000 (or… well… you could, but if you got caught, you'd lose everything you owned in-game, quite possible including the friendship of other players since they got their stuff confiscated as well because of you). So the whole system rather worked to deflate the value and in- and out-of-game damage done by regular “gold selling.”

Everything that EVE does right to avoid real-life cash polluting the economy, SC does wrong. There is no regulation of value in either direction: as cash influx changes the value of credits (and it will change), there is no mechanic to balance or counteract that inflation. Similarly, as credit value changes (and, again, it will change), there is no mechanic to balance or counteract the change in how much your cash payment is now worth. Since you are allowed to cash out by selling your stuff, there is also a strong incentive to screw with this system as much as humanly possible, which, since there are no regulations or safeguards, will mean that the in-game economy will crash instantly, and anyone who payed for credits will be screwed over something fierce.

By incentivising anything that makes CIG money, they have created a system that is inherently ruinous and untenable for the actual game they're trying to make. Their development funding scheme has sabotaged one of the most crucial systems they need to develop. At some point, they either have to give up that development, or change their development funding scheme. Anyone who is currently supporting this system by pouring cash into it will be worse off the more they support it, and ultimately, chances are that CIG will also suffer huge losses as a result.
 
How much would be "fair?" double, tripple the amount? So would you suddenly need to "earn/pay" $3000 dollar worth of in-game credits to get that ship in game?


It's going to be far worse than that. They used a Polaris as an example, it currently costs the equivalent of 750,000 UEC but were on about it costing 25 million UEC in game.

As per Erin's recent comments
The idea is that some ships especially the larger ones are going to be extremely expensive & would be bought by an ORG or group together.
He equates the value of ships being bought now with IRL monies as effectively 'good value'.
The smaller starting ships will be much more affordable in game, BUT prices will ramp up fast.
Building up your ship and becoming attached to it are part of the gameplay they are going for.
 
It's going to be far worse than that. They used a Polaris as an example, it currently costs the equivalent of 750,000 UEC but were on about it costing 25 million UEC in game.

As per Erin's recent comments

Jesus Christ.

Has there ever been any word on whether they'll stop selling UEC post-launch?
Otherwise they'd be expecting orgs to collectively earn the equivalent of slightly over $30.000 in storebought credits, which sounds a mite unrealistic. xD
(That's the monetary equivalent of a guild of 100 players subbing to a game like WoW for 2.5 years straight...)

Curious to see what they'll end up considering "smaller starting ships" and why/how much the prices for those would ramp up. :|
 
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It's going to be far worse than that. They used a Polaris as an example, it currently costs the equivalent of 750,000 UEC but were on about it costing 25 million UEC in game.

As per Erin's recent comments

I seem to remember a 40-60 million UEC figure for Polaris being thrown around, but I'm not sure where I've got that from.
 
Jesus Christ.

Has there ever been any word on whether they'll stop selling UEC post-launch?

No, selling UEC is intended to be one of their primary sources of income post release. The quote below is from the recent interview with Erin

A revenue stream for them will be selling UEC for the game once it’s live.
Some people will play a lot OR grind missions to earn credits, some players might only have a limited amount of time BUT a disposable income and be able to purchase UEC to grab their next ship or weapon.
Literally paying to offset time. -- this seems to be what the game's financial model is based on, money vs time
This should also help regulate unofficial “gold” sellers like you get in WoW & EVE as well as helping support the game.
They will however keep an open mind when it comes to how to support the game, if other revenue streams are necessary BUT this would be discussed & explored with the community.

The thing I hate with the above is that they always treat it as one or the other, never accounting for people that have both time and money...


Otherwise they'd be expecting orgs to collectively earn the equivalent of slightly over $30.000 in storebought credits, which sounds a mite unrealistic. xD
(That's the monetary equivalent of a guild of 100 players subbing to a game like WoW for 2.5 years straight...)

Yes, it sounds totally ridiculous, I'm not sure how they plan to address it. I don't like that these ships are meant to be extremely expensive and only earnable by orgs yet they are selling them to single buyers for a significant "discount".


Curious to see what they'll end up considering "smaller starting ships" and why/how much the prices for those would ramp up. :|

Likewise, my concern is that the ramp up will make it feel like a free-to-play grinder. The opposite of what I thought I was paying for.
 
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Curious to see what they'll end up considering "smaller starting ships" and why/how much the prices for those would ramp up. :|

Smaller ships i would imagine is either most single seaters or even starter ships, perhaps having military single seaters becoming more expensive since, well, the military gets them first from the production lines.

I can see several ways for prices to fluctuate (something i would like to see in Elite)

Since the plan is for the simulated economy to actually have a production chain that demands materials and a finite amount of actual modules and ships we can theorize on the following.

- Demand VS Availability (loss of ships would have X players waiting for their ships while new players wanting to buy the ship will have to pay more as the price go up)
- Market prices for modules and materials rise as the production of replacement ships demand these items from the market
- Resources that are needed can ALSO raise in price if piracy attacks and raids reduce the amount produced from factories, raising the prices of parts and modules even more
- The more resources and modules a hull demands the more would their prices ramp up.

EDIT: In the opposing end:

- Ships that are not as popular could drop in price, making them an alternative while people wait for their new ones.
 
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I can see several ways for prices to fluctuate (something i would like to see in Elite)

maybe you need a pair of looking glasses, because they do.

theorize as you wish but in an economy taken by NPC and not players, what players demand are irrelevant if 90% of the demand is in the hands of computer AI, assuming that CIG is able to program a decent AI.
 
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